Showing posts with label digital content. Show all posts
Showing posts with label digital content. Show all posts

Saturday, July 14, 2012

BPN 1606: Thresholds on supply and demand of digital content


This is a summary of a Dutch study, published in June 2012 by SEO, a consultancy for economic research in Amsterdam, which analyses which factors may hinder the supply of and demand for digitally distributed music, audio-visual content, games and books in the Netherlands. The analysis includes economic, legal and technical factors. It takes two to tango: problems may arise on the supply side and on the demand side of the market. Additionally, the transaction itself may be problematic, due to the costs and safety risks associated with e-commerce.

This research was commissioned by the Dutch Ministry of Economic Affairs, Agriculture and Innovation. A mix of research methods was used: literature review, in-depth interviews and an online survey of consumers.

The four sectors differ substantially in terms of digital distribution. The music industry has managed to offer a comprehensive supply of digital music, consisting of download and streaming services. The business case for streaming still has to prove successful in the long run. Apart from the major brands that offer a vast collection of music to mainstream consumers, there are also niche players that cater to specific genres. Suppliers of music have to negotiate with numerous parties to clear copyrights. This is a serious obstacle, but some (large) firms have succeeded. In the Netherlands 40% of music transactions is digital, but the digital share in revenues lags behind with 15%. The explanation might be that legal digital music stands out insufficiently compared to illegal sources and the physical product on those factors that matter most for consumers when they choose where to consume music: the convenience of the transaction, the price and the scope of the library of songs. Put differently, consumption of illegal offerings or physically distributed music may be preferred.

The supply of audio-visual content lags behind the music industry and is fragmented and incomplete. This report concludes that the industry’s strategy of windowing and the trouble of clearing rights are important determinants of that result. The market for digital AV is in its infancy, although Video on Demand shows strong growth. As long as the available libraries are relatively incomplete and slow in including new releases, this report expects the market for digital AV to lag behind.

Digital distribution of games does not meet serious obstacles. De digital market is almost as large as the offline market, and some games or add-ons are exclusively sold digitally. Consumers sometimes prefer the bricks-and-mortar store for the base level of a game, due to the large amount of data involved and the low price advantage of online offerings.

The market for e-books is almost a mirror image of the market for digital music: the supply of e-books in the Netherlands is low, while consumers seem to be willing to read electronically and experience a lack of titles. New releases are increasingly also published as e-book, albeit with some delay. The backlist – older titles that are not being marketed anymore – faces serious obstacles in digitization. The availability of titles from the backlist is poor. An important reason is the difficulty to find the relevant party to clear copyrights for older titles. The limited size of the Dutch speaking population is also a relevant obstacle. The digitization of a Dutch novel from the backlist will be less profitable than the digitization of a French or English novel.

Digital markets are dynamic and some of the issues raised in this report may become less important in the future. The music industry has succeeded in tackling issues that some years ago were considered as obstacles. Other industries have also managed to overcome potential problems associated to digital distribution and retailing. This suggests that the industry will also resolve the issues identified in this study.

Sunday, January 28, 2007

Creative content online: an opportunity for Europe

Revenue from online content will reach €8.3 billion by 2010 in Europe, a growth of over 400% in five years, says a new study for the European Commission. For the most advanced sectors, online content will represent a significant share of total revenue: about 20% for music and 33% for video games. Thanks to the spread of broadband, the roll-out of advanced mobile networks, and the massive adoption of digital devices, the study shows that mass market online content distribution is becoming a reality, creating unique opportunities for Europe.

This new study and annexes on 'Interactive Content and Convergence: Implications for the information Society' assessed the potential of the emerging creative content online market. It found that although the market is growing steadily, technological, economic and legal challenges – notably intellectual property rights and interoperability – need to be addressed for Europe to have faster market uptake. The study found that Europe trails the US' lead in developing interactive fixed broadband services, and Japan and Korea's in mobile services.

After a wide consultation, it identified 36 roadblocks to developing online content and assesses their market impact up to 2010. Today the most obvious roadblock is connectivity. Although broadband is spreading quickly and consumer take-up is enthusiastic, differences between EU Member States risk remaining high. For mobile services, the roadblocks include the slow uptake of 3G in Europe, and the sometimes confusing pricing and structure of data tariffs.

Many market players still need to adapt to the new distribution technologies which cut across national borders and traditionally separated sectors. This is still a major obstacle to developing content online. However, innovative and collaborative solutions to exploit content online are being found.

Piracy siphons off potential revenue and deters media companies from putting content online. Efficient Digital Rights Management (DRM) systems to manage and protect digital content are necessary for a secure and sustainable roll-out of digital distribution. However, concern over the lack of interoperability or standardisation in DRM may hinder digital content services and devices in the long term.

Consumer acceptance of new content services, a lack of specialised skills in media companies, or the cost of digitisation of content, also have a significant market impact. While some of the obstacles are global, others are due to Europe's market and legal framework. These may significantly slow down growth and competitiveness. As the market matures, evolving business practises will remove some obstacles but others may require measures from industry and EU legislation to provide legal certainty for consumers, content providers and the hardware industry.

Of course, the reaction of the EU commissioner Viviane Reding was very enthusiastic and should be enthusiastic as the study systematically addresses digital content:
"The long-awaited digital convergence is becoming an economic reality, creating great opportunities for Europe's consumers, content providers and technology industries," said Viviane Reding, Commissioner for Information Society and Media. "To capitalise may require casting a fresh eye at the technical and legal issues where a modernised and internal market-oriented approach would add value to European content. As I am preparing my 'Content Online in Europe's Single Market' package for the second half of 2007, today's study will prove very useful."

However, for the preparation of the Content Online in Europe’s Single Market package, she should take into regard, that the study is a rather formal study with a publishers’ scope of
digital content (television programmes, radio, music, movies, games, publishing). In all the 308 pages the term user generated content has only been used eight times and has never been quantified. The term cross media has not been used at all. (The term community created content appears zero times) As for these two newly developing areas of content services are developing on the basis of business models, specific attention should be paid to them and they should be quantified as they are usually offerd by non-traditional publishers or broadcasters.

Blog Posting Number: 647

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