The market and industry of the video entertainment have completely changed compared to twenty years ago. It is due to the digital revolution that has brought innovations and new technologies. The old production and distribution standards have deeply changed. Because of that, the players, that have a key role in the production and distribution chains, are different. New actors and positions imply new laws, rules, and supervisor organizations. Their role is to control and manage all the video content transactions, regulating the monetary, data, and copyright operations. Example of new players are the actors that have an intermediary role between different steps of the supply chain and the ones that collect the copyright revenues. For the viewers, the most important revolution is the change from a fully controlled television by the network distributors, to a customized service for every user. Shifting from the fixed schedule and reproduction from the home television or cinema, the digital revolution brought the online streaming platforms. The video content is not forced anymore by the limits of the used device or by the moment of the day in which the show is programmed. The aim of the thesis is to answer three main questions: which are the changes of the video entertainment market and industry compared to the 2000s and what are the current business models for the streaming video companies; how the video content copyright operations are managed between the different actors of the production and distribution chain; which are the current fruition models and the innovative ones, that could dominate the market in the next future, due to their new technologies. Nowadays, in the video entertainment industry it is not always possible to distinguish between the producer and the distributor. They could be the same player, being able to manage the windows of distribution in a more flexible way, releasing video content earlier on the streaming services. Due to the modified supply chain, the rights management has changed too. All the different copyright operations are strictly controlled by laws and supervisor organizations. They monitor if the exploitation of copyright material is used without the permission from the rights holder, acting on their behalf. The digital transformation has also modified the traditional fruition mode of the video content. Some innovative models are the Interactive Digital Narrative, the Social Viewing experience, and the Virtual Reality. The innovations are decided by new technologies and the video industry is one of the most productive in that way. The previsions and future trends are that these innovative fruition modes will become more and more requested by the viewers. They will create new standards in the market, forcing the streaming companies to adapt if they want to keep competing.
Il mercato e l’industria del video entertainment è completamente cambiata rispetto a 20 anni fa, grazie alla rivoluzione digitale che ha portato innovazioni e nuove tecnologie. I vecchi standard, sia a livello della produzione che di quello della distribuzione, si sono modificati. Per questo motivo, sono diversi anche i vari attori che svolgono un ruolo importante all’interno della catena realizzativa e distributiva. Nuove figure e posizioni implicano anche nuove leggi, regole e organizzazioni. Hanno come scopo quello di controllare e regolamentare tutte le varie transazioni del contenuto video a livello monetario, di dati e gestione dei diritti e copyright. Esempi di nuovi attori sono quelli che hanno un ruolo intermediario tra i diversi livelli della catena di produzione e distribuzione video, oppure coloro che raccolgono i ricavi derivanti dal diritto d’autore. Per lo spettatore, la rivoluzione più importante è stato il passaggio da una visione totalmente controllata dalle varie reti distributive, a una creata ad hoc per la singola persona. Dalla programmazione prefissata e vista sul proprio televisore di casa o nei cinema, si è passato al mondo del digitale, con piattaforme di streaming online. Il contenuto video non è più vincolato dai limiti del dispositivo utilizzato o dal momento della giornata in cui va in onda il programma. Lo scopo della tesi verte a rispondere principalmente tre domande: quali sono i cambiamenti del mercato e dell’industria rispetto ai primi anni del 2000 e come sono attualmente i modelli di business; come viene regolata la gestione dei diritti dei contenuti video tra i vari attori nella catena di produzione e distribuzione; quali sono i modelli attuali di fruizione dei contenuti video e quelli innovativi che potrebbero dominare il mercato nel prossimo futuro grazie alle loro nuove tecnologie. Oggigiorno, nel mercato dell’intrattenimento video non è sempre possibile distinguere il creatore dal distributore. Potrebbero essere la stessa figura, in modo tale da controllare in modo più flessibile le finestre di distribuzione, rilasciando anticipatamente contenuti video sui servizi di streaming. A causa della catena di produzione e distribuzione modificata, anche la gestione dei diritti è cambiata. Tutte le varie operazioni legate al diritto d’autore sono strettamente controllate da leggi e organizzazioni che supervisionano. Controllano se lo sfruttamento di materiale coperto da diritto d’autore è utilizzato senza il permesso del detentore dei diritti, agendo in sua vece. La trasformazione digitale ha anche modificato il modo tradizionale per la fruizione del contenuto video. Alcuni modelli innovativi sono la Narrazione Digitale Interattiva, la Visione di contenuti di gruppo e la Realtà Virtuale. Le innovazioni sono determinate dalle nuove tecnologie e l’industria del video d’intrattenimento è una delle più produttive a riguardo. Riguardo alle possibili tendenze di questi innovativi modelli di fruizione, si prevede che verranno richiesti sempre più spesso dagli spettatori. Creeranno nuovi standard per il mercato, costringendo le aziende di streaming video a doversi adattare, se vorranno continuare a competere in quell’ambiente.
The digital evolution of the video entertainment industry and innovative fruition models due to the emerging technologies
Domenghini, Andrea
2019/2020
Abstract
The market and industry of the video entertainment have completely changed compared to twenty years ago. It is due to the digital revolution that has brought innovations and new technologies. The old production and distribution standards have deeply changed. Because of that, the players, that have a key role in the production and distribution chains, are different. New actors and positions imply new laws, rules, and supervisor organizations. Their role is to control and manage all the video content transactions, regulating the monetary, data, and copyright operations. Example of new players are the actors that have an intermediary role between different steps of the supply chain and the ones that collect the copyright revenues. For the viewers, the most important revolution is the change from a fully controlled television by the network distributors, to a customized service for every user. Shifting from the fixed schedule and reproduction from the home television or cinema, the digital revolution brought the online streaming platforms. The video content is not forced anymore by the limits of the used device or by the moment of the day in which the show is programmed. The aim of the thesis is to answer three main questions: which are the changes of the video entertainment market and industry compared to the 2000s and what are the current business models for the streaming video companies; how the video content copyright operations are managed between the different actors of the production and distribution chain; which are the current fruition models and the innovative ones, that could dominate the market in the next future, due to their new technologies. Nowadays, in the video entertainment industry it is not always possible to distinguish between the producer and the distributor. They could be the same player, being able to manage the windows of distribution in a more flexible way, releasing video content earlier on the streaming services. Due to the modified supply chain, the rights management has changed too. All the different copyright operations are strictly controlled by laws and supervisor organizations. They monitor if the exploitation of copyright material is used without the permission from the rights holder, acting on their behalf. The digital transformation has also modified the traditional fruition mode of the video content. Some innovative models are the Interactive Digital Narrative, the Social Viewing experience, and the Virtual Reality. The innovations are decided by new technologies and the video industry is one of the most productive in that way. The previsions and future trends are that these innovative fruition modes will become more and more requested by the viewers. They will create new standards in the market, forcing the streaming companies to adapt if they want to keep competing.File | Dimensione | Formato | |
---|---|---|---|
Master Thesis Andrea Domenghini.pdf
accessibile in internet solo dagli utenti autorizzati
Descrizione: Master thesis on the video entertainment market and industry in Italy (by Andrea Domenghini)
Dimensione
3.35 MB
Formato
Adobe PDF
|
3.35 MB | Adobe PDF | Visualizza/Apri |
I documenti in POLITesi sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/10589/171358