Value Appropriation in Entertainment Industry

14 important questions on Value Appropriation in Entertainment Industry

Why are critic reviews, awards, stars, sequels so important in the entertainment industry?

Quality indicators

When are quality indicators important?

Experience good: quality of products is difficult to ascertain prior to purchase (only after experience)

What is the relevance of quality indicators?

  • They improve value appropriation beyond the entertainment industry
  • Lessons learned also important for other industries
  • Higher grades + faster learning
  • Never study anything twice
  • 100% sure, 100% understanding
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What can be the impact of expert reviews on film performance?

  • Influence effect
  • Prediction effect

What are mainstream movies?


  • Big budgets
  • Frequent use of stars
  • Many opening screens
  • Wide release strategy
  • Commercial quality
  • Produced and distributed by big Hollywood producers
  • Entertainment consumption

What are art house movies?


  • Small budgets
  • Infrequent use of stars
  • Few opening screens
  • Sleeper strategy
  • Artistic quality
  • Produced by non-Hollywood productions & sold to distributors
  • Cultural consumption

Why are critcs more important for art house movies?

  • Provide help in 'decoding' art house movies
  • Define boundaries of 'legitimate taste' for art house audience: can act as gatekeepers

What is the selection system for awards?

  • Market selection
  • Peer/media selection
  • Expert selection

Awards more effective as means of certification if they are adapted to the selection system dominating the purchase behavior in the industry segment. Why?

Because of high source credibility and salience in the case of ‘fit’.

Do stars drive success?

Star participation positively impacts movie revenue (box office) and media attention (#reviews). However, no support for stars driving movie profitability (Elberse, 2007; Ravid, 1999) → stars capture their rent and appropriate their added value.

What is the increment-then-innovate rule?

First sequel: high generalization, low habituation;
Later sequels: lower transfer (waning novelty) & habituation high --> need for innovativeness

What are the two commercialization strategies used in the article about VA in video game industry?

  1. Artist-led distribution
  2. Strategic alliance

Why strategic alliance?

  • Negotiating/sharing of revenues (-)
  • Access/use of alliance partner's complementary assets (+)
  • Endorsement/reputational transfer (+)

What are the risks of relationship?

  • Will publisher deploy its resources effectively?
  • Exploitation risk (stealing of idea): low risk due to strong copyright protection
  • Dependency on large incumbent's resources: moderate risk

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