The main purpose of this paper is to forecast the effects of multimedia convergence on the business models of the companies involved in the process of device technological hybridization and the most important consequences on the users’ media diet. An overview of the main devices which are on the market was carried out: television, radio, personal computer and tablets, mobile and smartphone, and game consoles. Each device was analyzed under several aspects: data spread, declensions of the products and their functions, the ongoing dynamics of media convergence and data of the usage in the Italian market. At the end of the research regarding the devices, the main supply chains involved in the multimedia convergence were selected and analyzed: producing device-chain (device manufacturers), the publishing sector (press titles), the movie-chain (distributors of audiovisual content), services and marketing-chain (media centre, creative agencies), telecommunications-chain (Telco) and gaming (Console manufacturers). The companies belonging to each sector were shown and examined and the same happened for their business model, the relationships with other companies of the same chain or with the ones of other examined chains and the role played by the Over the Top firms. An analysis of the current scenario stresses the firms in each sector have not really understood which are the most suitable business models to capture the opportunities offered by convergence. A model was developed taking in account the large numbers of variables which companies must consider in the study of consumers, not of the individual ones: the context of use (space, time and infrastructure provision); consumer media experience (device, network and content); consumer needs and motivations; discriminant circumstances (the relationship with technology, social conventions); supply system ( dynamics of engagement, distribution channel used). After presenting the elements of the model, it was underlined how these have and will have an impact on the business model of the previous companies. In order to pursue a deep study on the business model of each company the Canvas model of Osterwalder and Pigneur was used; the building blocks were deeply examined: value proposition, channels, key partnerships, core competences and the consequences the development will have on costs and revenues of each of them. From the analysis of literature and of the model some conclusions were drawn: dematerialisation of the content and its liberation from any specific device; the new paradigm of fruition of content might be summarized in: anytime, anywhere, on any device; the Over The Top (Google, Microsoft, Apple, Yahoo!, Amazon, Facebook etc.) will play a central role among the distribution dynamics of contents; there will be an increasing number of partnerships and acquisitions of device manufacturing companies, of content producers and intermediaries.
Il principale obiettivo del presente elaborato di Tesi è quello di prevedere quali saranno gli effetti della convergenza multimediale sui modelli di business delle imprese interessate al processo di ibridazione tecnologica dei device e delle ripercussioni nella dieta mediatica dei consumatori. È stata quindi svolta una panoramica dei principali dispositivi presenti sul mercato: la televisione, la radio, il Personal Computer, il tablet, il telefono cellulare e lo smartphone e le console. Di ciascun dispositivo si analizzano: i dati di diffusione, le declinazioni del prodotto e le rispettive funzionalità, le dinamiche di convergenza multimediale in atto ed infine i dati di utilizzo a livello italiano. A valle di questa ricerca sui dispositivi sono state scelte ed analizzate le filiere maggiormente interessate alle dinamiche della convergenza multimediale: filiera dei produttori di device (produttori di dispositivi), filiera dell’editoria (testate editoriali), filiera della cinematografia (distributori di contenuti audiovisivi), filiera dei servizi di marketing e comunicazione (centri media ed agenzie creative), filiera delle telecomunicazioni (Telco) e filiera del gaming (produttori di console). Per ciascuna di esse sono stati illustrati le imprese che vi appartengono ed i rispettivi modelli di business, i rapporti delle imprese con altre della stessa o di altre tra le filiere considerate, il ruolo assunto dalle imprese Over The Top. Dall’analisi dello scenario attuale si evince che le imprese appartenenti a ciascuna filiera non abbiano compreso pienamente quali siano i modelli di business più adatti a cogliere le opportunità offerte dalla convergenza. È stato quindi elaborato un modello che prenda in considerazione le numerose variabili di cui le imprese devono tenere conto nello studio dei consumatori e non più delle sole individuali ovvero: contesto di fruizione (spazio,tempo e dotazione infrastrutturale); esperienza mediale vissuta dal consumatore (device, rete e contenuto); bisogni e motivazioni del consumatore; discriminanti (rapporto con la tecnologia, convenzioni sociali; sistema dell’offerta (dinamiche d’ingaggio, canale di distribuzione utilizzato). Dopo aver presentato gli elementi del modello, è stato sottolineato come questi hanno ed avranno un impatto sui modelli di business delle imprese precedentemente enunciate. Per condurre uno studio esaustivo del modello di business di ciascuna impresa è stata utilizzato il modello Canvas di Osterwalder e Pigneur; in particolare sono stati studiati i building block value proposition, canali, partnership chiave, competenze chiave e le conseguenze che l’evoluzione di essi avrà sui costi e ricavi di ciascuna di esse. A partire dall’analisi di letteratura e del modello sono state tratte alcune conclusioni: si assiste alla dematerializzazione del contenuto e al suo affrancamento da uno specifico device; il nuovo paradigma di fruizione dei contenuti è riassumibile attraverso la locuzione “anytime, anywhere, on any device”; le imprese Over The Top (Google, Microsoft, Apple, Yahoo!, Amazon, Facebook ecc) assumeranno un ruolo centrale nelle dinamiche di distribuzione dei contenuti; si assisterà ad un numero sempre crescente di alleanze ed acquisizioni di imprese produttrici di device, produttrici di contenuti e intermediari.
L'impatto della convergenza multimediale sul sistema dell'offerta : un modello interpretativo
MANFREDINI, LUCA ANDREA
2010/2011
Abstract
The main purpose of this paper is to forecast the effects of multimedia convergence on the business models of the companies involved in the process of device technological hybridization and the most important consequences on the users’ media diet. An overview of the main devices which are on the market was carried out: television, radio, personal computer and tablets, mobile and smartphone, and game consoles. Each device was analyzed under several aspects: data spread, declensions of the products and their functions, the ongoing dynamics of media convergence and data of the usage in the Italian market. At the end of the research regarding the devices, the main supply chains involved in the multimedia convergence were selected and analyzed: producing device-chain (device manufacturers), the publishing sector (press titles), the movie-chain (distributors of audiovisual content), services and marketing-chain (media centre, creative agencies), telecommunications-chain (Telco) and gaming (Console manufacturers). The companies belonging to each sector were shown and examined and the same happened for their business model, the relationships with other companies of the same chain or with the ones of other examined chains and the role played by the Over the Top firms. An analysis of the current scenario stresses the firms in each sector have not really understood which are the most suitable business models to capture the opportunities offered by convergence. A model was developed taking in account the large numbers of variables which companies must consider in the study of consumers, not of the individual ones: the context of use (space, time and infrastructure provision); consumer media experience (device, network and content); consumer needs and motivations; discriminant circumstances (the relationship with technology, social conventions); supply system ( dynamics of engagement, distribution channel used). After presenting the elements of the model, it was underlined how these have and will have an impact on the business model of the previous companies. In order to pursue a deep study on the business model of each company the Canvas model of Osterwalder and Pigneur was used; the building blocks were deeply examined: value proposition, channels, key partnerships, core competences and the consequences the development will have on costs and revenues of each of them. From the analysis of literature and of the model some conclusions were drawn: dematerialisation of the content and its liberation from any specific device; the new paradigm of fruition of content might be summarized in: anytime, anywhere, on any device; the Over The Top (Google, Microsoft, Apple, Yahoo!, Amazon, Facebook etc.) will play a central role among the distribution dynamics of contents; there will be an increasing number of partnerships and acquisitions of device manufacturing companies, of content producers and intermediaries.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/39441