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Assets.Kpmg › Content › Dam › Kpmg › Pdf › 2012 › 05 › Report-2012.Pdf
Digitization of theatr Digital DawnSmar Tablets tphones Online applications The metamorphosis kingSmar Mobile payments or tphones Digital monetizationbegins Smartphones Digital cable FICCI-KPMG es Indian MeNicdia anhed E nconttertainmentent Tablets Social netw Mobile advertisingTablets HighIndus tdefinitionry Report 2012 E-books Tablets Smartphones Expansion of tier 2 and 3 cities 3D exhibition Digital cable Portals Home Video Pay TV Portals Online applications Social networkingDigitization of theatres Vernacular content Mobile advertising Mobile payments Console gaming Viral Digitization of theatres Tablets Mobile gaming marketing Growing sequels Digital cable Social networking Niche content Digital Rights Management Digital cable Regionalisation Advergaming DTH Mobile gamingSmartphones High definition Advergaming Mobile payments 3D exhibition Digital cable Smartphones Tablets Home Video Expansion of tier 2 and 3 cities Vernacular content Portals Mobile advertising Social networking Mobile advertising Social networking Tablets Digital cable Online applicationsDTH Tablets Growing sequels Micropayment Pay TV Niche content Portals Mobile payments Digital cable Console gaming Digital monetization DigitizationDTH Mobile gaming Smartphones E-books Smartphones Expansion of tier 2 and 3 cities Mobile advertising Mobile gaming Pay TV Digitization of theatres Mobile gamingDTHConsole gaming E-books Mobile advertising RegionalisationTablets Online applications Digital cable E-books Regionalisation Home Video Console gaming Pay TVOnline applications -
Netflix and Twitch Traffic Characterization
University of Calgary PRISM: University of Calgary's Digital Repository Graduate Studies The Vault: Electronic Theses and Dissertations 2015-09-30 NetFlix and Twitch Traffic Characterization Laterman, Michel Laterman, M. (2015). NetFlix and Twitch Traffic Characterization (Unpublished master's thesis). University of Calgary, Calgary, AB. doi:10.11575/PRISM/27074 http://hdl.handle.net/11023/2562 master thesis University of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission. Downloaded from PRISM: https://prism.ucalgary.ca UNIVERSITY OF CALGARY NetFlix and Twitch Traffic Characterization by Michel Laterman A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE GRADUATE PROGRAM IN COMPUTER SCIENCE CALGARY, ALBERTA SEPTEMBER, 2015 c Michel Laterman 2015 Abstract Streaming video content is the largest contributor to inbound network traffic at the University of Calgary. Over five months, from December 2014 { April 2015, over 2.7 petabytes of traffic on 49 billion connections was observed. This thesis presents traffic characterizations for two large video streaming services, namely NetFlix and Twitch. These two services contribute a significant portion of inbound bytes. NetFlix provides TV series and movies on demand. Twitch offers live streaming of video game play. These services share many characteristics, including asymmetric connections, content delivery mechanisms, and content popularity patterns. -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
30-Minute Social Media Marketing
30-MINUTE SOCIAL MEDIA MARKETING Step-by-Step Techniques to Spread the Word About Your Business FAST AND FREE Susan Gunelius New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto To Scott, for supporting every new opportunity I pursue on and off the social Web and for sending me blog post ideas when I’m too busy to think straight. And to my family and friends for remembering me and welcoming me with open arms when I eventually emerge from behind my computer. Copyright © 2011 by Susan Gunelius. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher. ISBN: 978-0-07-174865-0 MHID: 0-07-174865-2 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-174381-5, MHID: 0-07-174381-2. All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every oc- currence of a trademarked name, we use names in an editorial fashion only, and to the benefi t of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps. McGraw-Hill eBooks are available at special quantity discounts to use as premiums and sales promotions, or for use in corporate training programs. -
FACEBOOK MARKETING – What Do Users Think of It?
Bachelor's thesis Degree Programme in Internation Business 2011 Jani Orpana, Jukka Teräs FACEBOOK MARKETING – What do users think of it? BACHELOR´S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Degree Programme in International Business 01.12.2011 | 108 pages Instructor(s): Laura Heinonen Author(s): Jani Orpana, Jukka Teräs FACEBOOK MARKETING – WHAT DO USERS THINK OF IT? The Internet is part of our daily lives, has been for decades in continuously increasing proportion and continues inevitably on the same path. We use it for getting information, entertainment, shopping, in our work and studies and, above all, for communication. E-mail is a familiar mode of communication, but among the later trends in the Internet is the social media with its various manifestations. It provides us means to stay in touch with our family and friends and to meet new people and to socialize among the likeminded. Social media is hoarding ever more larger share of people’s time that spend in overall and especially in the Internet. The most significant by far is the Facebook.com, the phenomenon that has grown at an unpreceded pace and today it attracts more visitors than any other web domain except Google.com. The change in behaviour presents a challenge and an opportunity in a marketer’s perspective. The people are withdrawing from the television and other established marketing channels but at the same time they are flocking to a new environment that is far more interactive and with the right tools in skilled hands it also provides more information about the audience. -
Twitch.TV and Parasocial Interaction: Understanding Twitch’S Social Features Within a Parasocial Framework
Twitch.TV and Parasocial Interaction: Understanding Twitch’s Social Features Within a Parasocial Framework Maren Zeinstra June 26th, 2017 Supervisor: Dhr. Dr. Markus Stauff Second reader: Dhr. Dr. Toni Pape Television and Cross-Media Culture University of Amsterdam Table of contents Chapter 1. Introduction page 3 Chapter 2. Commentators page 10 Chapter 3. Streamers page 20 Chapter 4. Viewers page 30 Chapter 5. Conclusions page 39 Bibliography page 41 2 1. Introduction 1.1 Introduction Twitchis an online platform founded in 2011 (https://twitch.tv) where users live-stream themselves while playing a video game, displaying gameplay andincluding webcam and microphoneto communicate with their viewers (image 1.1). According to Twitch, the community consists of more than 2 million live-streamers and close to 10 million visitors per day (About Twitch).Besides individual users, organizations broadcast their eSports tournaments where gamers and teams compete for prizes (Edge 34-5). Twitch additionally offers features for social contact between users by following, subscribing, adding friends and sending personal messages. Additionally, all channelshave a chat room right next to the live-stream where userscan communicate in real time (image 1.1). Twitch users can select streams from the list of channels they “follow” at the left side of the screen, or they can browse through all live channels, of both individual streamers and organized tournaments, filtered per game, community or popularity (image 1.2). Besides the heterogeneous gaming content, Twitch introduced a “Creative” section in October 2015, where users stream themselves while cooking, painting, designing, making music, et cetera. (Moorier)(image 1.2). -
The Value of Pre-Launch Twitter Volumes in Predicting Initials Sales
The value of pre-launch Twitter volumes in predicting initials sales of new cars MSC Business Studies Marketing Thesis by Jorrit Stein 10618015 First supervisor: Ms. E.Korkmaz Second supervisor: Dr. Umut Konus Final version January 30, 2015 1 Statement of originality This document is written by Student Jorrit Stein who declares to take full responsibility for the contents of this document. I declare that the text and the work presented in this document is original and that no sources other than those mentioned in the text and its references have been used in creating it. The Faculty of Economics and Business is responsible solely for the supervision of completion of the work, not for the contents. 2 Index Abstract ................................................................................................................................................... 4 Introduction ............................................................................................................................................. 5 Literature review ................................................................................................................................... 10 Predicting car sales ............................................................................................................................ 10 Advertisement ................................................................................................................................... 13 Web data based forecasting ............................................................................................................. -
Guerrilla Marketing - and Its Effects on Consumer Behavior
BACHELOR THESIS Spring 2012 Kristianstad University International Business and Economics Program Guerrilla Marketing - And its Effects on Consumer Behavior Authors Sandra Belić Emelie Jönsson Supervisor Christer Ekelund Examiner Timurs Umans Abstract As consumers are getting better at avoiding the traditional marketing campaigns companies are using, it has become crucial for companies to differentiate their marketing. One way of doing this is to use guerrilla marketing, a marketing type more extreme, innovative and attention capturing than traditional marketing. The purpose of this thesis is to explore how the use of guerrilla marketing affects consumer behavior in terms of brand attitude, brand image and purchase intention. Moreover, the effect on Word-of-Mouth will be explored, as this is a crucial implication if the guerrilla campaign is to be perceived as successful. Based on marketing theories and consumer behavior theories, an experiment is conducted through a focus group seminar, to determine if guerrilla marketing campaigns are perceived as being more creative and credible than traditional marketing campaigns. Furthermore, these determinants are used as instruments to study the effect on brand attitude, brand image and purchase intention. The study is exploratory and the chosen method is a qualitative data collection. The findings indicate that guerrilla marketing campaigns affect all consumer behavior elements, studied in our thesis, more than their equivalent traditional marketing campaigns. Suggestions for further research include studying if there is a cultural difference in how guerrilla marketing is perceived. This thesis may be useful in increasing companies’ understanding of the concept of guerrilla marketing and how this can be used in a successful way. -
The Long Tail / Chris Anderson
THE LONG TAIL Why the Future of Business Is Selling Less of More Enter CHRIS ANDERSON To Anne CONTENTS Acknowledgments v Introduction 1 1. The Long Tail 15 2. The Rise and Fall of the Hit 27 3. A Short History of the Long Tail 41 4. The Three Forces of the Long Tail 52 5. The New Producers 58 6. The New Markets 85 7. The New Tastemakers 98 8. Long Tail Economics 125 9. The Short Head 147 iv | CONTENTS 10. The Paradise of Choice 168 11. Niche Culture 177 12. The Infinite Screen 192 13. Beyond Entertainment 201 14. Long Tail Rules 217 15. The Long Tail of Marketing 225 Coda: Tomorrow’s Tail 247 Epilogue 249 Notes on Sources and Further Reading 255 Index 259 About the Author Praise Credits Cover Copyright ACKNOWLEDGMENTS This book has benefited from the help and collaboration of literally thousands of people, thanks to the relatively open process of having it start as a widely read article and continue in public as a blog of work in progress. The result is that there are many people to thank, both here and in the chapter notes at the end of the book. First, the person other than me who worked the hardest, my wife, Anne. No project like this could be done without a strong partner. Anne was all that and more. Her constant support and understanding made this possible, and the price was significant, from all the Sundays taking care of the kids while I worked at Starbucks to the lost evenings, absent vacations, nights out not taken, and other costs of an all-consuming project. -
GIRL GAMER and the POWER of PERSONA: the EXPERIENCE of VIDEO GAME LIVESTREAMERS by NAOMI BRAUN a THESIS PRESENTED to the GRADUAT
GIRL GAMER AND THE POWER OF PERSONA: THE EXPERIENCE OF VIDEO GAME LIVESTREAMERS By NAOMI BRAUN A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS UNIVERSITY OF FLORIDA 2016 © 2016 Naomi Braun ACKNOWLEDGMENTS I would like to thank my parents (all three) for encouraging me and allowing me to make my own choices. I would also like to thank all the teachers who have informed those choices along the years. 3 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 3 ABSTRACT ..................................................................................................................... 5 CHAPTER 1 INTRODUCTION .................................................................................................. 6 2 BACKGROUND .................................................................................................... 7 3 LITERATURE REVIEW ...................................................................................... 11 4 METHODOLOGY ............................................................................................... 16 5 ANALYSIS .......................................................................................................... 21 Relationship Building .......................................................................................... 21 Teasing and Insults ........................................................................................... -
Online Engagement Factors on Facebook Brand Pages
Online engagement factors on Facebook brand pages Irena Pletikosa Cvijikj & Florian Michahelles Social Network Analysis and Mining ISSN 1869-5450 Soc. Netw. Anal. Min. DOI 10.1007/s13278-013-0098-8 1 23 Your article is protected by copyright and all rights are held exclusively by Springer- Verlag Wien. This e-offprint is for personal use only and shall not be self-archived in electronic repositories. If you wish to self- archive your work, please use the accepted author’s version for posting to your own website or your institution’s repository. You may further deposit the accepted author’s version on a funder’s repository at a funder’s request, provided it is not made publicly available until 12 months after publication. 1 23 Author's personal copy Soc. Netw. Anal. Min. DOI 10.1007/s13278-013-0098-8 ORIGINAL ARTICLE Online engagement factors on Facebook brand pages Irena Pletikosa Cvijikj • Florian Michahelles Received: 19 April 2012 / Revised: 14 September 2012 / Accepted: 16 January 2013 Ó Springer-Verlag Wien 2013 Abstract Social networks have become an additional 1 Introduction marketing channel that could be integrated with the tradi- tional ones as a part of the marketing mix. The change in Marketing has recently undergone significant changes in the dynamics of the marketing interchange between com- the way information is delivered to the customers (Man- panies and consumers as introduced by social networks has gold and Faulds 2009). Social networks (SN), as a part of placed a focus on the non-transactional customer behavior. Web 2.0 technology, provide the technological platform for In this new marketing era, the terms engagement and the individuals to connect, produce and share content participation became the central non-transactional con- online (Boyd and Ellison 2008). -
A Consumer-Based Examination of Netflix Inc. Original Programming and Streaming Strategy
Streaming is the New Black: A Consumer-based Examination of Netflix Inc. Original Programming and Streaming Strategy A Thesis Submitted to the Faculty of Drexel University by Lindsay B. Strott in partial fulfillment of the requirements for the degree of Master of Science in Television Management March 2015 © Copy Right 2015 Lindsay B. Strott. All Rights Reserved i Acknowledgements Thank you to my thesis advisor Dr. Lydia Timmins and program director Al Tedesco for your guidance throughout my studies and the thesis writing process. I would also like to thank my family, friends, and classmates for their support and encouragement. ii Table of Contents List of Tables ............................................................................................................. vii List of Figures ........................................................................................................... viii List of Appendices ...................................................................................................... xi Abstract ...................................................................................................................... xii Chapter 1 : Introduction ............................................................................................ 1 1.1 Introduction ............................................................................................................. 1 1.2 Statement of the Problem ........................................................................................ 4 1.3 Background ............................................................................................................