BIG ENTERTAINMENT’S FILM AND MUSIC CREATION DESIGN: PLATFORM-BASED BUSINESS MODEL CANVAS AND ENTERPRISE ARCHITECTURE
DOI:
https://doi.org/10.33153/capture.v13i1.3946Keywords:
Application, Business Model Canvas, film, music, entertainmentAbstract
BIG Entertainment is an application that offers unparalleled music and film entertainment. Previously, applications like Spotify were all about music, while Netflix, Joox, and Disney were all about movies. This entertainment combines movies and music into a single application. This research seeks to examine the Big Entertainment application's business model canvas. This study employs the literature review method, which gathers various scientific and relevant sources. The findings suggest that BIG Entertainment service providers work hard to expand their offerings in response to changing market trends and technology advancements. The business model offers both tangible and intangible assets for customers who require not only the final product (music service) but also a one-stop service. BIG Entertainment can generate profit while developing a distinctive and efficient business model if it successfully integrates tangible and intangible assets.Downloads
References
Afifuddin, & Saebani, B. A. (2012). Metodeologi Penelitian Kualitatif. Jakarta: Pustaka Setia.
Bernabo, M., Bassets, I. G., Gaines, L., Knauer, C., Lewis, A., Nguyen, L., & Zolfaghari, L. (2008). Technological Convergence throughout the Eras: Part 1 – Cars. Business Strategy Series, 10(1), 3–11. doi: 10.1108/17515630910937742
Castells, M., Fernández-Ardèvol, M., Qiu, J. L., & Sey, A. (2004). The Mobile Communication Society: A Cross-cultural Analysis of Available Evidence on the Social Uses of Wireless Communication Technology. Presented at the International Workshop on Wireless Communication Policies and Prospects: A Global Perspective, Los Angeles.
Chesbrough, H. W., & Rosenbloom, R. S. (2002). The Role of the Business Model in Capturing Value from Innovation: Evidence from Xerox Corporation’s Technology Spin-Off Companies. Industrial and Corporate Change, 11(3), 529–555.
Johnson, M. W. (2010). Seizing the White Space: Business Model Innovation for Growth and Renewal. Boston: Harvard Business Press.
Kubera, G. (2010). Najlepsze Technologie Dekady. Retrieved from http://technowinki.onet.pl/artykuly/najlepsze-technologiedekady,1,3169467,artykul.html
Lumpkin, G. T., & Dess, G. G. (2004). E-Business Strategies and Internet Business Models: How the Internet Adds Value. Organizational Dynamics, 33(2), 161–173.
Magretta, J. (2002). Why Business Models Matter. Harvard Business Review, 80(5), 86–92.
Osterwalder, A., & Pigneur, Y. (2010). Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers. John Wiley & Sons, Inc.
Osterwalder, A., Pigneur, Y., & Tucci, C. L. (2005). Clarifying Business Models: Origins, Present, and Future of the Concept. Communications of the Association for Information Systems, 16(1).
Patawari, M. Y. (2019). Stylometry: Statistical Approach into Film Style. CAPTURE: Jurnal Seni Media Rekam, 10(2), 71–90. doi: 10.33153/capture.v10i2.2451
Sanusi, A. (2016). Metodologi Penelitian Bisnis. Jakarta: Salemba Empat.
Schaltegger, S., Hansen, E. G., & Lüdeke-Freund, F. (2016). Business Models for Sustainability: Origins, Present Research, and Future Avenues. Organization & Environment, 29(1), 3–10. doi: 10.1177/1086026615599806
Teece, D. J. (2010). Business Models, Business Strategy and Innovation. Long Range Planning, 43(2–3), 172–194. doi: 10.1016/j.lrp.2009.07.003
Tully, C. (2003). Growing up in Technological Worlds: How Modern Technologies Shape the Everyday Lives of Young People. Bulletin of Science Technology Society, 23(6), 444–456. doi: 10.1177/0270467603260812
Umar, A., Sasongko, A. H., Aguzman, G., & Sugiharto. (2018). Business Model Canvas as A Solution for Competing Strategy of Small Business in Indonesia. International Journal of Entrepreneurship, 22(1).
Zhao, Z., & Balague, C. (2015). Designing Branded Mobile Apps: Fundamentals and Recommendations. Business Horizons ScienceDirect, 58(3), 305–315. doi: 10.1016/j.bushor.2015.01.004
Zott, C., & Amit, R. (2017). Business Model Innovation: How to Create Value in a Digital World. GfK Marketing Intelligence Review, 9(1). doi: 10.1515/gfkmir-2017-0003
Downloads
Published
Issue
Section
License
Copyright
Authors who publish with Capture: Jurnal Seni Media Rekam agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.