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ANALYSIS OF E BUSINESS MODELS FOR DIGITAL MEDIA CONTENT

Introduction:

Digitalization of media content and the development of new communication and distribution
channels are changing the media sector and business world wide.
Charateristics of this process,
-) Media usage -)Consumer behavior
Risks:
1. Managing the risks of market developments
2. Making use of the full potentials of digital media content

E-BUSINESS models for digital content:

1. Over the last decade, technical advances i.e. MP3, Cd writer , have enabled the consumers
to digitize, stores , share, and modify the content quickly and cheaply on large scale.
2. It also helps consumers to illegally copy and share content
3. As a result companies have implemented internet based business model
4. Examination of business model classification is based on 2 criteria:
i. Type of compensation: Pay per download of digital media content
ii. Dependency on supplier or its technology
5. 4 categories of E business model;
i. E business model based on pay per download and independent of technology of
the supplier. E.g. Media market, Karstadt.
ii. Based on pay per download and dependent on technology of the supplier. E.g. I
tunes and Sony connect
iii. E business rate on flat rate e.g. Napster, Rhapsody
iv. Based on commissions. ,,, Low rated commissions , customers are both vendor and
vendee e.g. www.dorfdisco.de

AND OTHERS POINT ARE EVEN CLEARED IN THE CASE I.E. A,B,C ETC. ECONOMICAL
REQUIREMENTS.
PEER TO PEER CASE

In P2P networks , resources could be accessed directly from anyone in the network abd a peer could act
both the provider and a requestor of information or resources.

3 types of P2P network:

i. Collaborative computing:
Used idle CPU processing and free disk space from the computers on the network in order
to process data. Mostly used in scientific and educational institution
ii. Instant messaging:
Associated most commonly with MSN messenger and AOL instant messenger, where people
could chat by sending and receiving real time messages. Skype too came in this.
iii. Affinity communities:
Permitted individuals in the network to search other peoples computers for digital files.

The most commonly traded formats on P2P were MP3 and AVI videos.

1. MP3 are offering quality that rivaled CDs


2. MP3 and AVI had no playback restrictions and could be reproduced and converted to anyother
format without limitation.

NAPSTAR:

Network that alloed users to swap music files.

FAST TRACK AND KAZAA:

Fasttrack is a software and kazaa is a software.

Downloading Kazaa inorder to be connected with the fast track. Fast track had several other software
clients including GROKSTER, IMESH AND MARPHENS (confirm the spellings)

Kazalite was an open source version of Kazaa which as later shutdown.

GUNTELLA: Hybrid

Completely decentralized
Consist of nodes connected in a network
If user is connected to one node , it was able to tap into the connecting computers list of nodes.
eDonkey ,over net and e mule:

edonkey began as a centralized P2P architecture

Emule became NO.1 software choice for linking into edonkey network

Overnet was a pure P2P architecture

Bittorrent:

Gathered prices of files simultaneously from several computers in a random order and then re
assembled the pieces on the searches computer

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