OTT & New Media Management

Chapter 2
Media Ecosystems and Platform Economics

Bachelors Program in Mass Media Management
OTT & New Media Management   •   Bachelor

Media Ecosystems and Platform Economics

Introduction

OTT and new media are not simply collections of websites, applications, or streaming services. They are ecosystems: interconnected environments in which audiences, creators, rights holders, technology firms, advertisers, payment providers, regulators, device manufacturers, and data intermediaries exchange value. The performance of an OTT service therefore depends not only on the quality of its programmes but also on the structure of the wider network in which it operates.

A traditional television channel generally acquired or produced content, scheduled it, transmitted it through a distribution network, and sold audience access to advertisers or subscribers. Digital platforms reorganise these relationships. They may host third-party content, recommend it algorithmically, sell advertising, collect behavioural data, provide payment and identity services, and control access through applications and connected devices. As a result, competition increasingly occurs between ecosystems rather than between individual programmes or channels.

This chapter explains how media ecosystems are structured and how platform economics shapes competition. It applies the concepts of value chains, two-sided markets, network effects, disintermediation, reintermediation, convergence, and the attention economy. It also considers the implications for managers responsible for content strategy, partnerships, pricing, audience development, regulation, and sustainable growth.

Learning Objectives

By the end of this chapter, students should be able to:

  1. Map the principal stakeholders and value flows in an OTT ecosystem.
  2. Distinguish linear media value chains from platform-based value networks.
  3. Explain two-sided and multi-sided market theory in relation to digital media.
  4. Analyse direct and indirect network effects and their implications for platform competition.
  5. Apply the concepts of disintermediation, reintermediation, convergence, and the attention economy.
  6. Evaluate platform strategies involving subscriptions, advertising, transactions, bundles, and data.
  7. Identify managerial, ethical, and regulatory challenges in platform ecosystems.

1. From Media Value Chains to Media Ecosystems

1.1 The conventional value chain

A value chain describes the sequence through which inputs are transformed into a product or service and delivered to a consumer. In conventional audiovisual media, the sequence might be represented as:

Creation → Production → Aggregation → Distribution → Exhibition → Audience consumption

A film studio creates and produces a title, a distributor negotiates access to cinemas or broadcasters, an exhibitor presents the content, and the audience consumes it. Revenue may come from theatrical tickets, licensing fees, subscriptions, or advertising.

This model remains useful, but digital media weakens the assumption that value moves through a single, stable sequence. A streaming service may simultaneously be a producer, distributor, retailer, recommender, advertiser, and data analyst. A social video platform may not produce most of its content but may control discovery, monetisation, moderation, and audience data.

1.2 The ecosystem perspective

An ecosystem consists of interdependent organisations and users whose actions affect one another. Key features include:

  • Multiple participants: creators, users, advertisers, platforms, infrastructure firms, and regulators.
  • Shared or contested resources: attention, data, rights, bandwidth, app-store access, and talent.
  • Complementarity: the value of one service depends on complementary products, such as devices, payment systems, or content libraries.
  • Feedback loops: more users may attract more creators, while more content may attract more users.
  • Governance: a focal platform establishes rules, technical standards, commercial terms, and enforcement systems.

An ecosystem map should distinguish at least four flows:

FlowExamples
Content and rightsProgrammes, licences, formats, music, sports rights
MoneySubscriptions, advertising, commissions, licensing fees, creator payments
DataViewing behaviour, search, identity, transactions, engagement signals
Access and influenceRecommendations, rankings, app placement, device availability, moderation decisions

These flows are not always symmetrical. A platform may provide creators with distribution while retaining substantial control over discovery and monetisation. An advertiser may obtain targeted reach, while the audience pays indirectly through attention and data.

1.3 Stakeholder categories

The most important stakeholders in an OTT ecosystem are as follows.

Rights holders and producers. These include studios, broadcasters, sports leagues, independent producers, music companies, publishers, and individual creators. They supply intellectual property and seek financial returns, reach, and control over brand identity.

Platforms and aggregators. A platform provides an interface, search and discovery, authentication, payment, hosting, recommendation, advertising, or community functions. Some platforms commission content; others primarily facilitate exchange between participants.

Audiences. Users are consumers, but they may also be contributors, reviewers, data generators, subscribers, voters, or creators. Audience activity often produces value for other participants.

Advertisers and agencies. They purchase access to audience attention and may value targeting, measurement, brand safety, frequency control, and conversion outcomes.

Technology and infrastructure firms. Cloud providers, content delivery networks, encoding vendors, analytics firms, app stores, payment processors, and identity providers support the service.

Device and connectivity providers. Smart-TV manufacturers, mobile operating systems, broadband operators, telecom companies, and set-top-box firms influence how easily audiences can discover and use a service.

Regulators and civil-society actors. Governments, competition authorities, data-protection agencies, standards bodies, and advocacy organisations shape acceptable conduct and public accountability.

2. OTT Distribution Structures

OTT distribution delivers audiovisual content over internet networks rather than requiring a traditional managed television channel. The main commercial models are:

ModelMain payerTypical value propositionPrincipal managerial challenge
SVODSubscriberBroad or specialised catalogue without transaction charges per titleAcquisition, retention, churn control
AVODAdvertiserFree or low-cost access supported by advertisingScale, targeting, inventory quality
TVODViewer per transactionAccess to a particular film, event, or episodePricing and title-level demand forecasting
FASTAdvertiserFree, scheduled streaming channelsProgramming, discovery, ad load, rights clearance
HybridSeveral partiesCombination of subscription, advertising, transactions, or bundlesCannibalisation and offer complexity

Distribution may be direct-to-consumer, platform-mediated, or bundled. In a direct model, a service controls its application, customer relationship, billing, and much of its data. In a mediated model, access may occur through a telecom operator, smart-TV platform, app store, or aggregator. Bundling can reduce customer acquisition costs and simplify payment, but it may weaken the service’s direct relationship with users.

A practical distribution map should ask five questions:

  1. Who owns or licenses the rights?
  2. Who controls the customer interface?
  3. Who processes payment and owns the customer account?
  4. Who controls recommendation and visibility?
  5. Who receives behavioural data and advertising value?

The answer often reveals where economic power resides.

3. Platform Economics and Two-Sided Markets

3.1 What is a platform?

A platform is an organisational and technical arrangement that enables interactions among distinct participant groups. A streaming marketplace may connect audiences, producers, advertisers, and payment providers. A creator platform connects viewers and creators. An app store connects developers and device users.

A platform is not merely a digital product. It is a system of rules and interfaces that coordinates participation. Its management tasks include onboarding, search, recommendation, pricing, trust and safety, rights enforcement, data governance, and dispute resolution.

3.2 Two-sided and multi-sided markets

A two-sided market has two distinct user groups whose participation decisions are interdependent. In media, these sides are often audiences and advertisers, or viewers and creators. A platform is valuable because it facilitates interaction between them.

The basic logic can be represented conceptually as:

VA = f(NC, PA, QA)
VC = g(NA, PC, QC)

Here, VA is the value perceived by audience users, VC is the value perceived by creators or commercial partners, NC is the number or quality of creators and content suppliers, NA is the number of audience users, PA and PC are prices or participation costs, and QA and QC represent quality and service conditions. The functions f and g vary by platform and cannot be assumed to have a particular numerical form without evidence.

The equations are conceptual rather than predictive. They express interdependence: audiences may value a platform more when it has attractive content, while creators may value it more when it has a large, relevant audience.

A platform may subsidise one side. For example, an ad-supported service may charge audiences nothing while charging advertisers. A creator platform may provide free hosting to creators while monetising viewers or advertisers. The economically important question is not simply whether one side pays, but how participation on each side changes the value available to the other side.

3.3 Cross-side and same-side network effects

A cross-side network effect occurs when participation by one group changes the value experienced by another group. More viewers can make an advertising platform more attractive to advertisers. More creators can make a video platform more attractive to viewers.

A same-side network effect occurs among participants on the same side. It may be positive, as when more users create social interaction, or negative, as when congestion, competition, spam, or advertising clutter reduces value.

Network effects should not be confused with economies of scale. Economies of scale concern declining average cost as output increases. Network effects concern changes in user value as participation changes. A platform can have both, but they are analytically distinct.

3.4 Direct and indirect network effects

Direct network effects arise when users benefit from interacting with more users of the same service, as in messaging or social video communities. Indirect network effects arise when users benefit from more complementary products or suppliers, as in a platform with more programmes, applications, or advertisers.

Network effects may also be:

  • Positive or negative: participation may increase or reduce value.
  • Local or global: a user may benefit mainly from people in a language, region, or interest group.
  • Strong or weak: effects differ according to the service and user segment.
  • Open or closed: participation may be available broadly or restricted by platform rules.

Managers should avoid claiming that “more users always means more value.” A larger audience may attract creators, but it can also increase moderation costs, reduce discoverability, or produce undesirable content. The relevant measure is often active, relevant, and engaged participation rather than raw registration totals.

4. Platform Competition and Strategic Economics

4.1 Critical mass and the chicken-and-egg problem

A new platform often faces a chicken-and-egg problem: users want content, creators want users, and advertisers want both. Strategies for overcoming this problem include:

  • commissioning exclusive or distinctive content;
  • subsidising creator tools or distribution;
  • launching with a strong niche community;
  • bundling access with telecom or device services;
  • using existing customer accounts and billing relationships;
  • offering promotional pricing or free trials;
  • importing content or users from an existing business.

Critical mass is the level of participation at which positive feedback becomes sufficiently strong to sustain growth. It is not a universal fixed number. It depends on market size, content attractiveness, switching costs, user geography, and the intensity of competing network effects.

4.2 Multi-homing and switching costs

Users single-home when they rely mainly on one platform and multi-home when they use several. OTT audiences commonly multi-home across several subscription and free services. Multi-homing reduces the power of any single platform because users can switch or maintain parallel relationships.

Switching costs include:

  • financial costs, such as cancellation penalties;
  • procedural costs, such as rebuilding a watchlist;
  • learning costs, such as learning a new interface;
  • social costs, such as losing a community;
  • data and identity costs, such as losing history or recommendations;
  • content costs, such as losing access to exclusive titles.

Platforms may increase retention through personalisation, loyalty benefits, account continuity, exclusive rights, and bundles. Such practices can be legitimate value creation, but they may also create lock-in and raise competition concerns.

4.3 Governance and platform power

A platform governs through technical design, contractual terms, ranking systems, pricing, access controls, moderation, and enforcement. Governance decisions include:

  • which creators can join;
  • how content is ranked;
  • how advertising is labelled;
  • how revenue is shared;
  • how copyright complaints are handled;
  • what data may be collected;
  • how accounts are suspended or restored.

The platform’s economic role can therefore resemble that of a market operator, broadcaster, retailer, and regulator simultaneously. This concentration of functions creates efficiency but also raises questions about transparency, due process, conflicts of interest, and accountability.

5. Disintermediation, Reintermediation, and Convergence

5.1 Disintermediation

Disintermediation is the removal or reduction of intermediaries between a producer and an audience. A production company that sells subscriptions directly through its own application may bypass a traditional broadcaster or distributor. Direct distribution can provide customer data, pricing control, and a larger share of revenue.

However, disintermediation does not eliminate all intermediation. A direct OTT service still depends on payment networks, app stores, cloud infrastructure, internet access, device operating systems, content delivery networks, and search or recommendation systems.

5.2 Reintermediation

Reintermediation is the emergence of new intermediaries. Search engines, app stores, connected-TV platforms, digital aggregators, influencer networks, recommendation engines, and telecom bundles may replace older intermediaries or add new layers.

The practical result is often reconfiguration, not simple elimination, of the value chain. A service may bypass a broadcaster but become dependent on an app store and a smart-TV operating system. The strategic question is therefore: which intermediary controls discovery, payment, data, and access at each stage?

5.3 Media convergence

Convergence refers to the merging of technologies, industries, formats, and user practices. Important forms include:

  • Technological convergence: television, mobile, computing, and internet functions on connected devices.
  • Industrial convergence: telecommunications, media, technology, and finance firms entering one another’s markets.
  • Content convergence: a story distributed through film, series, games, podcasts, social media, and live events.
  • Professional convergence: journalists, producers, data analysts, software developers, and marketers working in integrated teams.
  • Audience convergence: users moving across devices and participating in creation, commentary, and distribution.

Convergence creates efficiencies and new business models, but it also increases competitive complexity. Firms may possess resources in one market that give them advantages in another—for example, a telecom operator’s billing relationship or a technology company’s data infrastructure.

6. The Attention Economy

Attention is scarce because people have limited time, cognitive capacity, and willingness to process information. Media businesses compete not only for money but also for viewing time, engagement, recommendation visibility, and habitual use.

A simple conceptual attention measure is:

Ttotal = ∑ᵢ tᵢ

where tᵢ is the time spent by user i during a defined period and Ttotal is total measured usage time. This measure is useful for describing consumption volume, but it is not equivalent to value. Ten minutes of accidental autoplay is not necessarily equal to ten minutes of deliberate, high-quality engagement.

Attention can be monetised through:

  • advertising impressions;
  • subscription retention;
  • transactions and purchases;
  • data that improves targeting or recommendation;
  • social influence and conversion;
  • cross-selling of other products.

Managers should distinguish reach, engagement, retention, and attention quality. A high number of views may reflect short, repeated exposures rather than meaningful audience loyalty. Excessive optimisation for watch time can encourage sensationalism, compulsive use, or low-quality content.

Recommendation systems allocate scarce visibility. Their objectives may include relevance, satisfaction, completion, retention, diversity, revenue, or safety. These objectives can conflict. A recommendation strategy that maximises immediate clicks may reduce long-term trust. A strategy that promotes only established hits may disadvantage emerging creators and reduce cultural diversity.

7. Business Models and Unit Economics

Platform strategy requires a clear understanding of revenue and cost drivers. A simplified contribution calculation is:

C = R − V

where C is contribution before fixed costs, R is revenue, and V is variable cost. Variable costs may include payment fees, content revenue shares, bandwidth, customer support, and usage-based technology charges. Fixed costs may include platform development, salaried staff, long-term rights commitments, and corporate overhead.

For a subscription service, a simplified monthly revenue estimate is:

Rmonth = Npaid × p

where Npaid is the number of paying subscribers and p is average monthly revenue per paying subscriber. The estimate assumes that the period, subscriber count, and price are consistently defined. It does not include advertising, transactions, taxes, discounts, refunds, or revenue sharing unless those are incorporated separately.

A manager may also examine customer acquisition cost:

CAC = Marketing ext{ and acquisition spend} ÷ New ext{ paying customers acquired}

The formula is meaningful only when the spending period, attribution rules, and definition of a new customer are specified. Customer lifetime value is more difficult because retention, price, margin, and future behaviour are uncertain. A simple approximation under constant conditions is:

LTV ≈ m × 1 ÷ c

where m is monthly contribution margin per customer and c is the monthly churn rate expressed as a decimal. This approximation assumes a constant churn rate, constant margin, no discounting, and an effectively indefinite customer lifetime. It should not be treated as a precise forecast when pricing, churn, or costs change substantially.

Worked example

Suppose an OTT service has 100,000 paying subscribers, an average monthly price of ₹199, and variable monthly cost of ₹60 per subscriber. Ignoring taxes, discounts, and fixed costs:

Rmonth = 100,000 × ₹199 = ₹19,900,000

Vmonth = 100,000 × ₹60 = ₹6,000,000

C = ₹19,900,000 − ₹6,000,000 = ₹13,900,000

The monthly contribution is therefore ₹13.9 million before fixed costs. If monthly marketing and acquisition expenditure is ₹4 million and 20,000 new paying customers are attributed to that expenditure, then:

CAC = ₹4,000,000 ÷ 20,000 = ₹200

These calculations do not establish profitability. The service must also account for content investment, technology, staff, taxes, churn, and the timing of cash flows.

8. Applied Case: StreamSphere’s Hybrid Platform Strategy

The following is a fictional illustrative case designed for learning purposes.

Background

StreamSphere is a mid-sized regional OTT service with a strong catalogue of local drama, films, and sports highlights. It has 1.2 million registered users but only 180,000 paying subscribers. A global competitor has entered the market with a large catalogue and aggressive promotional pricing. A telecom operator has offered StreamSphere a bundle that would provide access to 600,000 mobile customers, but the operator wants a substantial revenue share and ownership of billing data.

Problem

StreamSphere must increase scale without destroying its direct customer relationship. Its subscription price is relatively high for price-sensitive households, while its advertising business is underdeveloped. Content costs are rising, and users increasingly discover programmes through social video and connected-TV interfaces rather than through the StreamSphere home page.

Analysis

The company’s ecosystem includes rights holders, subscribers, advertisers, the telecom operator, device platforms, payment providers, creators, and technology vendors. The telecom bundle could solve part of the critical-mass problem by increasing audience reach. It could also create cross-side benefits: more viewers could attract advertisers, and higher usage could make local producers more willing to supply content.

However, the proposal creates risks. If the telecom operator owns billing and customer data, StreamSphere may lose information needed for retention and personalisation. A large revenue share may make the incremental audience economically unattractive. The company may also become dependent on one powerful distributor, creating bargaining asymmetry.

Approach

StreamSphere adopts a segmented hybrid strategy:

  1. It retains a premium direct subscription with full catalogue access.
  2. It introduces a lower-priced advertising-supported tier with selected content.
  3. It negotiates a telecom bundle with minimum data-sharing standards, transparent attribution, and a review clause.
  4. It uses short-form social content to promote local series but directs audiences to controlled landing pages.
  5. It improves recommendation systems using explicit user preferences as well as viewing behaviour.
  6. It establishes creator and rights-holder dashboards showing performance, audience geography, and revenue calculations.
  7. It measures not only registrations but also active users, paid conversion, churn, viewing completion, advertising yield, and contribution margin by segment.

Outcome

The hybrid plan increases reach while preserving a direct premium channel. The advertising tier produces lower revenue per user than the subscription tier but creates a funnel for future conversion. The telecom partnership performs well only after the parties revise the revenue-share formula to account for active usage rather than simple registrations.

Learning points

The case illustrates that scale alone is not a strategy. Managers must examine the quality of participation, data ownership, bargaining power, unit economics, and long-term dependence. A partnership can create network effects while simultaneously weakening the focal platform’s control. Hybrid models are valuable when customer segments have different willingness to pay, but they require careful management of cannibalisation, advertising load, brand positioning, and content rights.

9. Ethical, Legal, and Governance Issues

Platform economics creates several areas of public concern.

Privacy and data protection. Personalisation and advertising depend on data collection. Managers must establish lawful purposes, meaningful consent where required, data minimisation, retention limits, security controls, and user access rights.

Algorithmic accountability. Recommendation and moderation systems may amplify misinformation, stereotypes, sensational content, or political polarisation. Platforms should test for disparate impacts, maintain human escalation processes, document material system changes, and provide understandable explanations where appropriate.

Copyright and creator remuneration. Platforms must secure appropriate rights, respond to infringement, and provide transparent contractual terms. Automated enforcement can produce false claims, while weak enforcement can harm rights holders.

Competition and gatekeeping. Exclusive contracts, self-preferencing, tying, discriminatory access, and excessive commissions may attract competition scrutiny. Regulatory obligations differ across jurisdictions, so managers need local legal advice and compliance systems.

Children and vulnerable users. Age-appropriate design, parental controls, advertising restrictions, and protection from harmful content are important responsibilities.

Cultural diversity and access. Recommendation systems and commercial incentives may favour globally scalable content over local or minority-language production. Public-interest obligations and discoverability policies can help address this imbalance.

10. Contemporary Developments and Best Practices

Several developments are reshaping platform competition:

  • connected-TV operating systems increasingly control discovery and application placement;
  • advertising-supported tiers and FAST channels are expanding alongside subscriptions;
  • live events and sports remain powerful tools for acquisition and habitual use;
  • creator-led distribution challenges traditional commissioning structures;
  • generative AI is being used for metadata, translation, dubbing, clipping, customer support, and content development, while raising copyright, labour, disclosure, and quality concerns;
  • privacy changes are encouraging contextual advertising, first-party data strategies, and improved measurement;
  • bundling across telecom, commerce, gaming, music, and video is increasing;
  • regulators are examining platform power, data practices, content responsibility, and interoperability.

Best practice for OTT managers includes:

  1. Map stakeholders and dependencies before selecting a distribution partner.
  2. Separate audience scale from profitable and strategically valuable participation.
  3. Track who controls customer identity, billing, data, discovery, and rights.
  4. Design pricing around distinct willingness-to-pay segments.
  5. Treat recommendation as both a commercial and public-interest system.
  6. Use transparent, testable metrics rather than vanity measures.
  7. Build contractual safeguards for data access, revenue reporting, audit rights, and termination.
  8. Evaluate AI systems for accuracy, bias, disclosure, security, and intellectual-property risk.
  9. Maintain multiple routes to market where feasible to reduce dependency.
  10. Balance short-term attention capture with long-term trust and audience welfare.

Chapter Summary

OTT markets are ecosystems in which content, technology, audiences, money, data, and access are exchanged among interdependent stakeholders. A conventional media value chain is useful for identifying production and distribution stages, but platform competition requires a broader network perspective.

Platforms create value by enabling interactions among audiences, creators, advertisers, rights holders, and complementary service providers. Two-sided and multi-sided market theory explains why participation on one side can affect value on another. Network effects may be direct or indirect, positive or negative, and local or global. Critical mass, multi-homing, switching costs, governance, and control of discovery help explain competitive advantage.

Digital distribution can produce disintermediation, but new forms of reintermediation usually emerge through app stores, telecom operators, connected-TV systems, recommendation engines, and aggregators. Convergence brings technologies and industries together, while the attention economy makes time, engagement, and visibility central strategic resources.

Managers must connect platform design with unit economics. Subscription, advertising, transaction, and hybrid models each involve different revenue logic, costs, incentives, and risks. Sustainable strategy requires attention to data ownership, bargaining power, rights, privacy, algorithmic accountability, cultural diversity, and long-term trust.

Key Terms

Attention economy: An economic environment in which scarce audience time and cognitive attention are major sources of value.

AVOD: Advertising-supported video on demand.

Convergence: The merging of media technologies, industries, formats, and audience practices.

Critical mass: A level of participation at which positive feedback can sustain platform growth.

Disintermediation: The reduction or removal of traditional intermediaries between producers and audiences.

Ecosystem: A network of interdependent organisations, users, technologies, and institutions.

FAST: Free ad-supported streaming television, usually organised as scheduled channels.

Indirect network effect: A change in value caused by participation or complements on another side of a platform.

Multi-homing: Using more than one platform or service for similar purposes.

Network effect: A change in user value resulting from changes in participation by other users or complements.

OTT: Delivery of audiovisual content over internet networks rather than through traditional managed television distribution.

Platform governance: Rules, technical systems, contracts, and enforcement processes used to organise platform participation.

Reintermediation: The emergence of new intermediaries after or alongside the decline of older ones.

Same-side network effect: An effect produced by changes among participants on the same side of a platform.

Switching costs: Financial, procedural, social, or informational costs of changing services.

TVOD: Transactional video on demand, in which users pay for particular titles or events.

Two-sided market: A market in which a platform serves distinct participant groups whose participation decisions are interdependent.

Value chain: A sequence of activities through which inputs are transformed and delivered as value to an audience or customer.

Value network: A system of connected participants exchanging multiple forms of value rather than a single linear sequence.

SVOD: Subscription video on demand.

Review Questions

5 Short Answer Questions

  1. What is the difference between a value chain and a media ecosystem?
  2. Define a two-sided market and give one OTT example.
  3. Distinguish direct from indirect network effects.
  4. What is reintermediation in digital media?
  5. Name two major risks associated with platform governance.

5 Long Answer Questions

  1. Explain how audiences, creators, advertisers, and platforms exchange content, money, data, and access in an OTT ecosystem.
  2. Discuss how critical mass, multi-homing, and switching costs influence platform competition.
  3. Compare SVOD, AVOD, TVOD, and hybrid models from a managerial perspective.
  4. Analyse the relationship between convergence and the reorganisation of traditional media value chains.
  5. Explain why attention should not be measured solely through total viewing time.

3 Analytical / Application Questions

  1. A regional streaming service has strong local content but weak subscriber growth. Design a platform strategy using network effects, bundling, and a hybrid revenue model. Identify two risks.
  2. Analyse whether a telecom bundle is beneficial for an OTT service when the telecom operator controls billing and customer data. What contractual safeguards would you recommend?
  3. A recommendation system increases short-term watch time but reduces user satisfaction and content diversity. How should managers redesign its objectives and evaluation metrics?

Multiple Choice Questions with Answers

Question 1

Which statement best describes a media ecosystem?

A. A fixed sequence in which content moves from producer to viewer

B. A network of interdependent participants exchanging content, money, data, and access

C. A catalogue containing only subscription-funded programmes

D. A technical system used exclusively for video compression

Correct Answer: B. A network of interdependent participants exchanging content, money, data, and access

Question 2

In a two-sided OTT market, which relationship is an example of a cross-side network effect?

A. More viewers make the service more attractive to advertisers

B. More viewers increase congestion among viewers only

C. A user watches the same programme on two devices

D. A producer reduces the length of an episode

Correct Answer: A. More viewers make the service more attractive to advertisers

Question 3

What is reintermediation?

A. The complete elimination of all distributors

B. The conversion of subscriptions into advertising

C. The emergence of new intermediaries in a reconfigured value network

D. The production of content without intellectual-property rights

Correct Answer: C. The emergence of new intermediaries in a reconfigured value network

Question 4

Which of the following is an example of multi-homing?

A. A viewer uses only one streaming service for a year

B. A producer signs an exclusive contract with one platform

C. An advertiser stops using digital media

D. A household maintains subscriptions to several competing streaming services

Correct Answer: D. A household maintains subscriptions to several competing streaming services

Question 5

A service has 50,000 subscribers paying ₹200 per month. What is its simplified monthly subscription revenue before discounts and taxes?

A. ₹2,500,000

B. ₹10,000,000

C. ₹50,200,000

D. ₹100,000,000

Correct Answer: B. ₹10,000,000

Question 6

Which metric most directly measures the cost of acquiring one new paying customer?

A. Customer acquisition cost

B. Monthly active users

C. Content completion rate

D. Advertising frequency

Correct Answer: A. Customer acquisition cost

Question 7

Which statement about disintermediation is most accurate?

A. It guarantees that a producer will control all customer data

B. It removes the need for payment, device, and infrastructure providers

C. It can reduce traditional intermediaries, but new intermediaries may still control access or discovery

D. It applies only to cinema distribution

Correct Answer: C. It can reduce traditional intermediaries, but new intermediaries may still control access or discovery

Question 8

Why is attention economically important in OTT markets?

A. Audience time is unlimited and therefore has little value

B. Audience time and cognitive capacity are scarce resources that can support advertising, retention, and transactions

C. Attention is identical to profit in every business model

D. Attention matters only to public broadcasters

Correct Answer: B. Audience time and cognitive capacity are scarce resources that can support advertising, retention, and transactions

Question 9

Which practice most directly addresses platform governance concerns?

A. Hiding all recommendation criteria from users and creators

B. Removing all moderation procedures

C. Providing transparent rules, appeals, and documented enforcement processes

D. Allowing advertisers to determine all content rankings

Correct Answer: C. Providing transparent rules, appeals, and documented enforcement processes

Question 10

A platform increases its number of users but also experiences more spam and poorer discoverability. What does this illustrate?

A. Network effects are always positive

B. Participation can create negative same-side effects as well as benefits

C. Disintermediation has eliminated competition

D. Economies of scale and network effects are identical

Correct Answer: B. Participation can create negative same-side effects as well as benefits

OTT & New Media Management
Chapter 2 of 15