Handbook of Media Branding 2015
DOI: 10.1007/978-3-319-18236-0_2
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Media Branding 3.0: From Media Brands to Branded Entertainment and Information

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Cited by 18 publications
(15 citation statements)
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References 9 publications
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“…This supports the media branding 3.0 notion (see Chan-Olmsted & Shay, 2015) that consumers are becoming less concerned with platform specific parent brands, and are more likely to respond to integrated content, brand storytelling, and experiential marketing. The findings of this study demonstrate that print media is generally preferred in physical form (84 % for books, 53 % for magazines, and 59 % for newspapers); and that video is more acceptable in a pure play form (50 % movies, 39 % for video games and 33 % for television), followed by music (38 %).…”
supporting
confidence: 71%
See 1 more Smart Citation
“…This supports the media branding 3.0 notion (see Chan-Olmsted & Shay, 2015) that consumers are becoming less concerned with platform specific parent brands, and are more likely to respond to integrated content, brand storytelling, and experiential marketing. The findings of this study demonstrate that print media is generally preferred in physical form (84 % for books, 53 % for magazines, and 59 % for newspapers); and that video is more acceptable in a pure play form (50 % movies, 39 % for video games and 33 % for television), followed by music (38 %).…”
supporting
confidence: 71%
“…non-linear TV (see also Chan-Olmsted & Shay, 2015 As digital technology has transformed the infrastructure of media distribution, one of the main ways that content suppliers have chosen to achieve growth and renewal in recent years has been through extending their goods and services into new and additional markets. The topic will be still relevant in the future but the research needs to adjust faster to the real-world developments.…”
Section: Discussionmentioning
confidence: 99%
“…a folksonomy based on choices and ratings). The use of this interface proved to be an important factor for the success of a service that initially provided only reruns of feature films and series (Auletta, 2014;Chan-Olmsted & Shay, 2015). The interactive relationship with the user is part Spaviero, S. From passive consumption of media goods to active use of media brands: on value generation and other differences of the success of Netflix because, first, the order created by a folksonomy helps users quickly locate their preferred type of content from a vast catalogue.…”
Section: Introductionmentioning
confidence: 99%
“…The interactive relationship with the user is part Spaviero, S. From passive consumption of media goods to active use of media brands: on value generation and other differences of the success of Netflix because, first, the order created by a folksonomy helps users quickly locate their preferred type of content from a vast catalogue. Second, by exploiting the detailed information about the preferences and habits of its users, Netflix changed its business model and successfully engaged in the production of original series such as House of Cards (Willimon, 2013) and others (Auletta, 2014;Chan-Olmsted & Shay, 2015). However, assuming that the users of Netflix are passive consumers would mean considering the access to a catalogue of audiovisual content and the production of original material as independent elements of the business model, instead of interdependent, as they clearly are.…”
Section: Introductionmentioning
confidence: 99%
“…Formerly passive consumers are now "prosumers" (Toffler, 1980) that are able to actively access time-shifted and geo-shifted sport content online as well as proactively create and share content themselves. Consumer behaviour and media usage are changing and more research focussed on "the relationship of program and content brands" is required (Krebs and Siegert, 2015, p. 45;Chan-Olmsted and Shay, 2015).…”
Section: Introductionmentioning
confidence: 99%