Trends in digital entertainment: a multiple case study of video and digital comic service platforms

dc.contributorAalto Universityen
dc.contributorAalto-yliopistofi
dc.contributor.advisorTuunainen, Virpi
dc.contributor.authorTapanainen, Juuso
dc.contributor.departmentTieto- ja palvelutalouden laitosfi
dc.contributor.schoolKauppakorkeakoulufi
dc.contributor.schoolSchool of Businessen
dc.date.accessioned2017-05-30T05:43:50Z
dc.date.available2017-05-30T05:43:50Z
dc.date.issued2017
dc.description.abstractThis research involved trends in video and digital comic service platforms. Four existing video and comic players were analysed by gathering information from publicly available sources. The aim was to create a picture of the existing market by looking at the differences and similarities among the existing players. The existing players were then compared with a new upcoming service platform, which combines both videos and digital comics. Information from this player was gathered by interviewing the company behind the service. A literature review of platforms, digital platforms and platform theories was completed, followed by a theoretical platform leading to the choice of framework for analysing the case companies. Data collection, methodology and limitations of the study are then presented. The empirical part of the study focuses on analysing the companies by using the chosen framework, leading to a picture of the current players, the upcoming player and the market situation. The results of the study showed that many of the theories of platforms and digital platforms in previous literature are valid for today’s video and digital comic service platforms. The study emphasized the network effects between user groups. Most of the existing players were not utilizing these network effects as effectively as they could, which created an opportunity for a new market entrant. This study is limited by the small sample size of analysed platforms. In addition, most of the data was gathered from publicly available sources, which makes the analysis less reliable. Video and digital comic service platform markets keep changing and improving at a fast pace. This means that data provided in this study might be outdated fairly quickly.en
dc.ethesisid14980
dc.format.extent80
dc.format.mimetypeapplication/pdfen
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/26356
dc.identifier.urnURN:NBN:fi:aalto-201705304959
dc.language.isoenen
dc.locationP1 Ifi
dc.programmeInformation and Service Management (ISM)en
dc.subject.helecontietotalousfi
dc.subject.heleconpalvelutfi
dc.subject.heleconmarkkinatutkimuksetfi
dc.subject.heleconviihdefi
dc.subject.heleconkulttuurijohtaminenfi
dc.subject.helecondigitaalitekniikkafi
dc.subject.heleconalustafi
dc.subject.heleconsarjakuvatfi
dc.subject.keywordplatformsen
dc.subject.keyworddigital platformsen
dc.subject.keywordnetwork effectsen
dc.subject.keywordentertainmenten
dc.titleTrends in digital entertainment: a multiple case study of video and digital comic service platformsen
dc.typeG2 Pro gradu, diplomityöfi
dc.type.ontasotMaster's thesisen
dc.type.ontasotMaisterin opinnäytefi

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