Vista normal Vista MARC Vista ISBD

DIGITAL CONTENT ECONOMY GAFA seizing control

Colaborador(es): IDATE DIGIWORLD Research.
Editor: IDATE DIGIWORLD 2018Descripción: 69 P.Tipo de contenido: texto (visual)
Tipo de medio: sin mediación
Tipo de portador: volumen
Tema(s): Industrias | business models | content industries | sector digitalRecursos en línea: RestringidoPor favor, contacte con la biblioteca para pedir una copia de este documento.Resumen: This study focuses on how the five major content industries – music, video, books, video games and the press – are evolving in an age of dematerialisation of content consumption and distribution. It analyses how consumption patterns are evolving and what impact they are having on the business models of these industries. It measures revenue growth in these sectors, how revenue is distributed between the physical and dematerialised spheres, and revenue share from paid and free services. Market forecasts for 2022 are also provided. The study examines the role of free, subscription and transactional services in the sector's digital business models and compares the differences between industries. It also looks at the positioning of GAFA in an environment that is now widely dematerialised
Lista(s) en las que aparece este ítem: Nº 07. Novedades - Julio 2018
Etiquetas de esta biblioteca: No hay etiquetas de esta biblioteca para este título. Ingresar para agregar etiquetas.
    valoración media: 0.0 (0 votos)
Tipo de ítem Ubicación actual Colección Signatura Estado Notas Fecha de vencimiento Código de barras
Informes Informes CDO

El Centro de Documentación del Observatorio Nacional de las Telecomunicaciones y de la Sociedad de la Información (CDO) os da la bienvenida al catálogo bibliográfico sobre recursos digitales en las materias de Tecnologías de la Información y telecomunicaciones, Servicios públicos digitales, Administración Electrónica y Economía digital. 

 

 

Colección digital Disponible pdf 1000020175040

This study focuses on how the five major content industries – music, video, books, video games and the press – are evolving in an age of dematerialisation of content consumption and distribution. It analyses how consumption patterns are evolving and what impact they are having on the business models of these industries. It measures revenue growth in these sectors, how revenue is distributed between the physical and dematerialised spheres, and revenue share from paid and free services. Market forecasts for 2022 are also provided. The study examines the role of free, subscription and transactional services in the sector's digital business models and compares the differences between industries. It also looks at the positioning of GAFA in an environment that is now widely dematerialised

No hay comentarios para este ejemplar.

Ingresar a su cuenta para colocar un comentario.

Haga clic en una imagen para verla en el visor de imágenes

Copyright© ONTSI. Todos los derechos reservados.
x
Esta web está utilizando la política de Cookies de la entidad pública empresarial Red.es, M.P. se detalla en el siguiente enlace: aviso-cookies. Acepto

Con tecnología Koha