000 01538nam a22002777c 4500
001 00004644
003 ES-MaONT
005 20200115190749.0
008 180719s2018 xxu||||| |||| 00| 0 eng d
040 _c.
245 1 0 _aDIGITAL CONTENT ECONOMY
_bGAFA seizing control
260 _bIDATE DIGIWORLD
_c2018
300 _a69 P.
336 _atexto (visual)
_2isbdcontent
337 _asin mediación
_2isbdmedia
338 _avolumen
_bnc
_2rdacarrier
520 _aThis 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
650 7 _92345
_aIndustrias
653 _abusiness models
653 _acontent industries
653 _asector digital
710 _92474
_aIDATE DIGIWORLD Research
856 0 _x1
_ysolitar a centrodedocumentacion@red.es
942 _2udc
_cINF
999 _c4644
_d4644