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Entertainment

Entertainment problem: Streaming

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Literature Review: Streaming problem for Entertainment

This “Ten Problems for Entertainment in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.

Without further ado, these are the ten problems that we are going to introduce in this booklet:

  1. gamification,
  2. personalization,
  3. co-creation,
  4. nostalgia,
  5. streaming,
  6. ar/vr apps,
  7. sports,
  8. operations,
  9. costs,
  10. advertising.

Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.

The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.


5 Streaming

THE PROBLEM — More and more people are switching to online platforms to watch movies, series, and even live broadcast television. In the past, substantial manpower and funds were required to produce video content, whereas in recent years, video content has been produced using minimum capital and mobile devices.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — Competition in the growing Subscription Video-on-Demand industry revolves around content, which is enforced through resource building, co-creation and market expansion. The distinctive feature of live-streaming is “real-time”, wherein streamers and viewers can communicate directly in real-time. Consumers prefer one service provider because of availability of exclusive content able to change their way of thinking or perception towards reality. The growing number of distribution methods and the direct-to-consumer model serving to inversely affect costs on the producer and guild sides in Hollywood. Online streaming services like Netflix follow a convenience institutional logic, the product of advanced data analytics to increase subscriptions. Big Technology Companies like Apple, Amazon, and Google have heavily influenced the sources of music streaming competitive advantages, forcing the incumbents to focus on new ways to monetize. There is a limit to firms’ ability to combat piracy by making legal channels more appealing. Linear-TV is re-emerging on Twitch platform in other, novel forms as well. Game lives have some notable problems in China: frequent chaos, bad language and behavior, irrational behavior from the audience, legal issues needing regulation. YouTube has been criticized for promoting a highly commercialized culture of self-commodification and entertainment that maintains the status quo.

TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …


Entertainment
“Ten Problems for Entertainment in the 2020s” booklet for Amazon Kindle, 2020; click on the cover to go to the dedicated Amazon listing page

By TenProblems

Literature Reviews for Inquisitive Minds