Collapse and Reconstruction of Industry

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Question:

Discuss about the Collapse and Reconstruction of Industry.

Answer:

Introduction:

Video Piracy has been an issue of major concern globally. Video piracy has greatly affected Australia. The rate of piracy in Australia has increased at a very high per capita rate. Even United States of America has been left out in the race by Australia such is the condition of piracy there. A movie pirated online negatively affects a large sector of business related to this industry. Starting from the actors that get paid for their performance in a certain movie till the distributors or movie theatre owners who advertise and the movie lose out on their hard earned money due to a single act of piracy. Video piracy is not only a crime but also lowers the quality of the video, thus lowering the audience count for that particular video or movie as the case may be. Brand new movies like Mad Max: Fury Road has been pirated and downloaded illegally as many times as 3.5 million times in Australia (Phau and Liang 2012). A solution to this issue has been developed by Village Roadshow which essentially has five steps in total including the legislation that allows blocking illegal sites, improving the already existing relationship with Google, extending the legal availability of more content, taking initiatives in order to punish the serial offenders with legal prosecution, establishing community support.  The consumers in Australia is now presented with a huge number of choices of service providers like Foxtel Play, Amazon Prime Video and Stan that charge different rates for monthly services or unending content. In order to grab the attention of a particular individual even free-to-air channels are also provided. In spite of more than one company present, communal experience is also required (McCrea, 2013).

References

McCrea, C., 2013. Australian Video Games: The Collapse and Reconstruction of an Industry. In Gaming Globally (pp. 203-207). Palgrave Macmillan US.

Phau, I. and Liang, J., 2012. Downloading digital video games: predictors, moderators and consequences. Marketing Intelligence & Planning, 30(7), pp.740-756.

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