How over-the-top (OTT) platforms engage young consumers over traditional pay television service? An analysis of changing consumer preferences and gamification

Author:

Sadana Mayank,Sharma Dipasha

Abstract

Purpose This paper aims to analyse how the top over-the-top (OTT) platform is becoming a preferred source of entertainment amongst young consumers over traditional Pay TV service (Cable TV/DTH) in India and what factors play a vital role in such preferences along with gamification of content. The study follows the theoretical framework of use and gratifications theory and Niche analysis. Design/methodology/approach The study establishes a conceptual framework of understanding the preference of consumers, which triggers the shift from old media to new. This research develops an approach to understanding the relevant implications in responses of consumers through a structured online survey conducted amongst different age groups by applying exploratory and confirmatory factor analysis. To further comprehend the relations between measured variables and constructs, the statistical technique is incorporated, i.e. logistic regression. Findings Empirical results and discussion insinuated the five factors which affect consumers’ choices concerning entertainment i.e. content and viewing behaviour, expenses incurred on services, shifts influenced by offerings/incentives, convenience and telecom. Logistic regression validated the strength of these factors which made content and viewing behaviour, expenses incurred on services and convenience the three most important factors. Research limitations/implications This study analyses the driving factors that are revolutionising the entertainment industry and can be applied in designing a comfortable and engaging experience for a consumer in the future. Originality/value This research is original in nature and the findings of this study are valuable for online streaming services, video-on-demand services, Cable TV operators and entertainment content producers.

Publisher

Emerald

Subject

Life-span and Life-course Studies,Economics, Econometrics and Finance (miscellaneous)

Reference69 articles.

1. ASSOCHAM India (2019), “India to have 859 million smartphone users in 2022: ASSOCHAM-PwC”, available at: www.assocham.org/newsdetail.php?id=7099#:∼:text=India%20to%20have%20859%20million%20smartphones%20users%20in%202022%3A%20ASSOCHAM%2DPwC&text=New%20Delhi%2C%209th%20May,an%20ASSOCHAM%2DPwC%20joint%20study

2. Student motives for watching soap operas;Journal of Broadcasting & Electronic Media,1987

3. BARC India (2018), “What India watched”, available at: www.thedmti.com/wp-content/uploads/2019/04/WHAT-INDIA-WATCHED-2018-BARC-India-Yearbook.pdf

4. Bayındır, B. and Karadağ, G.H. (2019), “Interpreting gamification via game elements: Black Mirror”, CTC.

5. Uses and gratifications sought by pre-adolescent and adolescent TikTok consumers;Young Consumers,2020

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3