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Music streaming services have affected the music industry from both a financial and legal standpoint. Their current business model affects stakeholders such as artists, users, and investors. These services have been scrutinized recently for their imperfect royalty distribution model. Covid-19 has made these discussions even more relevant as touring income

Music streaming services have affected the music industry from both a financial and legal standpoint. Their current business model affects stakeholders such as artists, users, and investors. These services have been scrutinized recently for their imperfect royalty distribution model. Covid-19 has made these discussions even more relevant as touring income has come to a halt for musicians and the live entertainment industry. <br/>Under the current per-stream model, it is becoming exceedingly hard for artists to make a living off of streams. This forces artists to tour heavily as well as cut corners to create what is essentially “disposable art”. Rapidly releasing multiple projects a year has become the norm for many modern artists. This paper will examine the licensing framework, royalty payout issues, and propose a solution.

ContributorsKoudssi, Zakaria Corley (Author) / Sadusky, Brian (Thesis director) / Koretz, Lora (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
Esports streaming has become an entertainment giant and promises to continue to grow in the coming years. Streaming platforms, such as Twitch and Youtube, have become a haven for community and competition, blending the two into a novel form of interaction that fuels business. This study will analyze how the

Esports streaming has become an entertainment giant and promises to continue to grow in the coming years. Streaming platforms, such as Twitch and Youtube, have become a haven for community and competition, blending the two into a novel form of interaction that fuels business. This study will analyze how the streaming of esports has influenced business in the technological realm of electronic games and contributed to the field’s longevity. It questions how we, as a society, view community in the online world which itself has become a site for the expansion of how people interact. The study also incorporates the idea of business into the market of technological electronic game-based communities and how competition through esports has also been a fuel for both. Through literature analysis and data collection, the goal of this research would be to increase knowledge on the understanding of streaming esports and help predict what foundation it might take as a whole later on.
ContributorsLatimer, Travis D (Author) / Ingram-Waters, Mary (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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The esports scene has been constantly evolving ever since its inception in the early 1970s, growing from small arcade based tournaments to the multibillion dollar industry that can be observed today (Bountie Gaming, 2018). In fact, the term esports was not widely used until the early 2000s, decades after the

The esports scene has been constantly evolving ever since its inception in the early 1970s, growing from small arcade based tournaments to the multibillion dollar industry that can be observed today (Bountie Gaming, 2018). In fact, the term esports was not widely used until the early 2000s, decades after the first gaming tournaments had taken place. Decades prior, the earliest large-scale gaming tournament was hosted by Atari in 1980 for the game ​Space Invaders ​ . While still primitive by today’s standards, games such as ​Space Invaders ​ inspired fierce competition and effectively laid the foundation for what would grow into the booming industry that we see today (Edwards, 2013).

ContributorsCollins, Neil Andrew (Author) / Mendez, Jose (Thesis director) / Foster, William (Thesis director) / Pierce, John (Committee member) / Department of Economics (Contributor) / WPC Graduate Programs (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05