National Repository of Grey Literature 4 records found  Search took 0.01 seconds. 
A Case Study of Audio on Demand Platform Spotify
Kubíčková, Barbora ; Ježková, Tereza (advisor) ; Vodičková, Karolína (referee)
This bachelor thesis is about the audio streaming company Spotify. The thesis aims to introduce and map the current form of the on-demand streaming platform Spotify. The theoretical part, using literature, introduces basic concepts related to the topic of the thesis, such as the concept of on-demand, the freemium payment model and other payment types of on- demand service providers. It also describes how music distribution works, copyright in the music streaming industry, advantages and disadvantages of on-demand services and analyses the competition. The second part of the thesis is a case study of Spotify. The introduction presents the company as well as its main ideas and the tools it uses. Then, the user experience of Spotify is discussed in detail, which can help to give a closer look at the current trends in the on-demand platform environment.
The convergence of esport and streaming in professional trajectories on the Czech gaming scene
Jerman, Petr ; Švelch, Jan (advisor) ; Švelch, Jaroslav (referee)
The thesis focuses on the topic of the convergence of esports and streaming on the Czech gaming scene. Its aim is to find specific areas and activities which connect the two seemingly different, but closely linked areas of media entertainment and video game industry. The theoretical part presents the phenomena of esport and streaming, including both their unique connecting and dividing elements. The thesis focuses primarily on the role of streamers and streaming platforms in esports, but also on their common connection to media entertainment and creative work in digital or video game culture. In the research section, the data is collected using in-depth semi-structured interviews focused on streamers and esports participants or employees who have experience or operate within both industries. Subsequent data analysis and final discussion answer the established research questions. It thus uncovers common areas and activities that contribute to the convergence of esports and streaming. The thesis also addresses monetization methods as well as the current situation and working conditions in the Czech esports environment. The presented results point to the mutual cooperation between the two sectors, with an emphasis on the more independent role of streaming compared to esports, which in turn tries to...
Impacts of the COVID-19 pandemic on streaming services and their users
Měska, Tomáš ; Kruml, Milan (advisor) ; Štoll, Martin (referee)
This thesis examines the impacts of the COVID-19 pandemic on streaming services and their users. It aims to shed light on how the impacts of the coronavirus pandemic, as well as the government measures and lockdowns that stifled social life and locked people in their homes for weeks, affected the use of streaming platforms by their users. This thesis focuses on the main characteristics and types of streaming services, the basic concepts associated with them, and looks at the production of new content as well as their distribution models. The subsequent section discusses the coronavirus and its impact on social behaviour, and then in particular the impact on the film industry in terms of production, content, cinema and film festival operations and of course the streaming services themselves. The final segment of the thesis then analyses and interprets the data collected in the questionnaire survey. Respondents' answers provide the basis for finding solutions to the research questions, which identify which streaming services users use, how many they use concurrently, how much time they spend watching streaming content, what categories of content they watch, or in what ways they use the services, for example in terms of devices or in comparison to other types of media.
The future of cinema industry after the corona crisis
Bláha, Richard ; Bednařík, Petr (advisor) ; Štoll, Martin (referee)
The role of the cinema industry has got stuck between a rock and a hard place lately. Before the corona crisis, cinemas were at its peak in the year 2019. Even if the corona crisis wouldn't happen, the decline of the industry was expected. But since the corona crisis came, streaming platforms were on the rise which hurt cinemas in a way from which they might not recover in the future. During the corona crisis, the cinema industry ceased completely. On the other hand, streaming services were in the spotlight. The corona crisis is for the most part over which means that cinemas are slowly gaining back its strength again. The goal of this thesis is to find out whether cinemas will or will not recover to its former state, whether they will be able to coexist next to the streaming services and if blockbusters will be the only movies to be shown in cinemas while the movies of a smaller budget will find its home on the streaming services. In order to find that out, I'm going to write about the role of cinemas and streaming services throughout the years, I'm going to compare the cinema box office before and after the corona crisis with the increase of subscribers of streaming services and I'm going to present the readers with opinions of both the moviegoers and industry professionals and also with...

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