BMG entertainment‚ the world’s fourth-largest media company‚ was a subsidiary of Bertelsmann AG‚ a German media conglomerate. In 1999‚ it was a $4.6 billion music and entertainment company with more than 200 record labels and operations in 53 countries. Its revenue was derived from North America (51%)‚ Europe (32%)‚ Latin America (9%)‚ and Asia-Pacific (8%). Despite of this BMG Entertainment’s ability of generating huge revenue‚ and its operating strategies to make the company sound‚ the BMG Entertainment
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Case Summary #3: BMG Entertainment 2008310606 Ji Min Lee 1. Why have a handful of major record companies dominated the music industry through most of the last century? The world market of record music in 1990s was dominated by only five big corporations: BMG Entertainment‚ EMI‚ Sony Music Entertainment‚ Warner Music Group and Universal Music Group. The majors could maintain their status thanks to patents and agreements‚ technological improvements and M&As. The majors had the complete
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SWOT Analysis and Recommendation if Music Industry Strengths: *First major record label to create websites branded towards different music genres. First major record label to use downloading technology to promote sales of CD’s and cassettes. *Merged with AOL--AOL has the largest internet service provider in the industry. *BMG was the largest music club in the world‚ and arguably the leader of the five major labels. *BMG set up a series of websites dedicated to specific genres of music. These
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CASE STUDY IV.3 BMG(A) 2824309 Which geographic market areas should be chosen for closer analysis? Introduction Bertelsmann Music Group‚ (BMG)‚ is the global music division of Bertelsmann AG‚ a transnational media corporation founded in 1835‚ based in Gütersloh‚ Germany. Its headquarters are located in New York. BMG‚ established in 1987‚ is now one of the world’s biggest music companies with more than 200 record labels in 42 countries. It is also home to one of the industry’s
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Sony BMG Music Entertainment‚ the second largest record music company in the world. This study is about the Sony BMG’s Market Entry into Second Life‚ as Virtual World of Second Life becomes increasingly popular. It started as a little 3D online community in 2003 developed into a sophisticated virtual world with more than 4 million users from around the globe and with an economy larger than that of a small real-world country. As part of its search for new revenue streams in an industry that has frequently
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Harrah Entertainment just a one-shot event or could they be achieved on a yearly basis even if the competition is copying it? B. Sub-Problem: How much do these marketing efforts have contributed to Harrah’s overall performance? IV. Objectives: 1. To be able confirm if the current marketing efforts is not just a one-shot deal. 2. To come up with marketing enhancements to get ahead always with the competition and earn yearly growth. V. Analysis of Facts
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After acquiring RCA‚ BMG became part of the "Big Six" record companies in the world; these six companies provided 80% of the worldwide music sales. In this industry‚ competition is fierce for new repertoire and market share. To become successful globally‚ it was important to have a presence in key markets‚ and to have an efficient A&R Marketing strategy to keep attracting new repertoire. But with being global‚ it is always a challenge for the company to set up the right organization to be able to
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Abstract Entertainment comes in many forms: music‚ videos‚ art‚ and literature are a few. These forms of entertainment‚ when used over the Internet‚ could result in some individuals crossing the line between reality and delusion. When the line is crossed‚ these individuals become fixated on obtaining more of the entertainment; which may result in doing so illegally. In this paper‚ I will analyze ethics in entertainment. An earlier study conducted by Charles W. Harvey (2004) is replicated‚ adding
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ENTERTAINMENT is an action‚ event or activity that aims to amuse and interest an audience of one or more people. It is the audience that turns a private recreation orleisure activity into entertainment. The audience may have a passive role‚ as in the case of persons watching a play‚ opera‚ television show or film; or the audience role may be active‚ as in the case of games. Entertainment can be public or private‚ involving formal‚ scripted performance‚ as in the case of theatre or concerts;
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http://www.storyofkorea.com/?p=130 Korean entertainment company – SM Entertainment S.M. Entertainment Co.‚ Ltd S.M. Entertainment is Korea’s best known entertainment & media group‚ operating businesses in the fields of planning‚ production‚ distribution‚ and circulation of records‚ licensing‚ publishing‚ singer/actor management‚ agency activities‚ start-up marketing‚ Internet/mobile content‚ and education. S.M. Entertainment was the first Korean entertainment company listed on the KOSDAQ (April‚ 2000)
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