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Tracing the Evolution of Interactive Media and Funding Models through the Trade Press
by Sally J. McMillan, Ph.D.Assistant ProfessorUniversity of Tennessee - Knoxville
Prepared for the Communication Technology and Policy DivisionAssociation for Education in Journalism and Mass Communication Annual Convention, August 1999New Orleans, LA
Send correspondence to: P.O. Box 10345 Knoxville, TN 37939-0345 Phone: (423) 539-4134 Tracing the Evolution of Interactive Media and Funding Models through the Trade Press
Abstract Analysis of a five-year sample of trade publications suggests interactive media and funding models are stabilizing but still diverse. Sixteen types of interactive media were identified, but the World Wide Web has become dominant. Five funding models were analyzed. Advertiser Support dominates the advertising trade press, User Fees are the primary model in the computer/ telecommunication press, and more than half of all broadcasting/publishing articles mention multiple funding models.
Note: The author thanks Cara Stratman and Emanuella Marcoglou for their assistance in gathering data for this study. But were graduate students at Boston University at the time this study was conducted.
Interactive Media and Funding Models in the Trade Press Introduction Media scholars and industry pundits have pontificated about interactive media for years. Carey (1989) suggested that the modern era in interactive media can be traced to the New York World's Fair in 1964, when AT&T demonstrated a picture telephone. In the 1970s and 80s the topic was videotex, a television-based technology that enabled two-way communication between content creators and viewers. In the United States, the technology never achieved popular acceptance and by 1986 the tests ended after disappointing losses (Ettema 1989). But despite the demise of videotex, hype about interactive media never died in the U.S. By the early- to mid-1990s, phone companies and cable companies were scrambling to define interactive media. Policy makers pondered questions about regulation. And everyone seemed to be asking what content these new interactive media would deliver. In 1994, Rebello and Wing asked these questions: "Will the hot ticket be dramas in which you guide the plot? Will it be game shows where all the viewers can compete for prizes? Maybe it's extracting additional information from a news program, sports show, or documentary with the click of a button. Or will it be just shopping electronically in the virtual mall?" Amidst these questions, Williamson (1995) observed: "So you want to make money on the Internet. . . . You've got company. Lots of it." Where are we now? Is the interactive media market stabilizing? Are models for funding content emerging? This study addressed those questions by examining discourse about interactive media and marketing in the trade press. Literature Review The trade press has been found to be a valuable source of insight about evolving communication technology. For example, Brill (1996) found that discourse in Advertising Age provided insights into the evolution of cable television; Napoli (1997) found the media trade press was a good predictor of the diffusion of VCR technology. McMillan (1998a) found that early discourse in the trade publication Printer's Ink during the evolution of commercial radio questioned the potential of radio as an advertising vehicle. However, as radio began to evolve into a national medium carrying entertainment-based content and attracting large audiences, the trade publication reversed course. Studies of trade press discourse and media development listed above focused on a single medium - cable TV, VCR, or radio. But interactive media present an interesting challenge. There have been questions about the medium itself. Will the primary vehicle for delivering interactive messages be a stand-alone system like a kiosk or CD-ROM? Will it be a proprietary system like the early videotex experiments or AT&T's ventures into interactive cable? Or, will it be an open system like the World Wide Web or e-mail? (Lyle and McLeod 1993). RQ1: How have the advertising, broadcasting/publishing, and computer/telecommunication trade press defined interactive media and how have those definitions changed over time? Today, the cable TV model of funding from both advertising and subscription fees is rarely questioned. But, as Brill (1997) pointed out, some of the early discourse about cable TV saw it as piracy rather than as a viable advertising medium. Similarly, McMillan (1996) noted that early discussions of radio favored tax support, listener donations, or corporate philanthropy as the funding model for radio. Listeners and marketers alike initially opposed radio advertising. Alternative funding models have been proposed for interactive media as well. The Advertiser Support funding model dominates much of the literature on interactive media and marketing (see for example Strangelove 1994, Molenarr 1996, Schwartz 1997, and Ellsworth & Ellsworth, 1997). But alternative models also exist. A second model, User Fees, would fund content of interactive media with subscriptions or pay-per-use fees. Negroponte (1995) envisioned an information-rich environment as the future of interactive media and predicted that individuals will be willing to pay for delivery of personalized information that is gathered from that information environment. A third model focuses less on content development and more on the role of communication in actually facilitating sales. This model, often referred to as E-Commerce, needs to be differentiated from the User Fee model. The User Fee model assumes that an individual pays directly for information in an interactive environment (e.g., subscription to an online magazine). The E-Commerce model assumes that information in the interactive environments is simply a tool that enables the individual to make a purchase decision. The item being purchased is outside of the interactive environment (e.g., flowers, airline tickets, etc.). In some cases, E-Commerce may involve purchase of information (e.g., books) but that information is delivered in a non-digital form. Negroponte (1995) would characterize the User Fees model as the delivery of "bits," the building blocks of the digital world; whereas, the E-Commerce model is characterized by the delivery of "atoms," the building blocks of the physical world. Hoffman, Novak, and Chatterjee (1995) depicted the E-Commerce model as central to interactive media and marketing. Benjamin and Wigand (1995) also envisioned electronic markets as central to business of the future. Peppers and Rogers (1996) identified the ability to customize messages as key to future marketing efforts. They suggested that as marketers build long-term relationships with customers, the virtual marketplace will become a more welcoming place for the consumer and a more profitable place for the marketer. But, as Lynch and Lundquist (1996) pointed out, many challenges await marketers who wish to adopt the E-Commerce model. Upshaw (1995) championed a fourth model for funding content: Brand Building. He suggested that marketers should build environments in which consumers can interact with brands. These brand-building destinations are funded by marketers. They do not necessarily lead directly to sales. Rather, they are designed to lead to long-term relationships between consumers and brands which lead to long-term profitability. However, critics have expressed concern about the future of Brand Building in interactive media (Rust and Oliver 1994) and about the challenges that researchers must face in evaluating brands in interactive environments (Stewart 1992). A fifth, and final, funding model has emerged in some of the literature. This model may be best characterized by the concept of Community Forum. McMillan (1998b) found that at many Web sites content is created by volunteers and non-profit organizations. In essence, this content is provided as a public service and is often intended to draw a community of people with similar interests. Rheingold (1993) was one of the earliest proponents of this low-budget, community-based model of interactive communication. However, Beniger (1987) warned that electronic environments could lead to the growth of pseudo-community that exploits rather than builds relationships. In summary, the literature suggests five types of funding may exist for interactive media: Advertiser Support, User Fees, E-Commerce, Brand Building, and Community Forum. RQ2: What does the discourse in the advertising, broadcasting/publishing, and computer/telecommunication trade press reveal about evolving models of funding for interactive media content? After evaluating both the media used for interactive communication and the models for funding content in those media, a logical question emerges. Are some funding models more suitable to certain types of media than to others? RQ3: What relationships exist in the advertising, broadcasting/publishing, and computer/telecommunication trade press between interactive media types and funding models? Methodology A recent study (McMillan in press) examined interactive media types and funding models based on a sample of articles from Advertising Age. That study examined the first five years of regular coverage of interactive media in that publication (October 1993 through September 1998). The primary finding was that the Web had become the dominant form of interactive media and Advertising Support had become the dominant funding model. However, as Napoli (1997) noted, the trade press that represents an industry that is threatened by a new media development may not be accurate in its predictions about the future of that medium. Furthermore, Klopfenstein (1989) cautioned against being overly optimistic about forecasting the likelihood of adoption of new interactive media. Thus, the recent McMillan study suggested that future studies should compare the coverage of interactive media and funding models in the advertising trade press with coverage in two other types of trade media: broadcasting/publishing and computers/telecommunication. Samples of articles from these two types of trade publications were drawn from the Lexis/Nexis database. The researcher searched the Industry and Market News library in two categories: 1) Broadcasting and Publication News, 2) Computer and Telecommunication News. In both of these categories, the search was narrowed using the same five year period as the recent Advertising Age study: October 1993 through September of 1998. The author searched for the term "Interactive Media" in this sample frame. A total of 511 articles that met the search parameters were found in the Broadcasting and Publication News category. Publications indexed by Lexis/Nexis in this category include: Communications Daily, Editor & Publisher, Electronic Media, Folio: The Magazine for Magazine Management, Media Daily, Publishers Weekly, and Screen Digest. The Advertising Age study sampled approximately one-fourth of all articles published during the sample frame. Thus, the current study also examined one-fourth of the 511 articles in the Broadcasting and Publication News category. A table of random numbers was used to identify 128 of these articles for analysis. A total of 1165 articles that matched the search criteria were found in the Computer and Telecommunication News category. Publications indexed by Lexis/Nexis in this category include: Byte, Communications Daily, Communications of the ACM, Computer Reseller News, Computerworld, Digital Media, Interactive Daily, InternetWeek, MacUser, Newsbytes, PR Newswire, TelecomWorldwide, Telephony, and Washington Telecom Newswire. A table of random numbers was used to identify 292 of these articles for analysis. To enable comparison with the earlier study, data from Advertising Age was included in the current study. A different sampling method was used in that study. The researcher drew a stratified random sample from the first five years of the Advertising Age Interactive Media and Marketing section, from October 1993 though September of 1998. The sample was drawn so that in each of the 60 months of the sample, one of the weekly sections was drawn at random. All articles in that section were reviewed. A total of 629 articles were reviewed. Data from all three samples were combined to result in a total sample size of 1049 articles. For all articles in the sample, coders noted identifying information (e.g., title, author, date). In addition, coders noted the type of interactive media identified within an article. All media types were coded. An article might mention both the World Wide Web and CD-ROM in the context of interactive media. If so, both media types would be recorded for that article. Operational definitions of coded media are available from the author. Finally, coders specified the funding model(s) that underlie the article. Funding models grew out of the literature reviewed above. Operational definitions for each are available from the author. In some cases, the funding model was explicit. An article might focus on how a company invested in a Web site for the specific purpose of Brand Building. At other times, the model might be implicit. An article might address the fact that media rep companies are beginning to represent Web sites. In this case, the funding model is not specified but the article clearly is based on the notion of buying and selling of media space which is indicative of the Advertiser Support model. If more than one funding model were discussed in an article, all were coded. The same article might discuss consumer concerns about online shopping (E-Commerce) and also note an increase in brand-oriented marketer sites (Brand Building). If multiple funding models were explicitly or implicitly inherent in an article, all funding models were noted. In some articles, no particular funding model could be identified. A news brief might mention a staffing change in the interactive division of an advertising agency. Coders were trained to indicate no funding model rather than to guess. This resulted in 250 sites (23.8 percent) coded as no funding model. Still, a relatively large sample of articles (799) were coded for funding model. Three coders analyzed the articles. One, the author of this study, coded data from all three samples of trade publications. The other two coders were both graduate students who were trained in the concepts of the study. One graduate-student coder assisted with coding the Advertising Age articles. Approximately 10 percent of those articles were coded by both the graduate student and the author. Using Holsti's intercoder reliability formula, intercoder reliability of 89.4% percent was achieved. The other graduate-student coder assisted with coding articles from the Broadcasting and Publication News and Computer and Telecommunication News samples. Again, 10 percent of articles were checked for intercoder reliability using Holsti's intercoder reliability formula. Intercoder reliability for these articles was 92.5%. Disagreements were discussed and the coders came to agreement in cases where they had originally coded differently. In most cases, disagreements represented simple oversights by one of the coders. In all samples, the remaining 90 percent of the articles was independently analyzed by one of the coders. Findings RQ1: How have the advertising, broadcasting/publishing, and computer/telecommunication trade press defined interactive media and how have those definitions changed over time? Sixteen interactive media were identified in this sample of trade publications. Table 1 summarizes the frequency with which each of these media were mentioned. Table 1. Total Media Mentions Medium Mentions Medium Mentions World Wide Web 568 Virtual Reality 27 Internet 202 Web TV 26 Commercial Online Services 195 TV Home Shopping 21 CD-ROM/CDi 163 Digital Imaging 15 Interactive TV 149 Audiotext 14 Game Systems 67 Video Conferencing 10 E-mail 46 Video Disk/DVD 8 Kiosk 30 Hypermedia 8
Total media mentions in a single article range from one to eight; 41 percent of all articles mentioned multiple media. The average number of media mentions per article was 1.50. Five media types clearly dominate this list. They are explored in further detail in Tables 2 and 3. First, however, a few generalizations are in order about the other 11 media types. E-mail and WebTV were covered in all three types of trade publications. Kiosks and TV home shopping were most frequently found in the advertising trade press while audiotext was most frequently found in the broadcasting/publishing trade publications. The remaining types of interactive media: game systems, virtual reality, digital imaging, video conferencing, video disk/DVD, and hypermedia were most frequently found in the computer/telecommunication trade publications. Table 2 summarizes cross tabulations of the five most-frequently mentioned media types with the three types of trade publications. Table 2. Media Mentions by Type of Trade Publication
Advertising BroadcastingPublishing ComputerTelecom Media Total (2 World Wide Web 35756.8% 6853.1% 14349.0% 56854.1% 4.92p > .05 Internet 426.7% 3628.1% 12442.5% 20219.3% 171.65p <.001 Commercial Online Services 12219.4% 3225.0% 4114.0% 19518.6% 7.74p <.05 CD-ROM/CDi 7411.8% 2318.0% 6622.6% 16315.5% 18.50p <.001 Interactive TV 9515.1% 1511.7% 3913.4% 14914.2% 1.24p > .05 Note: percentages in table are the percent of articles that mentioned the medium. Some articles mentioned multiple media. All media were recorded. The World Wide Web, which is mentioned in more than half of all articles, is clearly the dominant medium. No significant difference was found in the volume of coverage of the Web among these three types of trade publications. However, differences in coverage of other media did exist. Most notably, the computer/telecommunication trade press was far more likely than the other types of trade press to discuss the Internet (including FTP, Telnet and other non-Web functions) and CD-ROM/CDi technologies. The broadcasting/publishing trade press was the most likely type of trade publication to discuss commercial online services - most often in conjunction with creating a news or entertainment "brand" on those services. Many broadcast and print organizations got their first experience in interactive media by establishing a presence on a service such as CompuServe or America Online (Cassino 1996). Interactive TV was mentioned in about 15 percent of all articles. No significant difference was found in coverage of Interactive TV among these three types of trade publications. Table 3 summarizes cross tabulations of the five most-frequently mentioned media types with the five years of the sample period. Table 3. Media Mentions by Year
1993-94 1994-95 1995-96 1996-97 1997-98 Media Total (2 World Wide Web 42.1% 7236.0% 16772.3% 18373.2% 14278.9% 56854.1% 343.00p <.001 Internet 2010.6% 4221.0% 4318.6% 5823.2% 3921.7% 20219.3% 12.61p <.05 Commercial Online Services 4825.5% 7035.0% 3916.9% 3112.4% 73.9% 19518.6% 74.05p <.001 CD-ROM/CDi 5931.4% 5226.0% 2812.1% 145.6% 105.6% 16315.5% 87.18p <.001 Interactive TV 7640.4% 4321.5% 114.8% 156.0% 42.2% 14914.2% 166.72p <.001 Note: percentages in table are the percent of articles in a year that mentioned the medium. Some articles mentioned multiple media. All media were recorded. Significant differences were found in the way that each of these primary interactive media were reported over time. In the first two years of the sample, no single medium clearly dominated the sample. However by 1995-96, the Web had emerged as the dominant media form, a position it held through the remainder of the sample. By contrast, Interactive TV began as a strong contender with 40 percent of all articles in 1993-94 mentioning this medium. But by the end of the sample, coverage had dwindled to 2 percent of stories and many of these indicated that Interactive TV was a technology that had never fulfilled its promise. Several of the later stories attempted to explain some of the reasons for the demise of Interactive TV. For example, a 1996 article noted that "Interactive television has been shunted into the background by uncertain economic models and consumer demand and by the immediate revenue opportunities presented by the Internet" ("Interactive TV Group Refocuses to Keep up with Dynamic Industry," 1996). Coverage of the Internet changed significantly, but without a clear pattern of increase or decline. This may be due to mixed use of terms by journalists. At times they seem to have inaccurately equated the Internet with its graphical subset, the World Wide Web. Nevertheless, Internet and Web technologies combined seem to have influenced the steady decline in coverage of other media such as commercial online services and CD-ROM/CDi. For example, Electronic Marketplace reported that many organizations have ceased to maintain a presence on proprietary services such as America Online and have chosen instead to set up shop on the Web with its lower cost and larger audience ("Web Advantages Keep Advertisers Coming Back," 1995). Similarly, Riedman (1997) reported that even the music industry (one of the primary users of CD-ROM technology) is experimenting with digital distribution via the Internet and World Wide Web. RQ2: What does the discourse in the advertising, broadcasting/publishing, and computer/telecommunication trade press reveal about evolving models of funding for interactive media content? A slim majority of the articles (51.3 percent) centered on a single funding model; however, the total number of funding models in an article ranged from none (in 23.8 percent of articles) through four. The average number of models mentioned in an article was 1.1. Table 4 summarizes cross tabulations of the five funding models identified in the literature with the three types of trade publications. Articles that included more than one funding model are also cross tabulated with types of trade publications. Table 4. Funding Model Mentions by Type of Trade Publication
Advertising BroadcastingPublishing ComputerTelecom Model Total (2 Advertiser Support 30448.3% 5442.2% 6120.9% 41939.9% 62.90p <.001 User Fees 10616.9% 3628.1% 9231.5% 23422.3% 27.56p <.001 E-Commerce 14623.2% 1713.3% 4916.8% 21220.2% 9.45p <.01 Brand Building 10717.0% 2418.8% 7425.3% 20519.5% 8.87p <.05 Community Forum 284.5% 86.3% 124.1% 484.6% .99p >.05 Mixed Models 14829.2% 4451.2% 6933.5% 26132.7% 16.22p <.01 Note: percentages in table are the percent of articles that mentioned the funding model. Some articles mentioned multiple funding models. All funding models were recorded. For both the advertising and broadcasting/publishing trade publications, Advertiser Support was the dominant funding model. However there were significant differences among the three types of trade publication and use of the Advertising Support model. Most notably, less than half as many of articles in the computer/telecommunication publications mentioned Advertising Support as did articles in Advertising Age. The most common funding model found in computer/telecommunication publications was User Fees. A primary reason for this focus on User Fees is that many of the articles in this sample referenced CD-ROM/CDi technology, which most frequently is available to consumers for a fee, and online software that can be downloaded only after users pay a fee. User Fees were least common in the advertising trade press, but were a strong secondary funding model in the broadcasting/publishing publications. Attempts to generate revenue from User Fees in the broadcasting and publishing industries may be related to the Levins' (1997) observation about the financial fate of many online ventures: "Most of the world's 1,600 online newspapers are awash in red ink. A recent survey of newspaper publishers throughout the U.S. indicated that only 10 percent of those who have established digital news outlets are actually generating a profit from the operations." The significantly higher-than-average number of broadcasting/publishing articles that mentioned multiple funding models is further support for the notion that traditional media are looking for multiple funding sources as they seek to become interactive. However, E-Commerce is mentioned significantly less frequently in the broadcasting/publishing trade press than in the other sampled publications. Thus, online purchases of non-digital items (e.g. promotional items such as media-branded caps and mugs) does not seem to be part of the mix for traditional media organizations. By contrast, E-Commerce is the second-most-frequently mentioned model in the advertising trade press. Advertisers often viewed E-Commerce as the logical "next-step" to advertising. For example, Cleland and Carmichael (1997) warned advertisers that banner advertisements are not enough. They suggested that online advertising should incorporate direct marketing techniques that allow consumers to make an immediate online purchase decision. Brand Building seems to be a relatively strong secondary funding model in all three of the types of trade publications. But it was the strongest in the computer/telecommunication industry articles where many articles addressed the business-to-business Brand Building that can be facilitated with interactive media (Emigh 1997). Julie Schwerin, president of the industry market research firm InfoTech reported that "Like print, CD-ROM serves as both a publishing medium and a promotional tool" (New Media Developers Tapping Innovative Marketing Strategies Using CD-ROMs 1996). But computer/telecommunications industry publications also noted the potential brand-building function of interactive media at the consumer level as well. For example, when introducing its new Web site, Kellogg's announced that it was committed to creating an informative and fun environment that promotes one-on-one relationships between Kellogg and its consumers ("It's Fun to Put Snap! Crackle! Pop! into Your Web Page," 1995). In all three types of trade publications, Brand Building was seldom the only funding model mentioned. For example, many of the articles in Advertising Age that mentioned the Brand Building model stressed the importance of moving beyond Brand Building to User Fees (Johnson 1994) and/or E-Commerce (Cleland and Carmichael 1997). Of the five funding models identified in the literature, Community Forum was the least-frequently mentioned model found in an average of only 4.6 percent of articles. This low presence of the Community Forum model is consistent across all types of trade publications. Some early research suggested that interactive media may build consumption-based communities (Cerulo 1992). The articles in this sample that did mention the Community Forum model most often envisioned those Community Forums as a way to attract advertisers. For example, Williamson (1996) presented a case study of ways in which iVillage has created a "space" in which groups such as parents, women, and people who work at home can share information and build "communities of interest" that can then be matched with advertisers who seek to communicate with the members of those communities. In announcing a new community-based site, one company asserted that "The Internet didn't invent community; it provided tools to extend it." The product announcement then goes on to explain that the new community-based Web site "provides tools for real communities to extend their richness and reach." The announcement concludes by noting that "the service is advertiser and sponsor-supported and is free to the end user" ("CMG Information Services Launches The Password," 1998). Table 5 summarizes cross tabulations of the five funding models identified in the literature with the five years of the sample period. Articles that included more than one funding model are also cross tabulated with publication years. Table 5. Funding Model Mentions by Year
1993-94 1994-95 1995-96 1996-97 1997-98 Model Total (2 Advertiser Support 4322.9% 6834.0% 10846.8% 11646.4% 8446.7% 41939.9% 37.99p < .001 User Fees 5730.3% 5326.5% 4419.0% 5020.0% 3016.7% 23422.3% 14.48p < .01 E-Commerce 4322.9% 4020.0% 3716.0% 4216.8% 5027.8% 21220.2% 11.55p <.05 Brand Building 2111.2% 2311.5% 5423.4% 5923.6% 4826.7% 20519.5% 27.20p <.001 Community Forum 84.3% 115.5% 146.1% 93.6% 63.3% 484.6% 2.78p > .05 Mixed Models 4233.1% 4229.5% 5528.1% 6634.9% 5638.9% 26132.7% 5.58p > .05 Note: percentages in table are the percent of articles that mentioned the funding model. Some articles mentioned multiple funding models. All funding models were recorded. Significant differences were found in the way that most of the funding models were reported over time. The two exceptions were Community Forum which maintained a steady minority coverage over time and Mixed Models which were found in about one-third of all articles in each year. In the first year of the sample, User Fees were the most-frequently mentioned funding model. But mentions of the User Fee model have been on the steady decline in the past five years. Even as early as 1994, research had begun to show that "the fact is, most consumers don't want to open their wallets for interactive media," (Fawcett 1994). And by 1997, trade publications were reporting that "pay-per-view business models have hardly been a raging success for publishers operating in cyberspace," ("Interactive Media Briefs," 1997) while surveys reported that the number of users who were willing to pay for content was declining ("Consumers Expect Free Content," 1997). Advertising Support has come to be the most-frequently mentioned funding model appearing in about 46 percent of all articles in each of the last three years of the sample. Advertising seems to be the solution that many interactive media developers have turned to for providing "free" content to users while enabling the media developers to make money from those interactive media. Advertising Age projected 1997 Web advertising expenditures at $538 million ("Web Ad Spending in Spotlight Again," 1997) and analyst David Moore predicted that online advertising revenue would double or triple in 1998 ("New Media News," 1998). In the latter part of the sample, many of the articles that included the Advertising Support model focused on setting standards for Web-based advertising (Williamson and Hodges 1996). The Brand Building model experienced a slow but steady increase in coverage during the sample period. This increase may reflect the growing realization that not all interactive media ventures lead directly to profit. For example, some of the later articles in the sample discussed specific techniques that organizations can use for building their brands through the use of interactive media and public relations. Nora Paul, library director and Computer-Assisted Reporting expert at the Poynter Institute for Media Studies, said that Web sites are helping both reporters and public relations professionals manage the volume of press releases that go to the newsroom. Searchable databases enable journalists to locate experts who can provide comments on stories in progress and this in turn provides an opportunity for those "experts" to promote the brands that they represent (Noack 1997). Finally, E-Commerce seems to have experienced roller-coaster coverage in this sample period. In the first two years, E-Commerce was represented as a strong potential source of revenue and was covered in 20 percent or more of all articles. In the middle two years coverage, of E-Commerce dropped significantly. In 1995 through much of 1997, the trade press seemed to be reflecting the "common knowledge" that consumers were reluctant to shop through interactive media. But in the last year of the sample, E-Commerce seemed to re-emerge as a possible funding model for interactive media. Judy Neuman, vice president of interactive media at Eddie Bauer, Inc., seemed to summarize the opinion of many interactive media insiders when she postulated that Internet shopping, though still a long way from being a mass activity, had begun to explode. She said that in the Fall of 1996, buyers tended to place an order for one item "to see if it worked." But by the Fall of 1997, those "dabblers" seemed willing to do much more buying online and commonly order as many as for 12 items at a time (Machlis 1997). RQ3: What relationships exist in the advertising, broadcasting/publishing, and computer/telecommunication trade press between interactive media types and funding models? To explore this question, the researcher correlated the five primary media types with the five funding models. These correlations are reported in Table 6 below. Kendall's Tau was used to look for significant relationships between media and funding models. Table 6. Correlations between Primary Media Types and Funding Types
Advertiser Support E-Commerce Brand Building User Fees Community Forum World Wide Web .35*** .10** .22*** -.17*** .08** Internet -.06* .01 .07* .07* .04 Commercial Online Services .02 .10** -.04 .14*** .08** CD-ROM/CDi -.15*** -.04 -.03 .22*** .02 Interactive TV -.07* .01 -.06* .10** -.01 * p < .05, ** p < .01, *** p < .001 Some funding models are clearly linked to specific media. For example, Advertising Support is strongly and positively associated with the World Wide Web while it has negative or non-significant relationships to all of the other four primary media types. Brand Building is also positively associated with the Web and its technological relative the Internet. But Brand Building was negatively associated with the now all-but-extinct interactive television. E-Commerce was positively associated with commercial online services that were able to develop proprietary security systems early in their history. These systems helped to solve transaction-security issues. But, as the Web has developed and consumers have gained additional confidence in Web-based security systems, the Web has also come to be positively associated with E-Commerce. By contrast, the Web is negatively associated with User Fees (as noted earlier, Web users are not willing to pay for information) while commercial online services are positively associated with the User Fee model. While many commercial services have moved from a pay-per-minute model to a "flat rate" these proprietary systems still seem to be better able than the open Web to extract extra fees for additional information services. CD-ROM/CDi seems to be associated almost exclusively with the User Fees model. This is a logical connection as these technologies contains digital information that is usually purchased by individuals who wish to play the game, acquire the educational material, or search the data-rich environment found on a digital disk. Interactive TV, a medium that dominated early coverage but has all but died out in recent years, also seems to have been based almost exclusively on the User Fees model. The advent of "free" interactive media such as the World Wide Web may have signaled the death knell of interactive TV. Analysis of the Internet may be somewhat skewed by trends in reporting. Articles in 1994 and 1995 often used the term Internet to refer to an evolving medium that reporters still didn't understand. During this transitional period when the term Internet was used generically, reporters and their sources may have still been operating from the perspective developed for interactive TV that envisioned interactive media as being funded primarily by User Fees. Finally, the Community Forum model is positively associated with both the Web and commercial online services. Both environments have the potential to offer individuals a "place" in which to express themselves. Home pages on the Web and personal pages created by subscribers to online services are examples of the type of "free" content which is designed to create online communities. However, as noted earlier, there seems to be a trend for many of these Community Forums to attract Advertising Support. Thus, one must wonder how open these forums will be to unpopular opinions - particularly if those opinions reflect negatively on potential advertisers. Summary and Discussion Near the start of this paper, we asked the questions: "Is the interactive media market stabilizing?" and "Are models for funding content emerging?" Based on the findings reported above, the answer would seem to be a qualified yes. With past media developments, the trade press has provided a good indicator of when a new medium begins to stabilize. Findings related to research question 1 suggest that the World Wide Web has come to be viewed as the primary type of interactive media. It would probably be incorrect to assume that there will be no further developments in interactive media. It seems that, at least for the present, the Web has developed into a relatively stable medium for the delivery of interactive messages. Findings related to research question 2 suggest that experimentation with funding models continues. Advertising Support seems to be emerging as a dominant funding model appearing in an average of 40 percent of all articles in the sample. While Advertising Support clearly dominants the advertising trade press, User Fees are the dominant funding model in the computer/ telecommunication trade press. Within the broadcasting/publishing trade press more than half of the articles mention multiple funding models. A primary reason for conducting the current study was to determine whether the advertising trade press differed significantly from other trade press samples with regard to coverage of interactive media and funding sources. Significant differences were found. This underscores the importance of examining multiple types of trade press when forecasting media futures (Napoli 1997). Advertisers have a vested interest in believing that advertising dominates any medium. If advertising is the dominant funding source, then media developers will be obligated to meet the demands of advertisers. Such demands include careful tracking and reporting of audience size and characteristics as well as standardized systems for buying and selling those audiences. By contrast the computer/telecommunication trade press serves primarily developers of information products and services that are designed for direct sale to the consumer. Thus, it is not surprising that articles in these publications focused on the User Fees model. Readers of broadcasting/publishing trade publications are the creators of media content. Many of these content creators (i.e. broadcasters and publishers) have come to rely on multiple revenue streams for their traditional media operations (e.g. advertising combined with subscription and news stand revenues for newspapers and advertising combined with monthly fees for cable television) and thus are likely to look for multiple revenue streams in interactive media as well. This search for multiple revenue streams might be even more important as newspapers are faced with losing classified advertising revenue to other players (e.g. Monsterboard.com) in the interactive marketplace (Dellago 1996). Despite some differences in perspective in the different types of trade publications, the environment for interactive media seems to remain robust. Sixteen different types of interactive media were found in the sample used for the current study and five of those media were mentioned in 14 percent or more of all articles. All five of the funding models identified in the literature were represented in each of the five years of the sample, and all but one of those models (Community Forum) was found in an average of 20 percent or more of all articles. Without question, the Internet and its graphical subset the World Wide Web became a major interactive media force in the five year period examined in this study. All indicators in this sample of trade press articles suggest the Web will continue to remain a major force in the foreseeable future. However, the continued discussion of multiple funding models suggests that innovation and experimentation continues. Interactive media developers seem to be taking the advice of Steve Florio, president of Conde Nast: "In this age of escalating costs, we better take advantage of every revenue stream we can," (Ellwanger and Kerwin 1995). Perhaps ongoing experimentation with multiple funding models is the dominant trend for the future. It may be unrealistic to expect interactive media to come to rely on any single funding source. Nevertheless, explorations of research question 3 suggest that some types of interactive media might be more likely than others to obtain funding from specific sources. For example, CD-ROM/CDi technology seems to be based almost exclusively on the User Fees model in which the viewer pays directly for content. By contrast, the Web, Internet, and commercial online services all seem to support multiple funding models. Just as cable TV is based on a mixed model of Advertiser Support and User Fees, so the these technologies which are all based on interconnected computers may also be developing multiple funding sources. Suggestions for Further Research Future projects should go beyond identification of ways in which interactive media and marketing are stabilizing to an analysis of implications of those trends. For example, what are the implications of what seems to be the growing trend to add Advertiser Support to Community Forum sites? Will the demands of advertisers place limitations on the types of content that can be developed in a Community Forum? Or, more broadly, will the demands of advertisers lead to the same trend of programming to the least common denominator that critics suggest has occurred in other media (Seiter 1986)? Finally, future research might also explore implications of evolving media and funding models on marketers. Potential questions include: How does investment in the Advertiser Support model impact on other marketing investments? Is money being diverted from other media, from sales and promotion budgets, or from some other source? How much value do advertisers get from sponsoring Web-based content? Are they gaining something unique by utilizing interactive media, or is the Web just an extension of traditional media? 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