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Entertainment Product Decisions, Episode 4: How to Develop New Successful Entertainment Products

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Entertainment Science

Abstract

In this chapter, we investigate how entertainment firms can manage their innovation activities to create new entertainment products on a continuous basis. Finding a way to respectfully balance artistic and economic goals is the foundation for the chapter; our analysis shows that this can only be achieved by creating a culture that combines autonomy and responsibility. Such a culture must be supported by an organizational structure that attracts people with the right skills and values and equips and enables them to be creative, but with discipline. We complement this firm-level analysis of factors that contribute to prolific innovation activities with a product-level analysis of approaches that can improve managers’ understanding of a new product’s commercial potential. We review the different econometric prediction methods that are available for such a purpose and discuss concrete scientific prediction models for new product success and their use at different stages of the innovation process.

Ronny Behrens co-authored this chapter with us.

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Notes

  1. 1.

    Let us note that with regard to the timing dimension of innovation, some particularities also exist for entertainment—we discuss them in our chapter on distribution decisions.

  2. 2.

    Think of the wonderful animated travel map in Raiders of the Lost Ark —which the film’s director Steven Spielberg invented “[t]o save money” (Total Film 2006).

  3. 3.

    Other reasons, such as culture, also contributed to this decision—we will get back to them.

  4. 4.

    Please see our link between learning and the Goldman mantra in our introduction to this book.

  5. 5.

    We discuss the role of timing for success predictions later in this chapter.

  6. 6.

    We outlined these challenges when discussing the “art-for-art’s-sake” property of entertainment earlier in the book.

  7. 7.

    See also our analysis of the entertainment industry’s value chain today in our chapter on entertainment business models.

  8. 8.

    See also Smith and Telang’s (2016) detailed analysis of how digitalization is transforming the entertainment business.

  9. 9.

    Any scholar will be reminded of the ideal version of the peer-review process in academia.

  10. 10.

    Flat structures and open communication should not be confused with eternal harmony: at least four of the five substituted director were no longer with Pixar in 2013 (Spiegel 2013).

  11. 11.

    But this causal nature should not be taken lightly.

  12. 12.

    Please see Algobeans (2016) for a more accessible description of artificial neural networks and Bishop (2006) for a more technical overview.

  13. 13.

    We have similar issues with other studies that predict box office using neural networks, such as Sharda and Delen (2010), Ghiassi et al. (2014), and Zhou et al. (2017).

  14. 14.

    Josh Eliashberg and his colleagues apply the method in their analysis of movie script features, whereas Parimi and Caragea use it for a general prediction exercise.

  15. 15.

    A separate approach to include distribution into a model of movie diffusion is the approach by Jones (1991), who essentially suggests a modification of the Bass model.

  16. 16.

    A study by Radas and Shugan (1998) focuses on how seasonal variations of demand for entertainment could be embedded in diffusion models. Please see our chapter on entertainment distribution decisions for a discussion of the impact of products’ release timing on success.

  17. 17.

    Please see our discussion of the crucial role of buzz in today’s entertainment marketplace in our chapter on earned entertainment communication.

  18. 18.

    In the case of MOVIEMOD, the variables range from product variables (such as the quality, theme, story, and cast) to advertising and distribution.

  19. 19.

    Please note that we make a clear distinction between experience-based word of mouth and other kinds of (speculative) consumer articulations.

  20. 20.

    Let us note that Dellarocas et al.’s study measures only the amount of word of mouth and only compares the word-of-mouth model with one that does include neither word of mouth nor sales data.

  21. 21.

    At the time Neelamegham and Chintagunta developed their model, sequential international releases were dominant in film. Please see also our discussion of such “intermarket success-breed-success effects” in the context of entertainment distribution decisions.

  22. 22.

    In the article, we refer to the standard error of the (regression) estimate, or SEE, which is mathematically the same as the RMSE.

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Hennig-Thurau, T., Houston, M.B. (2019). Entertainment Product Decisions, Episode 4: How to Develop New Successful Entertainment Products. In: Entertainment Science. Springer, Cham. https://doi.org/10.1007/978-3-319-89292-4_10

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