Index

Digitized

ISBN: 978-1-78973-622-9, eISBN: 978-1-78973-619-9

Publication date: 8 February 2019

This content is currently only available as a PDF

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