12 OTT Video Streaming: Redefining the Future of Television
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Cristóbal Benavides
Cristóbal BenavidesSearch for this author in:Cristián BuzetaSearch for this author in:
Abstract
In this chapter, using a cross-sectional survey distributed to a selected set of over-the-top (OTT) subscribers (n = 15,184), we explore the drivers of OTT services consumption to better understand the changes taking place in the audiovisual industry that are currently redefining the shape of the global television map. OTT streaming services are video services that offer unlimited access at any time for multi-device (smart TVs, smartphones, tablets, notebooks, etc.) streaming for which content produced by third parties or even themselves is added in exchange for a subscription fee. Classifying these subscribers as cord-couplers and drawing on uses and gratifications theory, our results indicate that the reasons users subscribe to an OTT service can be attributed to four factors: pastime, socializing, relaxation, and information, which explain what drives people to consume different TV services by subscription. In this chapter, we differentiate between pay TV and streaming platforms. Given that OTT streaming is the most widely used television service worldwide, this chapter’s analysis, reflections, and results may clarify the keys to an industry that has undergone disruptive innovation in recent years.
Abstract
In this chapter, using a cross-sectional survey distributed to a selected set of over-the-top (OTT) subscribers (n = 15,184), we explore the drivers of OTT services consumption to better understand the changes taking place in the audiovisual industry that are currently redefining the shape of the global television map. OTT streaming services are video services that offer unlimited access at any time for multi-device (smart TVs, smartphones, tablets, notebooks, etc.) streaming for which content produced by third parties or even themselves is added in exchange for a subscription fee. Classifying these subscribers as cord-couplers and drawing on uses and gratifications theory, our results indicate that the reasons users subscribe to an OTT service can be attributed to four factors: pastime, socializing, relaxation, and information, which explain what drives people to consume different TV services by subscription. In this chapter, we differentiate between pay TV and streaming platforms. Given that OTT streaming is the most widely used television service worldwide, this chapter’s analysis, reflections, and results may clarify the keys to an industry that has undergone disruptive innovation in recent years.
Chapters in this book
- Frontmatter I
- Contents V
- List of Contributors IX
- Introduction XVII
- Acknowledgements XXI
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I Digital Transformation in the Workplace
- 1 Innovation: Five Key Strategies to Business Transformation 1
- 2 Position, Genre, and Social Innovation: The Creative Next Step 19
- 3 Data Analytics: Making Organizations Smarter 29
- 4 Artificial Intelligence and the Transformation of the Working Sphere 47
- 5 Metaverse: Business Design and Applications 69
- 6 Remote Working from Home: The Adaptive Organization 81
- 7 The Platformization of Media Information and Entertainment 95
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II Technology Trends and Forecasts
- 8 Smart Cities: The Creative Next Step 121
- 9 Web3: Exploring Technologies, Challenges, and Innovative Applications in the Media and Creative Industries 135
- 10 The Internet of Things 153
- 11 Human-Computer Interaction 169
- 12 OTT Video Streaming: Redefining the Future of Television 183
- 13 Innovation in Public Service Media Organizations 201
- 14 Metaverse: Technology Design Principles and Future Forecasts 217
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III Digital Lifestyle: Social and Business Perspectives
- 15 The Power of Social Media: Shaping the Public Conversation 239
- 16 Cyberbullying and the Power of Social Media 253
- 17 Cybercrime and Organizational Adoption of Cyber Incident Response Planning 271
- 18 Transmedia Storytelling and Innovation 289
- 19 A Critical Analysis of the Current Position of the Brazilian Supreme Court on the Right to Be Forgotten 307
- 20 Playbour in Web3: Cryptogames and Playing to Earn 321
- List of Figures 335
- List of Tables 337
- About the Editor 339
- Index 341
Chapters in this book
- Frontmatter I
- Contents V
- List of Contributors IX
- Introduction XVII
- Acknowledgements XXI
-
I Digital Transformation in the Workplace
- 1 Innovation: Five Key Strategies to Business Transformation 1
- 2 Position, Genre, and Social Innovation: The Creative Next Step 19
- 3 Data Analytics: Making Organizations Smarter 29
- 4 Artificial Intelligence and the Transformation of the Working Sphere 47
- 5 Metaverse: Business Design and Applications 69
- 6 Remote Working from Home: The Adaptive Organization 81
- 7 The Platformization of Media Information and Entertainment 95
-
II Technology Trends and Forecasts
- 8 Smart Cities: The Creative Next Step 121
- 9 Web3: Exploring Technologies, Challenges, and Innovative Applications in the Media and Creative Industries 135
- 10 The Internet of Things 153
- 11 Human-Computer Interaction 169
- 12 OTT Video Streaming: Redefining the Future of Television 183
- 13 Innovation in Public Service Media Organizations 201
- 14 Metaverse: Technology Design Principles and Future Forecasts 217
-
III Digital Lifestyle: Social and Business Perspectives
- 15 The Power of Social Media: Shaping the Public Conversation 239
- 16 Cyberbullying and the Power of Social Media 253
- 17 Cybercrime and Organizational Adoption of Cyber Incident Response Planning 271
- 18 Transmedia Storytelling and Innovation 289
- 19 A Critical Analysis of the Current Position of the Brazilian Supreme Court on the Right to Be Forgotten 307
- 20 Playbour in Web3: Cryptogames and Playing to Earn 321
- List of Figures 335
- List of Tables 337
- About the Editor 339
- Index 341