Index
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Citation
(2019), "Index", Einav, G. (Ed.) Digitized, Emerald Publishing Limited, Leeds, pp. 151-158. https://doi.org/10.1108/978-1-78973-619-920191011
Publisher
:Emerald Publishing Limited
Copyright © 2019 Emerald Publishing Limited
INDEX
A/B testing
, 77–78
Adult learners
, 145
Advertising markets
, 116
US newspaper industry advertising revenues (2006–2017)
, 117–118
Agence France-Presse (AFP)
, 119
Alley Watch
, 109
Amazon Echo
, 17
Amazon Fire Phone
, 8
Amazon Prime
, 12, 26–27
Analytics
, 78, 90, 130
Andragogy
, 145
AOL TV (America Online)
, 24
Apple’s iPhone
, 4
Assembled content
, 12
Audience research. See measurement of social media
Autarchy
, 121
Back to the Future
, 73–74
Betamax VCR
, 8
Big data
, 128, 130–131, 133–135
Blackmagic
, 13
Brand-oriented visitor
, 93–94
Brexit vote
, 102
Broadcast networks
, 7
Business coaching
, 142
Career coaching
, 142
Children, digital products for
, 80–81
technical challenges
, 83–84
video viewing application for children
, 82
Coaching
, 137–149
‘blended’ style of
, 143
business
, 142
career
, 142
developmental
, 143
executive
, 142
external coaching engagements
, 144
impact on individuals and organizations
, 140
market
, 138–149
one-on-one virtual
, 143
skills
, 142
types of
, 140–142
Coaching, professional and career
, 137–138
Coca-Cola
, 26
Cognition
, 53, 55–57
Cognitive model of creation
, 45–46
Competition
, 87
Conflict
, 147
Conservatives
, 105
Consumer adoption
, 22
Consumer behavior
, 25–26
Consumer control of content
, 27–29
Convergence
, 11, 24
Cord Cutters
, 26–27
Cord Nevers
, 26–27
Craigslist.org
, 116
Creative flow
, 55
Creativity. See music creation
Critical mass
, 5–7
Deep personalization
, 63–64
DeLorean car
, 8
The Design of Everyday Things (Norman)
, 75
Developmental coaching
, 143
Digital
, 5, 11
environment
, 11–12
technologies and platforms
, 10
Digital ad revenue
, 7
Digital advertising
, 7
Digital binoculars
, 10
Digital body language
, 98
Digital disruption
, 36
Digital health
, 22, 30, 32–36
constituents involved in
, 34–36
Digital marketing
offline shopping behaviors
, 89–90
online shopping behavior
, 90–97
Digital media consumption
broadcast viewership
, 26
“direct-to-consumer” experience
, 26
Generations Y and Z consumers
, 26, 28
US broadband household (HH) penetration
, 25
US hours of average daily use
, 26
via mobile and laptops
, 25
Digital news services
, 7
Digital pennies (digital dimes)
, 7
Digital startups
, 10
Digital television
, 25, 29
See also interactive television
Digital world
, 102
Direct TV NOW
, 28–29
Domain of creation
, 46
3-D TV
, 6, 8
Early adopters
, 3–5, 8, 79, 111
Echo chambers
, 102–103
E-commerce ecosystem
, 87
Emotional arousal
, 93
Empathizers
, 89
Employees
, 138–139, 142, 144
Employment chart
, 116–117
Entrepreneurs
, 3, 9, 12, 14, 73
E-sports
, 14–15
Executive coaching
, 142
Eye-tracking
, 77
Facebook
, 9, 29, 116, 127–128, 130
Failures
, 3, 8–9, 22, 30
Fake news
, 103
Fiber optics
, 30
Filter bubbles
, 102–103
Free societies
, 117, 119, 124
Gender differences, shopping behavior
, 89–91
See also online personality types
General Data Protection Regulation (GDPR)
, 17
Google
, 116
Google Glass
, 6, 8–9
Hastings, Reed
, 15–16
HBO
, 31
HBO GO
, 31
HBO NOW
, 28
Health model
, 36
Hesitator
, 96–97
Highway Hi-Fi
, 8
Hoch, Stephen J.
, 89
Hulu
, 27–28
Human-centered design (HCD)
, 75–76
Human resources
, 144
Impulse buyer
, 93
See also brand-oriented visitor
Innovation
, 73
Instagram
, 128, 130
Interactive health
, 32–34
Interactive television
, 21–22, 24–25, 30, 32, 36
International Personality Item Pool (IPIP)
, 145
Internet
, 116, 121
based market
, 120
Internet of Things (IoT)
, 9, 17
4K models
, 6
Knowledge seekers
, 109
Knowles, Malcolm
, 145
Lafley, A. G.
, 8
Laser videodisc
, 9
Later adopters
, 3
Learning management system
, 140, 145
Liberals
, 105, 109
Management
, 138, 140, 143–147
Mappings
, 62–63
Marketing and advertising
, 5
Market research
, 18, 134, 144
Maximizer
, 94–95
Mead, Margaret
, 18
Measurement of social media
, 127–128, 131, 134
Media adoption
, 5–6
Media innovations
, 3–18
critical mass and
, 6–7
in developing countries
, 10
drivers of adoption
, 4–5
failures
, 8–9
marketing and advertising and
, 6
marketplace context for
, 3–16
patterns of
, 3
serendipity and
, 13
Media literacy
, 115
Media start-up
, 110
See also The Perspective
Memory
, 56
Men, shopping behavior of
, 89–91
See also online personality types
Men Buy, Women Shop
, 89
Mentoring
, 143
Microsoft Xbox
, 4
MIDI protocol
, 61
Mind
, 46
cognition
, 53, 55–57
creative activity
, 55
musical decisions
, 56–57
personal bias
, 58–59
Mobile gaming applications
, 30
Mobile/social ecosystem
, 127
Models of music
, 61–62
Moral Foundations Theory
, 105
M-Pesa
, 10
Multichannel networks (MCNs)
, 28
Multiple-choice surveys
, 77
Musical experience
, 43, 45–46, 49, 51, 53–54
Music creation
choice of tool and approach
, 58–59
classical
, 46–50
collaboration and sharing
, 66
design principles
, 59
discovering and expressing unique voice
, 66
enabling nonmusicians in
, 64–65
engineering challenges of
, 59–64
expansion of creative bounds
, 65
future directions
, 66–67
interrelated elements
, 46
learning and
, 65
personal expression
, 42–45
role of mind
, 55–59
transition from novice to mature creator
, 66
workflow
, 57–58
Music domain
, 51–54
acoustic dimension
, 51
computational dimension
, 53–54
experiential dimension
, 53
symbolic dimension
, 51–53
Music operations, models
, 61–62
Music technology
, 42, 66
Netflix
, 12, 15–17, 26–27
New media technologies
, 4
New networks
, 26–28
News
, 7–8, 23, 101–103, 108–109
See also newspapers
News Media Alliance (NMA)
, 125
Newspapers
, 7, 11–12, 115–117
classified ads
, 116
content-creation model
, 120–121
editorial philosophy
, 121, 123
informed decisions
, 117, 119
role in free societies
, 117
trading of content
, 119–120, 123–124
Nike
, 26
Nin, Anaïs
, 104
Norman, Don
, 75
Novelty
, 80–81, 83
NY Times
, 135
Observations
, 77
Offline shopping behaviors
, 89–90
One-day “play-testing”
, 81
Online market. See online retailers
Online personality types
brand-oriented visitor
, 93–94
hesitator
, 96–97
maximizer
, 94–95
rational visitors
, 94
satisfier
, 95–96
wish lister
, 92
Online retailers
, 87, 91–97
Online shopping behavior
, 90–97
See also online personality types
Open-ended surveys
, 77
Organizational adoption
, 138
Pariser, Eli
, 102
Pebble Smart Watch
, 8
Performance models
, 63
Perpetix
, 120–125
Personal bias
, 58–59
Personal creative expression
, 42–45
Personalization
, 27, 36, 59, 63–66, 101, 103
Personalized health ecosystem
, 36
See also digital health
The Perspective
, 101, 103–108
average time on page
, 108–109
awards
, 109
The Big Debates
, 107, 109, 111–112
extensions
, 111–113
monetization strategy
, 109–111
My Perspective
, 107
Perspective Challenge
, 107, 112–113
Perspective Engage
, 110
Subjective Timeline (HISTORY)
, 107, 109
Trending Perspectives (NEWS)
, 107, 109
PewDiePie
, 28
Pokeymon Go
, 6
Positive thinkers
, 109
Potential impressions
, 129
Print journalism
, 115
See also newspapers
Profitability
, 123, 139–140
Prosumers
, 28
Publishers
, 110–111
Purchasing decision process
brand-oriented visitor
, 93–94
hesitator
, 96–97
maximizer
, 94–95
rational visitors
, 94
satisfier
, 95–96
wish lister
, 92
Rational visitors
, 94
Readers, groups of
, 109
Replacement cycles
, 6
Retailers
, 87–88
Return of investment (ROI) of user experience (UX)
, 79–80
RImokh Family Trust
, 106
Safaricom
, 10
Satisfier
, 95–96
Second Life
, 8
Serendipity, role in media innovations
, 13
Shareablee
, 129–130, 134–135
Skills coaching
, 142
Sling
, 12
Small chunks
, 56
Smartphones
, 10–11
Smell-O-Vision
, 8
Snapchat
, 10, 14, 29
Social media
, 5, 127, 132, 134
adoption
, 42
‘irrational exuberance’ phase of
, 129
marketing industry
, 129
measurement
, 127–128, 131, 134
Social networking
, 29
Social TV
, 29
Software-as-a-service (SAS) learning management platforms (LMSs)
, 140
Sony PlayStation
, 4, 4
Startups
, 10, 110, 128, 137, 140
Syndication
, 119, 121–124
Systemizers
, 89
Talentedly
, 137, 141, 143–145
See also coaching
Tech Crunch
, 109
Technology adoption
, 21, 24–25
Television business
consumer control of content
, 27–29
content distribution via social networks
, 29
interactive television
, 21, 30
“over-the-top” (OTT) television services
, 27–28
Pay TV industry
, 26
technology adoption
, 21–25
video-on-demand, case study
, 30–32
Texting (short message service (SMS))
, 9
Time Warner Full Service Network trials
, 30
Tools of creation
, 46
Transformations
, 51, 54, 61–63, 117
Twitch
, 14
Twitter
, 10, 13, 128
Usability testing
, 78–79
User-centered design (UCD)
, 73–79
User-Centered System Design: New Perspectives on Human-Computer Interaction in 1986 (Norman and Draper)
, 75
User experience (UX)
, 76, 78
research for novel products
, 84
research ROI
, 79–80
User facing tools
, 62
User-generated content (UGC)
, 27, 107
User research
, 76–79
children as target audience and users
, 80–81
incorporation of
, 84–85
role in resolving design disputes
, 81–83
US newspaper industry advertising revenues (2006–2017)
, 117–118
US Newsroom Employment (2006–2014)
, 118
Veripress
, 13
Video-on-demand, case study
, 30–32
Vine and Meerkat
, 133
Vocal conservatives
, 109
Voters’ emotions
, 101
Wall Street Journal
, 135
Web psychology
offline shopping behaviors
, 89–90
online shopping behavior
, 90–97
Western style music
, 61
Wise assistant
, 64–65
Wish lister
, 92
Women, shopping behavior of
, 89–91
See also online personality types
WordPress
, 106
Workflow
, 63
YouTube
, 12, 17, 29, 128
Zucker, Jeff
, 7
- Prelims
- Part 1 Industry Transformation
- Chapter 1 Media Innovation Meets the Marketplace
- Chapter 2 From Interactive Television to Digital Health: Insights for Industries in Transformation
- Chapter 3 How Music Technology Will Impact Personal Creative Expression
- Chapter 4 Back to the Future: User Research as a Critical Tool for Novel Design
- Chapter 5 The Psychology of Customer Experience
- Part 2 Innovative Entrepreneurship
- Chapter 6 The Perspective
- Chapter 7 Perpetix
- Chapter 8 Data: A Love Story
- Chapter 9 The Argument for the Inclusion of Self-reported Sentiment and Skill Data in Virtual Professional Coaching
- Index