The Evolution of Media: A Shift in Power and Value
As the web continues to evolve, companies such as Apple, Disney, Google, and Yahoo! are facing the challenge of customizing content more narrowly for a wider audience. The entry of old media into new markets is disrupting the status quo, and the balance of power in the media industry is changing. New collaborations are emerging, such as between Apple and Disney, while old-style media producers like News Corporation and Time Warner are searching for ways to adapt to the new landscape.
Key Takeaways:
- The media industry is undergoing a fundamental shift, with traditional media companies entering new markets and adopting disruptive technologies.
- New collaborations are emerging between old and new media companies, such as between Apple and Disney.
- Google and Yahoo! are increasingly acting as intermediaries, producing proprietary content and becoming content producers themselves.
- The value of content is shifting away from traditional models, such as dial-up charges and membership fees, and toward attention-based models.
- The widespread adoption of high-speed internet access has created a paradigm shift in the way content is delivered and consumed.
- The CEO of Library House, Doug Richard, has described the media industry as becoming a "network industry" for the first time.
- Will Richmond of Broadband Directions has emphasized the impact of pervasive and low-cost high-speed internet access on the media industry.
Statistics:
- The number of people with access to high-speed internet is increasing rapidly, with an estimated [numberv] million households in the United States alone.
- The value of the global media and entertainment industry is projected to reach $1.7 trillion by 2025 (Source: PwC).
- The percentage of people using online news sources is increasing, with 72% of adults in the United States using the internet to access news in 2020 (Source: Pew Research Center).
- The average amount of time spent on online gaming is increasing, with users spending an average of [numberv] hours per week playing online games in 2020 (Source: Newzoo).
Sources:
- Library House
- Broadband Directions
- Pew Research Center ("State of the News Media 2020")
- PwC ("The Future of Media and Entertainment")