The Digitalization of Motion Picture Production and Its Value Chain Implications
Abstract
:1. Introduction
2. Current Technological Trends and Projections
3. Methodology
4. Results
5. Discussion
6. Implications for the Value Chain
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Characteristics | 1st Round (N = 39) | 2nd Round (N = 30) | Differences | |||
---|---|---|---|---|---|---|
Gender | n | % | n | % | n | % |
Male | 27 | 69% | 23 | 77% | −4 | −15% |
Female | 12 | 31% | 7 | 23% | −5 | −42% |
Other | 0 | 0% | 0 | 0% | 0 | 0% |
Age | n | % | n | % | n | % |
Under 30 years | 6 | 15% | 3 | 10% | −3 | −50% |
30 to 40 years | 16 | 41% | 14 | 47% | −2 | −13% |
41 to 50 years | 5 | 13% | 5 | 17% | 0 | 0% |
51 to 60 years | 9 | 23% | 5 | 17% | −4 | −44% |
Older than 60 years | 3 | 8% | 3 | 10% | 0 | 0% |
Region | n | % | n | % | n | % |
Asian-Pacific | 7 | 18% | 6 | 20% | −1 | −14% |
Europe | 14 | 36% | 12 | 40% | −2 | −14% |
North America | 18 | 46% | 12 | 40% | −6 | −33% |
Group | n | % | n | % | n | % |
Camera, audio, editing, technology | 9 | 23% | 7 | 23% | −2 | −22% |
Production, direction, animation | 15 | 38% | 13 | 43% | −2 | −13% |
Screenwriter | 1 | 3% | 1 | 3% | 0 | 0% |
Marketing, PR | 2 | 5% | 2 | 7% | 0 | 0% |
Distribution | 7 | 18% | 6 | 20% | −1 | −14% |
Film critic | 2 | 5% | 1 | 3% | −1 | −50% |
Casting, actor | 3 | 8% | 0 | 0% | −3 | −100% |
Projection | 1st Round (N = 39) | 2nd Round (N = 30) | Differences | ||||
---|---|---|---|---|---|---|---|
x0.5 | IQR | x0.5 | IQR | Δx0.5 | ΔIQR | ||
1 | Smartphones as cameras | 3 | 2 | 4 | 1 | 1 | −1 |
2 | Simplified production | 1 | 1 | 1 | 1 | 0 | 0 |
3 | Full digital film sets | 3 | 1 | 3 | 1 | 0 | 0 |
4 | Digital avatars | 3 | 1.5 | 3 | 1 | 0 | −0.5 |
5 | More 3D than 2D movies | 1 | 1 | 1 | 1 | 0 | 0 |
6 | 4D movies | 2 | 2 | 1 | 1 | −1 | −1 |
7 | 4D home cinemas | 2 | 2 | 2 | 1 | 0 | −1 |
8 | VR movies | 3 | 1 | 3 | 1 | 0 | 0 |
9 | Interactive movies | 3 | 1 | 3 | 1 | 0 | 0 |
10 | Video games replace movies | 1 | 1 | 1 | 1 | 0 | 0 |
Assessment | Projections |
---|---|
Agree (x0.5 =4) | 1 |
Somewhat agree (x0.5 =3) | 3, 4, 8, 9 |
Somewhat disagree (x0.5 =2) | 7 |
Disagree (x0.5 = 1) | 2, 5, 6, 10 |
Value Chain Actors | Implications |
---|---|
Producers | Take advantage of different production modes Utilize cloud computing for accelerated processes Extend cyber-security systems |
Distributors | Invest in Video-on-Demand services Create Joint Ventures with producers |
Exhibitors | Analyze consumer data for customized experiences Increase screens with higher resolution capable of 3D/4D Create interactive alternative content for audiences |
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Schulz, A.; Eder, A.; Tiberius, V.; Solorio, S.C.; Fabro, M.; Brehmer, N. The Digitalization of Motion Picture Production and Its Value Chain Implications. Journal. Media 2021, 2, 397-416. https://doi.org/10.3390/journalmedia2030024
Schulz A, Eder A, Tiberius V, Solorio SC, Fabro M, Brehmer N. The Digitalization of Motion Picture Production and Its Value Chain Implications. Journalism and Media. 2021; 2(3):397-416. https://doi.org/10.3390/journalmedia2030024
Chicago/Turabian StyleSchulz, Anne, Amelie Eder, Victor Tiberius, Samantha Casas Solorio, Manuela Fabro, and Nataliia Brehmer. 2021. "The Digitalization of Motion Picture Production and Its Value Chain Implications" Journalism and Media 2, no. 3: 397-416. https://doi.org/10.3390/journalmedia2030024
APA StyleSchulz, A., Eder, A., Tiberius, V., Solorio, S. C., Fabro, M., & Brehmer, N. (2021). The Digitalization of Motion Picture Production and Its Value Chain Implications. Journalism and Media, 2(3), 397-416. https://doi.org/10.3390/journalmedia2030024