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Drawn to the Screen by Who We Are and Who We Aspire to Be: Brand-Self Congruence Differences in Movie Preferences 被“我们是谁”和“我们渴望成为谁”吸引到银幕上:电影偏好中的品牌自我一致性差异
IF 1.9 Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1080/14241277.2021.1920022
Danny D. E. Kim
ABSTRACT Established media preference theories implicitly presume that audiences know a media product’s content or effects. Brands can fill this logical gap, with brands that media creators craft around their products providing cues about potential content or effects. Connecting parallel theories concerning self-congruence in communication and marketing research, this survey-based study examines whether individuals anthropomorphize movie product brands to have personalities and prefer those with personalities paralleling their own personality. In the process, it also introduces a novel “independent” congruence measure, where congruence is calculated between an individual’s personality as they rate themselves and a movie’s brand personality as rated by an independent sample. Results of paired t-tests and mixed ANCOVAs suggest that the previously unwatched movies individuals indicate being most likely to watch indeed have personalities more congruent to their own than do the previously unwatched movies individuals indicate being least likely to watch, while in terms of post-consumption evaluation, the movies that individuals indicated as their favorite tended to be less congruent with their personality than movies they indicated as their least favorite. Theoretical and practical ramifications are discussed.
既有媒体偏好理论隐含地假设受众了解媒体产品的内容或效果。品牌可以填补这一逻辑空白,媒体创作者围绕其产品打造的品牌可以提供潜在内容或效果的线索。结合传播学和营销研究中关于自我一致性的平行理论,本研究以调查为基础,探讨了个人是否将电影产品品牌拟人化,使其具有个性,并更喜欢那些与自己个性平行的品牌。在此过程中,它还引入了一种新颖的“独立”一致性测量方法,即计算个体在评价自己时的个性与独立样本评价的电影品牌个性之间的一致性。配对t检验和混合ANCOVAs的结果表明,与之前未看过的电影个体相比,之前最可能观看的电影个体确实具有与自己更一致的个性,而在消费后评价方面,个人表示最喜欢的电影往往比他们表示最不喜欢的电影更不符合他们的个性。讨论了理论和实践的影响。
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引用次数: 0
Factors Affecting the Frequency and Length of Blackouts in Retransmission Consent Negotiations: A Quantitative Analysis 重传同意谈判中影响停电频率和停电时间的因素:一个定量分析
IF 1.9 Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1080/14241277.2020.1865358
Eun-A. Park, R. Frieden, Krishna P. Jayakar
ABSTRACT This paper examines the factors predicting the frequency and duration of local broadcast television blackouts by Multichannel Video Programming Distributors (MVPDs), as a consequence of breakdowns in retransmission consent negotiations. Using a database of 372 retransmission agreements executed between 2011 and 2018, the paper uses a binomial logistic regression to identify the factors predicting blackouts, and ordinary least squares (OLS) regression for the duration. It finds the broadcasters’ network affiliations, the number of cable subscribers affected by a retransmission agreement, and a time trend to be the most significant predictors.
摘要本文研究了多频道视频节目分销商(mvpd)在转播同意谈判中失败导致的地方广播电视停电频率和持续时间的预测因素。本文利用2011年至2018年间执行的372个重传协议的数据库,使用二项逻辑回归来确定预测停电的因素,并对持续时间进行普通最小二乘(OLS)回归。它发现广播公司的网络隶属关系、受转播协议影响的有线电视用户数量和时间趋势是最重要的预测因素。
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引用次数: 0
Do SVOD product attribute trade-offs predict SVOD subscriptions and SVOD account access? Using utility constant sums to predict SVOD subscriptions and SVOD account access SVOD产品属性权衡能否预测SVOD订阅和SVOD账户访问?使用效用常数来预测SVOD订阅和SVOD帐户访问
IF 1.9 Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1080/14241277.2021.1920023
Anthony Palomba
ABSTRACT Over the past five years, there has been a market supply side upsurge of streaming-video-on-demand (SVOD) services, the slow but steady erasure of expensive cable and satellite bundling packages, and the rise of their response to SVOD services, the skinny bundle package. Considering this, do consumer product-trade-offs reflect generic competitive strategies exercised by SVOD firms? If so, do they predict consumer SVOD subscriptions or SVOD account access toward select SVOD firms? A conjoint analysis is executed in this study, and findings illustrate that utility constant sums can be used to help predict SVOD subscription and SVOD account access. This can aid practitioners in seeing if their competitive strategies are connecting to the right consumers with the right product trade-offs.
在过去的五年中,流媒体视频点播(SVOD)服务的市场供应方面出现了激增,昂贵的有线和卫星捆绑套餐缓慢但稳步地消失,他们对SVOD服务的响应也在上升,即瘦捆绑包。考虑到这一点,消费产品权衡是否反映了SVOD公司实施的通用竞争策略?如果是这样,他们是否预测消费者SVOD订阅或SVOD帐户访问选择SVOD公司?在本研究中执行了一个联合分析,结果表明,效用常数可以用来帮助预测SVOD订阅和SVOD帐户访问。这可以帮助从业者了解他们的竞争战略是否通过正确的产品权衡与正确的消费者联系在一起。
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引用次数: 5
Global Mistrust in News: The Impact of Social Media on Trust 新闻中的全球不信任:社交媒体对信任的影响
IF 1.9 Q1 Social Sciences Pub Date : 2020-04-02 DOI: 10.1080/14241277.2020.1799794
Sora Park, C. Fisher, T. Flew, U. Dulleck
ABSTRACT Digital platforms such as search engines and social media have become major gateways to news. Algorithms are used to deliver news that is consistent with consumers’ preferences and individuals share news through their online social networks. This networked environment has resulted in growing uncertainty about online information which has had an impact on news industries globally. While it is well established that perceptions of trust in news found on social media or via search engines are lower than traditional news media, there has been less discussion about the impact of social media use on perceptions of trust in the news media more broadly. This study fills that gap by examining the influence of social media as news sources and pathways to news on perceptions of the level of news trust at a country level. A secondary data analysis of a 26-country survey in 2016 and 2019 was conducted. The analysis revealed an increase in social media use for accessing news resulted in a decline in trust in news media generally across the globe. Higher levels of general mistrust in news were related to an increased use of sharing of news. This paper argues the use of social media for news is closely linked to the increase in news mistrust, which is likely to continue to rise as the number of people using social media to access news continues to grow.
搜索引擎和社交媒体等数字平台已经成为获取新闻的主要渠道。算法被用来传递符合消费者偏好的新闻,个人通过他们的在线社交网络分享新闻。这种网络环境导致在线信息的不确定性日益增加,这对全球新闻业产生了影响。虽然人们对社交媒体或搜索引擎新闻的信任度低于传统新闻媒体,但关于社交媒体使用对更广泛的新闻媒体信任度的影响的讨论较少。这项研究填补了这一空白,研究了社交媒体作为新闻来源和新闻渠道对国家一级新闻信任水平的看法的影响。对2016年和2019年对26个国家进行的调查进行了二次数据分析。分析显示,使用社交媒体获取新闻的人数增加,导致全球对新闻媒体的信任度普遍下降。人们对新闻的普遍不信任程度越高,与越来越多地分享新闻有关。本文认为,使用社交媒体获取新闻与新闻不信任的增加密切相关,随着使用社交媒体获取新闻的人数持续增长,这种不信任可能会继续上升。
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引用次数: 41
Second Screening: Measuring Second Screen User Behavior in a Social Television Viewing Environment 第二幕:在社会电视观看环境中测量第二幕用户行为
IF 1.9 Q1 Social Sciences Pub Date : 2020-04-02 DOI: 10.1080/14241277.2020.1803326
Miao Guo
ABSTRACT This study investigated second screen user behavior in a social television-viewing environment. Two online consumer panels of 1,052 second screeners were sampled to complete the three-stage research strategy. Through conceptualization and operationalization of the second screening construct, this study identified five underlying dimensions, including utility, control, interaction, influence, and attention. These five dimensions demonstrate different functionalities delivered by digital devices, such as laptop computers, tablets, and smartphones, to interact with television content. The theoretical and practical implications of second screening were also discussed.
本研究调查了社交电视观看环境下的第二屏幕用户行为。两个在线消费者小组的1052秒筛选抽样完成三个阶段的研究策略。通过对第二个筛选结构的概念化和操作化,本研究确定了五个潜在维度,包括效用、控制、互动、影响和注意。这五个维度展示了由数字设备(如笔记本电脑、平板电脑和智能手机)提供的与电视内容交互的不同功能。讨论了二次筛选的理论和实践意义。
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引用次数: 1
Shaping the Corporate Perimeter in a Changing Media Industry 在不断变化的媒体行业中塑造企业边界
IF 1.9 Q1 Social Sciences Pub Date : 2020-01-19 DOI: 10.1080/14241277.2020.1716767
John J. Oliver, R. Picard
ABSTRACT A constant theme in strategic media management literature is the transformational impact that digital media technologies and deregulation have had on shaping media firms’ corporate strategies. Whilst the role of corporate strategy is to encapsulate a firm’s long-term direction and scope of activities, it will also give a strong indication of how the firm will compete and be positioned in an industry. However, the transformative effects of a highly technological media environment have changed our traditional view of how the media industry is defined, and so developing a strategic recipe for competing in an ill-defined industry becomes more challenging. This paper examines a single media firm’s corporate strategy and perimeter and considers this in the context of a changing media industry. The paper takes a practice-led approach by undertaking a longitudinal analysis of a firm’s acquisition and divestment activities in order to understand its corporate perimeter and by implication the industry or industries where it competes. We argue that by exploring a media firm’s corporate strategy and perimeter over time, scholars will not only be able to better understand the dynamics of media practice and strategy, but also gain an insight into the changing nature of the media industry. The paper concludes that the 'five forces framework' on industry structure, profitability and attractiveness remains a relevant form of strategic analysis that can help media management researchers to conceptualize and understand the evolution of media firm corporate perimeter and the industries in which they compete.
战略媒体管理文献中一个不变的主题是数字媒体技术和放松管制对塑造媒体公司企业战略的变革性影响。虽然公司战略的作用是概括公司的长期方向和活动范围,但它也将有力地表明公司将如何在一个行业中竞争和定位。然而,高科技媒体环境的变革性影响已经改变了我们对媒体行业定义的传统看法,因此,在一个定义不明确的行业中,制定一个战略配方变得更具挑战性。本文考察了单个媒体公司的企业战略和周界,并在不断变化的媒体行业背景下考虑了这一点。本文采用以实践为主导的方法,对一家公司的收购和撤资活动进行纵向分析,以了解其公司范围,并暗示其竞争的行业或行业。我们认为,随着时间的推移,通过探索媒体公司的企业战略和周界,学者们不仅能够更好地理解媒体实践和战略的动态,而且还能深入了解媒体行业不断变化的本质。本文的结论是,关于行业结构、盈利能力和吸引力的“五力框架”仍然是一种相关的战略分析形式,可以帮助媒体管理研究人员概念化和理解媒体公司企业边界及其竞争行业的演变。
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引用次数: 7
Shaping a Regional Offline eSports Market: Understanding How Jönköping, the ‘City of DreamHack’, Takes URL to IRL 塑造区域线下电竞市场:了解Jönköping,“梦幻之城”如何将URL转化为现实世界
IF 1.9 Q1 Social Sciences Pub Date : 2020-01-02 DOI: 10.1080/14241277.2020.1731513
B. McCauley, Kieran D. Tierney, Dinara Tokbaeva
ABSTRACT Globally, eSports is growing in influence in media. However, it represents a unique phenomenon in the modern mediascape as it is expanding beyond the online digital world and becoming interwoven in the offline, physical world. Jönköping, a mid-sized Swedish city that hosts the DreamHack winter and summer events, provides the setting for how this offline context is being facilitated and shaped to maximize the benefits of eSports’ increasing cultural relevance and value. By conceptualizing the local eSports scene as a market, this article synthesizes 17 interviews with local actors to answer the question: What offline actions do actors engage in to facilitate and shape the local eSports market? This article provides actionable insights from a strategic media management perspective that can enable others to engage with and develop local offline eSports markets to provide a platform for media creation.
在全球范围内,电子竞技在媒体中的影响力越来越大。然而,它代表了现代媒体领域的一种独特现象,因为它正在超越在线数字世界,与离线的物理世界交织在一起。主办DreamHack冬季和夏季活动的瑞典中型城市Jönköping为如何促进和塑造这种线下环境提供了环境,以最大限度地发挥电子竞技日益增长的文化相关性和价值的好处。通过将本地电竞场景定义为一个市场,本文综合了17位本地参与者的访谈,以回答以下问题:参与者参与了哪些线下行动来促进和塑造本地电竞市场?本文从战略媒体管理的角度提供了可操作的见解,可以使其他人参与和发展当地的线下电子竞技市场,为媒体创作提供平台。
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引用次数: 12
To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports 要不要多元化?识别和媒体参与对电子竞技特许经营忠诚度的影响
IF 1.9 Q1 Social Sciences Pub Date : 2020-01-02 DOI: 10.1080/14241277.2020.1732982
Bastian Kordyaka, Katharina Jahn, Bjoern Niehaves
ABSTRACT The question of the optimal level of diversification in marketing research has a long history and shows an inconsistent empirical picture. Based on assumptions from the media management field, consumer engagement literature and social identity approach, this paper is aimed at obtaining a better understanding of diversification as a competitive advantage for organizations in eSports. Accordingly, we collected a sample of 216 League of Legends consumers, via the crowdsourcing marketplace Mechanical Turk- to explain the phenomenon of customer loyalty` for different eSports franchises. Using a quasi-experimental approach and structural equation modeling, our results show support for an inverted u-shaped curve of diversification. Medium diversified franchises seem to have the most beneficial positions in the eSports market. Furthermore, our holistic model illustrates that franchise identification has the potential to explain media engagement. Additionally, the two dimensions of media engagement – consumption and contribution – affect franchise loyalty in a positive manner, contrary to the third-dimension creation. We further discuss the contributions of our analyses and identify potential paths for future research in this paper.
营销研究中多元化最优水平的问题由来已久,并呈现出不一致的实证图景。基于媒体管理领域的假设,消费者参与文献和社会认同方法,本文旨在更好地理解多元化作为电子竞技组织的竞争优势。因此,我们通过众包市场Mechanical Turk收集了216名《英雄联盟》消费者的样本,以解释不同电子竞技特许经营的“客户忠诚度”现象。采用准实验方法和结构方程模型,我们的研究结果支持多元化的倒u型曲线。中型多元化特许经营似乎在电子竞技市场中拥有最有利的地位。此外,我们的整体模型表明,特许经营身份有可能解释媒体参与。此外,媒体参与的两个维度——消费和贡献——对特许经营忠诚度有积极的影响,这与第三维度的创造相反。在本文中,我们进一步讨论了我们分析的贡献,并确定了未来研究的潜在路径。
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引用次数: 9
Gamers First – How Consumer Preferences Impact eSports Media Offerings 玩家至上——消费者偏好如何影响电子竞技媒体产品
IF 1.9 Q1 Social Sciences Pub Date : 2020-01-02 DOI: 10.1080/14241277.2020.1731514
Zeran Ji, R. Hanna
ABSTRACT Since 2016, eSports has grown into a key sector of the media landscape. Yet, manystakeholders are challenged with managing the complexity of eSports media. Existing business model literature suggests that organizations can build competitive advantages by aligning strategy with consumer needs. This approach would aid in the task of eSports management, but current understanding of eSports consumers fails to provide actionable insight; it still being unclear how these consumers perceive value in traditional and digital media offerings or if these perceptions are homogenous. To better understand preferences, we conducted an exploratory survey of 200 gamers/eSports consumers and asked how they perceived traditional media offerings, digital media offerings, and perceptions on personal data; a critical asset to today’s ever more digitized landscape. Cluster analysis was used to segment respondents along a spectrum (low, semi, heavy) of engagement, measured by gaming participation and spectatorship. Next, we analyzed if perceptions were in fact consistent across these three levels of engagement. Through our work, we found eSports consumers are non-monolithic with segmentations having significant impact on perceptions of value for both traditional and digital media offerings. We further found that failure to consider consumer preferences can prevent eSports organizations from effectively operationalizing business strategies. Finally, we demonstrate that knowledge of consumers can be critical, and while eSports is an important platform for brands, audience nuances must be considered in order to properly manage this emerging industry.
自2016年以来,电子竞技已经成长为媒体领域的一个关键领域。然而,许多利益相关者都面临着管理电子竞技媒体复杂性的挑战。现有的商业模式文献表明,组织可以通过使战略与消费者需求保持一致来建立竞争优势。这种方法将有助于电子竞技管理任务,但目前对电子竞技消费者的理解未能提供可操作的见解;目前尚不清楚这些消费者如何看待传统媒体和数字媒体产品的价值,或者这些看法是否相同。为了更好地了解玩家偏好,我们对200名游戏玩家/电子竞技消费者进行了探索性调查,询问他们对传统媒体产品、数字媒体产品和个人数据的看法;在当今日益数字化的环境中,这是一项至关重要的资产。聚类分析用于根据游戏参与度和观赏性来划分受访者的参与度(低、半、高)。接下来,我们分析了这三个层次的参与是否一致。通过我们的工作,我们发现电竞消费者不是单一的,他们的细分对传统和数字媒体产品的价值观念都有重大影响。我们进一步发现,不考虑消费者的偏好会阻碍电子竞技组织有效地实施商业战略。最后,我们证明了消费者的知识是至关重要的,虽然电子竞技是品牌的重要平台,但为了妥善管理这个新兴行业,必须考虑到受众的细微差别。
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引用次数: 16
Deciphering the World of eSports 解读电子竞技世界
IF 1.9 Q1 Social Sciences Pub Date : 2020-01-02 DOI: 10.1080/14241277.2020.1757808
Tobias M. Scholz
ABSTRACT This editorial gives a short preface to the eSports industry and why this industry is unusual for media management research – thereby describing the eSports ecosystem based on the stakeholders involved, the fundamental characteristics, and the governing principles of the industry. Then the three papers in this special issue are introduced. These papers show the uniqueness of the eSports industry by enhancing the understanding of eSports in a media management context. Furthermore, the editorial is highlighting its potential contribution to the field in aspects like the changing role of the consumers having a stronger influence on the media process, moving from global to local, and online to offline or the changes in media engagement in a digital environment. The editorial concludes by stating the potential of researching eSports as a case for the path to digitize media management and, additionally, create sustainable business models in the digitized society.
这篇社论简要介绍了电子竞技行业,以及为什么这个行业在媒体管理研究中是不寻常的——从而描述了基于相关利益相关者的电子竞技生态系统,基本特征,以及行业的管理原则。然后介绍了本期特刊的三篇论文。这些论文通过在媒体管理背景下加强对电子竞技的理解,展示了电子竞技产业的独特性。此外,该社论还强调了它对该领域的潜在贡献,如消费者对媒体过程的影响力不断变化,从全球到本地,从在线到离线,或数字环境中媒体参与的变化。社论最后指出,研究电子竞技作为数字化媒体管理路径的案例,以及在数字化社会中创建可持续商业模式的潜力。
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引用次数: 35
期刊
JMM-International Journal on Media Management
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