Media supply chain
A media supply chain refers to the process needed to create, manage, and deliver media from a point of origin (content providers, creators, and owners) to end-point consumers using different devices and platforms.
Any company that is responsible for creating, storing, processing, managing, and distributing media is a part of the supply chain. This includes sports leagues working with broadcasters and media rights licensees; production studios working with theatres, TV stations, VOD platforms, and OTT platforms; and game developers and testers.
For example:
* When the streaming service rebranded as , it became the end-point distributor of library content held and created by cable networks MTV, Comedy Central, VH1, BET, Nickelodeon, and the Paramount Network.
*, owned by Walt Disney and Hearst, controls licensing rights for thousands of hours of library content. It temporarily licenses this content to distributors including Peacock, Hulu, and Discovery. It can be broken down into:
* Media and metadata acquisition: the first step in the process and an ongoing part of the process; required to initiate the rest of the workflow. In addition to describing content, metadata is added as media moves throughout the supply chain lifecycle, updating companies on where and how the media originated, and how it made it to its current point.
* Quality control (QC) and validation: the media must be analyzed to ensure it complies with all technical requirements (for example, a specific delivery format), as well as all content requirements (in case it will be distributed in a region that restricts certain imagery).
* Transcoding: the process of converting media files into a certain format with a desired bitrate in preparation for distribution.
* Distribution and Packaging: media is shared (distribution) and, if on certain platforms, is organized and scheduled for consumption (packaging).
Metadata usage
Metadata is captured and updated as content moves throughout the supply chain in order to support a number of different use cases, including to inform companies of the exact content of the media and how it made it to its current point in the lifecycle.
Any company that is responsible for creating, storing, processing, managing, and distributing media is a part of the supply chain. This includes sports leagues working with broadcasters and media rights licensees; production studios working with theatres, TV stations, VOD platforms, and OTT platforms; and game developers and testers.
For example:
* When the streaming service rebranded as , it became the end-point distributor of library content held and created by cable networks MTV, Comedy Central, VH1, BET, Nickelodeon, and the Paramount Network.
*, owned by Walt Disney and Hearst, controls licensing rights for thousands of hours of library content. It temporarily licenses this content to distributors including Peacock, Hulu, and Discovery. It can be broken down into:
* Media and metadata acquisition: the first step in the process and an ongoing part of the process; required to initiate the rest of the workflow. In addition to describing content, metadata is added as media moves throughout the supply chain lifecycle, updating companies on where and how the media originated, and how it made it to its current point.
* Quality control (QC) and validation: the media must be analyzed to ensure it complies with all technical requirements (for example, a specific delivery format), as well as all content requirements (in case it will be distributed in a region that restricts certain imagery).
* Transcoding: the process of converting media files into a certain format with a desired bitrate in preparation for distribution.
* Distribution and Packaging: media is shared (distribution) and, if on certain platforms, is organized and scheduled for consumption (packaging).
Metadata usage
Metadata is captured and updated as content moves throughout the supply chain in order to support a number of different use cases, including to inform companies of the exact content of the media and how it made it to its current point in the lifecycle.
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