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Research Finds Digital Music Streaming Consumption Dropped as a Result of Covid-19 and Lockdowns
Decline in human mobility has stunning consequences for content streaming The Covid-19 pandemic and lockdowns significantly reduced the consumption of audio music streaming in many countries as people turned to video platforms. On average, audio music consumption decreased by 12.5% after the World Health Organization’s (WHO) pandemic declaration in March 2020. Music streaming services were an unlikely area hit hard by the Covid-19 pandemic. New research in Marketing Science found that the drop in people’s mobility during the pandemic significantly reduced the consumption of audio music streaming. Instead, people turned more to video platforms. “On average, audio music consumption decreased by more than 12% after the World Health Organization’s (WHO) pandemic declaration on March 11, 2020. As a result, during the pandemic, Spotify lost 838 million dollars of revenue in the first three quarters of 2020,” said Jaeung Sim, a PhD candidate in management engineering at KAIST and one of the authors of the research study on this phenomenon. “Our results showed that human mobility plays a much larger role in the audio consumption of music than previously thought.” The study, “Frontiers: Virus Shook the Streaming Star: Estimating the Covid-19 Impact on Music Consumption,” conducted by Sim and Professor Daegon Cho of KAIST, Youngdeok Hwang of City University of New York, and Rahul Telang of Carnegie Mellon University, looked at online music streaming data for top songs for two years in 60 countries, as well as Covid-19 cases, lockdown statistics, and daily mobility data, to determine the nature of the changes. The study showed how the pandemic adversely impacted music streaming services despite the common expectation that the pandemic would universally benefit online medias platforms. This implies that the substantially changing media consumption environment can place streaming music in fiercer competition with other media forms that offer more dynamic and vivid experiences to consumers. The researchers found that music consumption through video platforms was positively associated with the severity of Covid-19, lockdown policies, and time spent at home. -PublicationJaeung Sim, Daegon Cho, Youngdeok Hwang, and Rahul Telang,“Frontiers: Virus Shook the Streaming Star: Estimating the Covid-19 Impact on Music Consumption,” November 30 in Marketing Science online (doi.org/10.1287/mksc.2021.1321) -Profile Professor Daegon ChoGraduate School of Information and Media ManagementCollege of BusinessKAIST
KAIST's graduate, the first Ph.D. holder in games, is appointed professor at Michigan State University in East Lansing
Dr. Tae-Woo Park The academic community recognizes the study in games as a field for research Dr. Tae-Woo Park, a graduate of KAIST, has been appointed a professor at Michigan State University (MSU) in East Lansing. He will start working in August at the Department of Telecommunications, Information Studies, and Media, the College of Communications Arts, MSU. Dr. Park received a doctoral degree in games, the first of its kind in KAIST. His research focus is game design, research, and development. Dr. Park has strived to enhance user experience by incorporating various aspects of everyday life into games and made efforts to introduce measures limiting or preventing game addiction, a major concern among young people in South Korea. Professor Joon-Hwa Song of Computer Science at KAIST, Dr. Park's advisor, commented that "KAIST graduates have been the main actors in the development of Korea's gaming industry. Our efforts to systemize the field of games into an academic discipline have been recognized through Dr. Park's appointment." Dr. Park said that he plans "to apply mobile device and ubiquitous technology and develop games that will not only entertain users but also help them have a better life.”
Professor Jae-Kyu Lee Elected to Head the Association for Information Systems
Jae Kyu Lee, HHI (Hyundai Heavy Industries, Co., Ltd.) Chair Professor, College of Business at KAIST, was elected to lead the world major academic society, Association for Information Systems (AIS), from July 2015 to June 2016. Professor Lee will be the first Korean to serve the organization as president. From July 2014 to June 2015, he will serve as president-elect. Currently, Professor Lee is the Director of EEWS (Energy, Environment, Water, and Sustainability) Research Center at KAIST, focusing on research and development in finding solutions to critical issues facing humanity. He also played a pivotal role in the conclusion of a memorandum of understanding between HHI and KAIST in June 2013 to establish HHI-KAIST EEWS Research Center within the KAIST campus. The AIS is the premier professional association for individuals and organizations who lead the research, teaching, practice, and study of information systems worldwide. A news article on his appointment: Asian Scientist, May 16, 2014 Korean Engineer To Lead The Association For Information Systems http://www.asianscientist.com/academia/korean-engineer-lead-association-information-systems-2014/
Professor Jae-Kyu Lee Elected to Head the Association for Information Systems
Jae Kyu Lee, HHI (Hyundai Heavy Industries, Co., Ltd.) Chair Professor, College of Business at KAIST, has been elected to lead the world major academic society, Association for Information Systems (AIS), from July 2015 to June 2016. Professor Lee will be the first Korean to serve the organization as president. From July 2014 to June 2015, he will serve as president-elect. Currently, Professor Lee is the Director of EEWS (Energy, Environment, Water, and Sustainability) Research Center at KAIST, focusing on research and development in finding solutions to critical issues facing humanity. He also played a pivotal role in the conclusion of a memorandum of understanding between HHI and KAIST in June 2013 to establish HHI-KAIST EEWS Research Center within the KAIST campus. The AIS is the premier professional association for individuals and organizations who lead the research, teaching, practice, and study of information systems worldwide.
A game enthusiast received a Ph.D. at the 2014 commencement
A high school student, who was addicted to video gaming and had barely managed to gain entrance to KAIST, became a star of its 2014 commencement ceremony. The student was Tae-Woo Park who received his Ph.D. in games at 32 years of age. Park entered KAIST in 2002 as an undergraduate student. However, owning to bad grades, he was not accepted to the graduate school of KAIST until 2006. He began playing games at the age of 7, which distracted him from his studies at an early age. Nevertheless, he was able to complete master’s degree after two and a half years, which normally takes two years for average students. Professor Joon-Hwa Song saw a possibility from his student’s experience of producing and commercializing a mobile puzzle game while Park was working as a president of the game club, HAJE, at KAIST. Professor Song advised him to take the advantage of his interests and try developing game platforms and contents. Park decided to develop a game that could help others and would change people’s negative views of games. He created a whole new generation of games. In order to find ideas for games that can be easily enjoyed in daily lives, Park went to numerous gyms, swimming pools, daycare centers, and parks to analyze people’s behaviors and discussed with his colleagues who were also interested in games. During this process, the experience of organizing creative ideas through cooperation and discussions became a great foundation for his future research. He observed some people quitting midway during a workout on treadmills because they were bored with working out alone. From this, Park embarked on developing a new style of game that allowed people to exercise together. Park used the system on a treadmill, which recognizes the speed of the person running to automatically adjust the machine’s speed, to develop an interactive game platform for Swan Boat. The Swan Boat game is a race exercise game that adjusts the direction according to speed difference between two players. The game utilizes the difference of running speed between two people on treadmills to change the direction of the boat. With the Swan Boat game, people can now play games and exercise at the same time. The technology also allows online access anywhere in the world, which means checking friends’ rankings at nearby gyms or homes, or even a World Gym Running Contest. In addition, Park helped develop various next generation exercise games and life-based services, including the sparrow chirp application, which finds children that go astray, or an avatar game that utilizes the user’s daily life patterns. These results and papers attracted attention from international societies and have also won a number of awards. Professor Song said, “There has been no precedent of receiving a Ph.D. at KAIST for developing games, however, Park’s case has given courage to many people that if you can create what is really required in everyday life, you can indeed receive a doctor’s degree.” Park remarked, “I’d like to express my gratitude to my advisor, Professor Song, for giving me courage. I want to continue to make games that can help people’s lives in the future.” Park will continue his work at the NASA Ames Research Center this June.
Professor Lee Jae Kyu : Appointed Fellow at Association of Information Systems
Professor Lee Jae Kyu of the Graduate School of Information Media Management was made Fellow of the Association of Information Systems. Professor Less was the Chief Editor of Electronic Commerce Research and Applications, Chairman of Asia Pacific Information System Symposium, and Chairman of Korea Academy of Management Information, in addition to Chairman of the Academy of Korea Intelligence Information System. The ‘Electronic Commerce’ co-written by Professor Lee is being used as primary MBA textbook in many universities around the world. Homepage : http://www.business.kaist.ac.kr/faculty/jklee/
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