...the most significant impact on American society because of his company’s contributions to the tech world: Apple revolutionized music, computing and the cell phone industry. Listening to music before the twentieth century was complicated, exasperating, and dull until the creation of digital music. If a person was interested in new music, he/she would have to “go to a local music store, buy a CD of the whole album, take it home, and play it on the stereo system [...] if he wanted to listen to the album away from home, he would take the CD with him and play it on a portable CD player” (“iTunes changes the model for music distribution”). The stereo system was...
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..."Marketing" "The marketing-plan of Apple Computer" "entering the digital music revolution" "Course Lecturer: John F. Sykes" "Author: Urs Gaudenz" "Submitted: January 22nd 2004" " CONTENTS" "1 Introduction 4" "2 Methodology 4" "3 Digital Music Revolution 5" "4 SWOT Analysis 6" "4.1 Opportunities 6" "4.2 Threats 6" "4.3 Strengths 7" "4.4 Weaknesses 7" "5 The Market Entry 8" "5.1 The Market for Portable Music Players ...
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...RIAA and Associated Record Companies: Embrace the Digital Music Era Our forms of music have drastically changed in correlation to current cultural advances. We have gone from vinyl records to cassettes, which were very popular in the 1970s followed by the revolutionary digital technology of a compact disc. Now, we are in an era that is progressively becoming more and more digitized with different audio formats through the Internet. Every day, thousands of people with a computer or access to one participate in peer-2-peer networks to share digitized formats of music, videogames, movies or other applications (“Peer-to-Peer File-Sharing”). The shift of music from compact discs to mp3’s has financially affected the music industry. Not only is money lost on the decreasing sales of outdated CD’s, but also on litigation circling the issues of copyright. Any downloaded music, videogames, movies, or applications from peer-2-peer networks sites are protected by copyright law and once downloaded are now considered copyright infringed. Over the years, The Recording Industry Association of America (RIAA) and its associated record companies have taken much time and spent a good amount of money to conduct investigations and prosecute individuals involved in illegal music file sharing and copyright infringement. However, the Internet has proven to move faster than the prosecutions of individuals responsible for illegal music downloading, which, in the long run, has had very little effect...
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...Apple (AAPL) founded in 1976 is a leading software and hardware company with over 170 retail stores around the world. It designs, manufactures and markets a wide range of products from personal computers, operating systems, network solutions, and the I-pod digital music player as well as distributing third party digital entertainment products through their I-tunes store. The company sells its products to a wide customer base, from individuals, educational institutions, and creative professionals, to small and mid level business. In addition Apple Incs various products are sold through their online store as well as third party vendors worldwide. Apple, Inc. stands for innovation in personal computing and digital media distribution. The company aims for nothing short of a revolution when designing, developing, and distributing its line of products .Apple's products range from a host of desktop and portable computers geared for the consumer and education markets, digital music players (iPod), online music store (iTunes), and SmartPhone (iPhone). Applications are designed for user convenience and productivity. Competition for market share in any one of Apple's product offerings is fierce and top competitors come from a formidable list which include Dell, Hewlett Packard, Microsoft, and Nokia (to mention a few). Users of Apple's products can be fickle, which causes a revolutionary product like the iPod to give way to newer technologies like the iPhone within the span of five years...
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...KAZIAN GLOBAL SCHOOL OF BUSINESS MANAGEMENT MARKS: 80 COURSE: GDM Sem-III SUBJECT: Marketing Management N.B: 1} Attempt all questions Name: Chellappan Pillai Radhakrishnan Mangalappallil Reference Number: KM-00312-30891 ____________________________________________________________________________________ Case 1 Marks-16 1997 saw the US$19 billion merger of Guinness and Grand Met to form Diageo, the world’s largest drinks company. Guinness was the group’s top- selling beverage after Smirnoff vodka, and the group’s third most profitable brand, with an estimated global value of US$ 1.2 billion. More than 10 million glasses of the world’s most popular stout were sold every day, predominantly in Guinness’ top markets: respectively, the UK, Ireland, Nigeria, the USA and Cameroon. However, the famous dark stout with the white, creamy head was causing some strategic concerns for Diageo. In 1999, for the first time in the 241-year history of Guinness, sales fell. In early 2002 Diageo CEO Paul Walsh announced to the group’s concerned shareholders that global volume growth of Guinness was down 4 per cent in the last six month of 2001 and, more alarmingly, sales were also down 4 per cent in its home markets, Ireland. How should Diageo address falling sales in the centuries- old brand shrouded in Irish mystique and tradition? The changing face of the Irish beer market The Irish were very fond of beer and even fonder of Guinness. With close to 200 liters per capita drunk each year- the...
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...the Music Industry As Albert Moran puts it, “film is an economic commodity as well as a cultural good” (Albert Moran, 1996) and therefore, the struggle to dominate the market for films and music has continued for such a long time. These cultural products because of the industrial processes they follow of production, distribution and consumption fall into the category of an industry and are immensely affected by the forces of the market. Distribution is the key factor in determining who would rule the industry as it forms the link between the production of the media goods and their exposure to the target audience. Over the years the cultural industry has evolved imbibing newer technologies and making space for newer companies to make their mark. This process of evolution has been intercepted with changes in its economic and sociological structure owing to the external economic, social and political factors and also technological advancements. Ownership of the media forces to a great extent amounts to a huge control over the global economy and also means greater political and cultural power. Hesmondhalgh, in his book, The Cultural Industries, points out that there has been an "interweaving of change and continuity" in the cultural industry since the 1970s (Hesmondhalgh, 2007). However, this hasn’t ever been a smooth process for the older and established companies who had to face challenges from the new market players. The music industry had to grow from the sheet music days...
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...KAZIAN GLOBAL SCHOOL OF BUSINESS MANAGEMENT MARKS: 80 COURSE: EMBA Sem- I SUBJECT: Marketing Management N.B: 1} Attempt all questions Name: Kumaran Abheesh Reference Number: KM-00613-31270 ____________________________________________________________________________________ Case 1 Marks-16 1997 saw the US$19 billion merger of Guinness and Grand Met to form Diageo, the world’s largest drinks company. Guinness was the group’s top- selling beverage after Smirnoff vodka, and the group’s third most profitable brand, with an estimated global value of US$ 1.2 billion. More than 10 million glasses of the world’s most popular stout were sold every day, predominantly in Guinness’ top markets: respectively, the UK, Ireland, Nigeria, the USA and Cameroon. However, the famous dark stout with the white, creamy head was causing some strategic concerns for Diageo. In 1999, for the first time in the 241-year history of Guinness, sales fell. In early 2002 Diageo CEO Paul Walsh announced to the group’s concerned shareholders that global volume growth of Guinness was down 4 per cent in the last six month of 2001 and, more alarmingly, sales were also down 4 per cent in its home markets, Ireland. How should Diageo address falling sales in the centuries- old brand shrouded in Irish mystique and tradition? The changing face of the Irish beer market The Irish were very fond of beer and even fonder of Guinness. With close to 200 liters per capita drunk each year- the equivalent of one pint per person...
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...a high sales returns that year which brought major developments in the film industry 2. How did the policies of "synergy" and "high concept" transform American film industry structure in the 1980s and 1990s? What kinds of films resulted from these policies and in what ways did distributors and exhibitors try to profit from such films? High-concept and synergy have TV series pictures and films and flicks, that typically accept pre-sold elements like movie stars so as to make audience anticipation, and at times may use cross promotional advertising advertisements with links to an audio recording, music videos, and authorized merchandise like videodisc box sets. They normally apply market and check screening feedback to change the narrative to enhance quality. Some of the industrial blockbuster motion pictures are created as star vehicles for prosperous music and sports personalities to enter the movie industry....
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...Electronic and Digital Media Industry Paper Com/225 September 23, 2013 Role of Electronic and Digital Media In this paper I will discuss the role of technology in electronic and digital media. . I will give historical and contemporary roles of media in society and describe how the chemical and electronic technology of photography, recording, and transmission has advanced from the initial discovery to the present day. I will also describe how mass media uses these technological innovations, analyze how the development of digital technology has affected the content, distribution, and style of electronic media and finally discuss how it has evolved overtime and made each and every one of us dependent on them. Historical and contemporary roles of media in society Technology plays a very important role in electronic and digital media and it is forever evolving. Digital and electronic media today is readily available with the invention of the Internet. The introduction of the Internet into the society’s everyday lives have brought about a convenience that has simplify the process in which we retrieve answers to questions. Society has grown dependent on electronic products, spending less time with people and more time on the Internet. Prior to the introduction of Internet; people would have to go to the local library to research to retrieve the answer to questions. People would also participate in face-to-face...
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... of the e-‐book revolution. What are the long-‐term threats and opportunities facing the book publishing industry? Threats: -‐ Amazon / Apple – companies like this have revolutionized distribution (by being so highly efficient) and have gained the upper hand and bargaining power over Publishers as concerns PRICING – therefore greatly reducing prices and profits for Publishers. -‐ E-‐books -‐ percentage of ebook sales will continue to grow – again this threatens pricing and profit margins and through cannibalization of especially existing paperback sales threatens the profitability and continuation of the paperback. -‐ Death of chain bookstores – low margins on sales units threatens the closure of these distribution points – which have traditionally played a major role in the value / supply chain for Publishers – their going out of business changes the playing field for distribution (correctly adapting at...
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...Competitive Analysis 3 D. Market Strategy 3 D1: 4Ps. 3 D2: Price List- 3 D3: Selling Strategy- 3 D4: Sales Forecast- 3 E. Implementation Strategy 3 E1. Overall Strategy- 3 E2. Implementation- 3 E3. Control Plan- 3 F. Financial Statements and Projections 3 F1. Revenue and Cost Estimate- 3 F2. Forecasted Profit and Loss Statement 3 F3. Forecasted Balance Sheet- 3 G1. Financial Projections 3 G1a- Breakeven Point- 3 G1b-Financial Position: 3 G1c-Capital/Investment Needs: 3 References 3 Executive Summary A1. Business Identification: This business is a music industry business named Musically Infinite, LLC. The company will provide complete end-to-end services in a music studio for creation, recording and mastering of musical tracks. In addition, the company will also provide similar facilities for music video creation. The facility will be in a secure location. The artist tracks will be stored in a confidential data warehouse. The primary campus will be located at 2300 Jackson Street, Henry, Georgia. The company is unique it supports artists from the genesis of ideas to the completion of the final...
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...The Impact of the Internet on the Music Industry: Downloadable Music VS. Records Table of Contents * Introduction 3 * Music Label Industry Analysis 5 * EMI Group Unlimited Business Description 7 * Record Label Business Model 8 * Record Label History 10 * Record Label SWOT Analysis 11 * Downloadable Music Business Description 14 * Downloadable Music Business Model 14 * Downloadable Music History 15 * Competing Online Services 15 * Financial Analysis 16 * The Future of The Music Industry 19 * Conclusion 21 * References 21 The Impact of the Internet on the Music Industry: The Record Label VS. Downloadable Music It was only a short time ago that record stores like Specs and FYE were littered across the country, stocked from wall to wall with all the latest albums from your favorite bands and all sorts of music paraphernalia. People like me would have stacks of compact discs or binders full of the music they owned ready to go wherever they went. Before them there were cassette tapes, and before that vinyl records. If you were lucky enough to be a signed musician, you were a star destined for fame and fortune with thousands if not millions of loyal supporters buying your album and following you on tour. Most importantly for the purpose of this paper, the record labels were some of the wealthiest companies in the entertainment...
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...Saturday, February 9, 2008 Apple iPod - Apple's Best Innovation [pic]Apple Inc. (NASDAQ: AAPL) is the World's Number One Innovative Company, three years in a row according to BusinessWeek's 2007 list of the world's 50 most innovative companies. BusinessWeek proclaims "their creativity goes beyond products to rewiring themselves." BusinessWeek ranks the innovative companies based on the responses received from over 1,000 global executives of the largest global corporations; survey questions include innovation metrics on process, product and business model innovations. Apple is one of the Top 20 Innovators of The Innovation Index. According to BusinessWeek, innovation today is “much more than new products.” Innovation is also “reinventing business processes and building entirely new markets that meet untapped customer needs.” The ubiquity of the Internet and globalization of the business expand generation of new ideas. Innovation is then “selecting and executing the right ideas and bringing them to market in record time.” iPod driving Apple to Number One Innovative Company iPod, powered by Apple, introduced in 2001 and masterminded by Steve Jobs, combines outstanding design, easy-to-use interface, superb performance, and an experience like no other. Apple assumed the world’s number one innovative company position and held it again in 2006 in large part due to the exponential growth of iPod – aptly called the iPod phenomenon. Just ask the tens of millions of fans...
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...E-Business Technologies The affects of the iPod on music industry Table of Contents Section 1: Introduction Page 4 Section 2: Technology Adoption Page 4 Section 3: Value Chain Page 5 Section 4: Relationships Page 6 Section 5: Conclusion Page 7 Section 6: References Page 7 Introduction The purpose of this report is to discuss the functions and features of Apple’s innovative MP3 player. I will be relating to the Schumpeterian model, as to how the iPod led to rapid mainstream adoption, whilst similar products failed. I will also consider the opportunities which promoted this device and the challenges that the Apple iPod currently face, highlighting the effects on the traditional music industry value chain, compared to the current value chain. In addition, I will discuss how the iPod developed working relationships which has assisted in Apple’s e-business success. I will then finish by concluding my findings. Technology Adoption The Schumpeterian model looks at the relationship between technological innovation and business activity. According to Perez (2002) there are five typical stages of each wave, which I will briefly describe. Irruption The Apple iPod was launched in 2001, a sleek and stylish MP3 player with an easy user interface, compressing digital audio files the iPod holds up to 1,000 songs and fits...
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...Valve’s Distribution Strategy: Introduction: Digital game distribution is the simplest, cheapest, most convenient way to sell games and has been possible for a decade. “Digital distribution accounts for 24% of [game] sales in the US, up from 20% in 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...
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