...the publishing industry and thus devise two potential ideas for future development and implementations. Research has found that indie publishers and authors are taking up a huge portion of the market and therefore more beneficial for these professionals to create digital content and distribute it independently. As publishers are not educated in IT and data Analytics, these skill sets will need to be outsourced or taught in order for self-publishers to maximise their revenue and consumer retention. Mobile applications are also proving to be the new way to read digital content by enhancing the consumer’s experience, thus adding value to the product. The growth of virtual spaces that allow people to network and collaborate on creative projects are also increasing and globalisation has shaken the industry and provide huge opportunities to bring distribution closer to the consumer and pursue a much larger audience. Therefore, this analysis indicates there could be future development for a platform at which authors, publishers, and developers can come together to collaborate and create book apps (which have already shown massive popularity in self-help content) and virtual print-on-demand bookstands that will allow self-publishers to print their work globally, to a much larger audience. Table of Contents 1.0 INDUSTRY ANALYSIS 3 1.1 FIFTY SHADES OF INDIE AUTHORS (CONTENT & CONVERGENCE) 1.2 THE HITCHHIKERS GUIDE TO “COMMONS CREATION” (CONDUIT & CONVERGENCE) ...
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...explore this curiosity I did a deep dive into Alisun Pawley and Daniel Mullensiefen's research on The Science of Singing Along for a quick [Metis](http://www.thisismetis.com) investigation presentation. The presentation deck and an overview of key concepts is included below and you can check out the full article [here](http://www.doc.gold.ac.uk/~mas03dm/papers/PawleyMullensiefen_Singalong_2012.pdf)! #### Data The study investigates the contextual and musical factors that incite audiences in music venues...
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...rekaman, dan toko CD atau kaset. Dengan adanya teknologi digital, konsumen memilih melakukan illegal download yang mengabaikan hak paten dari lagu musik tersebut sehingga musisi tidak mendapatkan hak royalti dari musik yang dia ciptakan. Banyak orang yang sudah tidak berminat untuk membeli CD atau kaset musik yang mengakibatkan banyak toko musik tutup. Salah satunya Toko musik yang gulung tikar di indonesia ialah Aquarius Mahakam yang tutup pada akhir Desember 2013. Alyaw selaku Manager Toko Aquarius Mahakam mengakui bahwa produk fisik seperti CD atau Kaset semakin sedikit peminatnya ditambah lagi biaya operasional tinggi yang tidak dapat menutupi biaya penjualan (Maulana,2013). Toko musik besar diluar negri seperti Tower Record, Virgin Music, hingga HMV juga mengalami hal yang sama.mengunduh lagu secara legal melalui internet seperti Itunes tidak akan dapat membuat pembajakan berhenti. Salah satu solusi yang dapat ditawarkan ialah dengan menawarkan sistem pemutaran digital atau streaming radio melalui internet. Salah satu perusahaan streaming radio yang dapat dikatakan sukses saat ini ialah Spotify. Pada tahun 2013, Spotify yang memiliki 50 juta pengguna aktif tercatat memperoleh pendapatan sebesar $ 1.03 milyar (Sisario, 2014) . Namun Spotify menghadapi beberapa tantangan yang harus dihadapi. Selain persaingan antara kompetitor, spotify juga menghadapi...
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...2009” and is more profitable to game companies over physical sales (Okalow a, 2012). You may ask yourself: why are there still physical retailers if digital distribution is so much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile, the market for digital distribution will grow $15 billion, to US$39 billion in 2016, up from US$24 billion in 2012 (Okalow b, 2012). The game industry has been in...
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...2009” and is more profitable to game companies over physical sales (Okalow a, 2012). You may ask yourself: why are there still physical retailers if digital distribution is so much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile, the market for digital distribution will grow $15 billion, to US$39 billion in 2016, up from US$24 billion in 2012 (Okalow b, 2012). The game industry has been in...
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...Virginia Watkin Professor Dave Graham Music 118 November 26, 2013 Rock and Roll has Lost the Ability to Effect Meaningful Societal Change Music has often been said to be the universal language. Rock musicians especially learned to use the power of rock music and lyrics to effect powerful changes in society, most particularly in the 1960’s and 1970’s. The early age of Rock and Roll was an exciting time for the musicians, lyricists and the mass of young people who listened to them. While it may be that rock music in all of its genres of today can still prod listeners to champion for social change, the rock music market has fragmented so dramatically that rock and roll has lost the ability to impact mass sections of the population and has therefore, lost its unique voice and ability to effect real social change in US society. The turbulence of the 1960’s, due to the escalation of the conflict in Vietnam to a full out war, the assassination of both President John F. Kennedy and Martin Luther King Jr. and the push for civil rights for all people made for fertile ground for songwriters to encourage change for the better through their music. (Hibbard and Kaleialoha, p 122) Lyricists and composers worked in tandem to write songs to both inform the public and, in some cases, incite the public to take action against what was happening in, around and to the world. Songs such as “Blowin in the Wind, written by Bob Dylan in 1962 and “Ball of Confusion (that’s what the world...
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...17, 2010 JOHN DEIGHTON LEORA KORNFELD Ne ettwerk Digita Mark k: al keting in the M Music Indust try Fo fifty years the goal of a or aspiring musi icians was to be signed to a major record label. Su o upport from one of the la arge music lab bels had been essential to the success of an artist. By 2009, how n o wever, major label profits and power were declin r s r ning. Had the point been reached wh n here a band could prosp without th support of a major label per he l? Ne ettwerk was an independ dent music la abel, publish and mana her agement firm In July 2009 its m. found Terry Mc der, cBride, joined forces with Brian Messag a partner in the comp d ge, pany that man naged Radio ohead, to offe the indust a new ide Under th name Poly er try ea. he yphonic they would inves $20 st millio of seed cap on pital to put ba ands in charge of their own careers. “It’ pretty much a venture capital n ’s h firm f bands,” on of the partn for ne ners told Billb board magazi 1. ine Al lternate structures for fina ancing and p promoting rec corded music such as art c, tist-run labels had s, been tried before without much success. Wh gave thes investors h w h hat se hope in 2009 w the belie that was ef digitiz zed music an the Intern would com nd net mbine to cre eate new, low cost ways t promote m w to music. McBri and his partners were ready to put what they had learned ab ide p t bout digital m music marketi to ing work in a vehicle that could attr t ract investors s. Ini itial response...
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...History of Oxford University Oxford University was a boy’s only school founded in 872. It was founded when Alfred the Great met some monks and had a scholarly debate with them. Although the school was founded in 872, teaching didn’t really start until 1096 when Henry II forbade students from attending the University of Paris. Over time, new colleges opened within the university and allowed more students to study what they wanted. Included in the university were 38 colleges and 6 private halls. The small number of students in each college allows for specific attention to the students (www.ox.ac.uk). Every school was built for more students to study at their will. The professors at these colleges included extremely talented men that came to teach students the wonders of things such as math and science. Over the years, this school has made very little changes but now includes new difficulties and rules. Oxford University remained an all-boys school for a very long time. Women were first accepted into other colleges at Oxford in 1920. In 1878, academic halls were established for women. They allowed them to sit in on different lectures and help them study anything they wished. They wanted to promote the higher education of women, so beginning in 1879 they opened women only schools as a part of the university. Lady Margaret Hall and Somerville were both opened in 1879, followed by St. Hugh’s in 1886, St. Hilda’s in 1893, and St. Anne’s in 1952. These 5 schools eventually let in...
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...Research Paper on Chris Brown Ashley Marie Rodriguez John Jay College Criminal Justice, City University of New York Psychology of Personality Mindi Wapner, PhD, NCSP Fall 2015 The glamorous life of the music industry is no easy task to live up to. This kind of world requires dedication, talent, sacrifice, passion, and a plethora of other qualities one must have to arise to true stardom. Talent and good looks will only get oh so far in this industry, but what it really takes is, a whole lot originality and a sprinkle of “pizazz” to allow you to succeed beyond your wildest dreams. This is no easy job for the average Joe Schmo, who thinks that just having talent may be enough, there has to be that “it factor” that makes you stand above the rest. Many of the major/mainstream music labels in this day and age are looking for their next big hit that will make them millions of dollars in revenue for their brand. When you are an artist signed to a major label you become a brand ambassador for that label, as well as yourself. You must be willing to do what it takes to make your music, as well as your products sell, sell, and sell. But always keep in mind, when you are a well-known artist who lives in the spotlight and is releasing music on a constant basis, your life becomes super public, where you have people all over the world watching and judging everything you do. Now this next artist who I will be introducing in...
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...Creative and Cultural Industries, MA Module: HUP057N What does a “political economy” approach to study of the Creative and Cultural Industries involve? What are its advantages and disadvantages? ID: 10048001 Anastasia Davydova 1. Introduction The intention of this paper is to define what we mean by political economy? What does this approach involve to study the Creative and Cultural Industries and what its advantages and disadvantages. This work will search through definitions, different schools and historical periods to better understand the background of Political Economy. Also this approach will be compared with another approach which examines cultural industries namely cultural studies approach to underline the main key point of political economy. This essay will briefly discuss specifics features of Creative and Cultural industries and moves to political economy approach itself with the final observation of advantages and disadvantages. “Culture is our business and business is our culture” [1] Definitions The term political economy addresses to relationship between politics and economy, how political power cooperate with economics, so politics responsible for the society and economy, in other words in charge of wealth of the society. Hence it is possible to declare that political economy examines the production and distribution...
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...exists since 1970-s when the first arcade games appeared, like space invaders and pong. Today, the video game industry transformed into vast and high-growing market. According to data compiled by the “NPD Group”, a global market research company, and released by the Entertainment Software Associations, the computer and video game industry sold over 273 million units in 2009 leading to an astounding $10.5 billion in revenue. The statics of United States of America shows how great is the consumption of video games is. There are 67% of gamers in this country with average age of 34 years old. This is very inspiring that people keep playing games in their conscious adulthood. It will be correct to assume that the result of this statistics tells us how video games have penetrated in life of peoples. I took the US as example because this country has a great influence on other nations. In other perspective if we will consider video games as the product, which is not only, produced by big studios, because we cannot definitely say that they make the main volume of gross profit. The point is that not only AAA games considered as successful but also casual and indie games, which have a significant impact on the industry itself. There are many successful indie...
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...Term Paper on Mobile Operating Systems Submitted to Amity School of Engineering and Technology Guided By: Made By: Ms. Ankur Chaudhary Sagar Nenwani, 6CSE4X A2305213340 AMITY UNIVERSITY, UTTAR PRADESH GAUTAM BUDDHA NAGAR Declaration I, Sagar Nenwani, student of B.Tech (CSE) hereby declare that the project titled “Mobile Operating Systems” which is submitted by me to Department of Computer Sciences, Amity School of Engineering and Technology, Amity University Uttar Pradesh, Noida, in partial fulfillment of requirement for the award of the degree of Bachelor of Technology in Computer Science, has not been previously formed the basis for the award of any degree, diploma or other similar title or recognition. The Author attests that permission has been obtained for the use of any copy righted material appearing in the project report other than brief excerpts requiring only proper acknowledgement in scholarly writing and all such use is acknowledged. Sagar Nenwani 6 CSE 4 (x) A2305213486 May 7’ 2016 Certification This is to certify that Mr. Sagar Nenwani, student of B.Tech. in Computer Science has carried out the work presented in the project of the term paper entitle "Mobile Operating Systems"...
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...Final Paper 100% Biswajit Panja WEBD311 Date What is there to Web Games? In this day and age, there is a web game that is either on every page on the internet or at least an advertisement to direct a person that is exploring on the internet to a web game. Since, there are so many web games on the internet, not very many people know what really happens behind the scenes of the web game. This essay would go into details on making the web games, how long it is to make a web game, who the targeted audience is, and what are the pros and cons of playing web games or video games. The first paragraph would be explaining on how long it would take to complete a web game with a team of experts and how many personal it would take. What I have found out from the internet that some companies have upwards of 5,000 personal to help create web games and video games. “The Epic has a total of 160 employees. Blizzard actually has a total of 4,700 employees to create games. Bungie has 500 people to help make the games. Turtle rock has anywhere from 50 to 200 personal that work on games. Valve has 300 programmers. Finally, Riot has a total of 1,000 people.” (forums.unrealengine.com) Most of the web game developer companies have a certain way of making games. These specializations of the people are there to complete the web game in the most professional way. They are the animators, digital video-sound editor, game programmers, producer/director, technical artist/3D artist, and testers. I could...
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...Indonesia was built in December 1900, the first class ticket was 2 Gulden (silver) and the second class was 2.5 Gulden. Another rules in ticketing was by dividing the price into 3 classes. The third class, known as “goat class” was the cheapest. Started at Gambir open field (now, Monas), the building was a warehouse with a wall from gedek (plaited bamboo skin) and iron roof. Named as Talbot (taken from the owner’s name), it moved from one city to another when the movie season ended There was another Cinema known as De Callone (name of the owner) in Deca Park. Known as “misbar (gerimis bubar)”, an open Cinema, De Callone was a starter of Capitol Cinema in Pintu Air. Back then, the movie showing was silent. Sometimes, they put music together with the movie but it didn’t match. Decade 1950’s was the golden period of Cinema business. The competitors of Cinema were drama, human Wayang, Ketoprak, etc, which technically was below the standardization of cinematography technology. Compared to the organized cost of drama and the rest, Cinema cost was cheaper because it only repeated the movies again and again (Haris, 1992:19). In 1951, Metropole Cinema was built in Jakarta. It was supported with 1.700 seats capacity, had vacuum and blower ventilation, 3 floor building, dance floor, and swimming pool. Competition got higher by time. In 1955, Indra Cinema in Yogyakarta, supported the Cinema with shops and restaurants to fulfill their costumer’s (viewer)...
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...“A STUDY ON THE MOST INFLUENTIAL MALE RAP ARTIST AMONG 50 HIGH SCHOOL STUDENTS IN NEWLAND CENTER FOR EDUCATION S.Y. 2011-2012” A Thesis Presented To the Faculty and Staff of Newland Center for Education In Partial Fulfillment For The Secondary Education By: Meinard Albert D. Retoran 4th Year – Gold 2013 – 2014 APPROVAL SHEET The thesis entitled “A STUDY ON A STUDY ON THE MOST INFLUENTIAL MALE RAP ARTIST AMONG 50 HIGH SCHOOL STUDENTS IN NEWLAND CENTER FOR EDUCATION, S.Y. 2013-2014” presented and submitted by RETORAN, MEINARD ALBERT D., in partial fulfillment for requirements in Secondary Education has been examined and is recommended for acceptance and approval for ORAL EXAMINATION. Mrs. Michelle D. Retoran Adviser PANEL OF EXAMINERS As approved by the COMMITTEE ON ORAL EXAMINATION with a grades of ___________ on _____________________. DR. ROSARIO C. CRUZ Director DR. GELARIO C. CRUZ __________________ Principal DepEd Representative MRS. SEGUNDINA BANZON __________________ Member Member Accepted and approved in partial fulfillment of the requirements in Secondary Education Date: ______________ ACKNOWLEDGEMENT I would like to dedicate this thesis entitled “A STUDY ON A STUDY ON THE MOST INFLUENTIAL MALE RAP ARTIST AMONG 50 HIGH SCHOOL STUDENTS IN NEWLAND CENTER FOR EDUCATION, S.Y. 2013-2014” to...
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