Table of Contents
- Synopsis
- Subject Area
- Report Content
- Who Should Read this Report?
- Introduction
- Background
- Not Consensus Thinking
- 10 Key Concepts
- Value and Virtual Copies
- Point of Sale
- What about the music itself?
- How the music industry' s traditional model worked
- Where it all began to go wrong
- And then things got worse....
- Analogy: Second-hand CD Market
- Implications
- Major Shift in Value
- Packaging
- Consumption Experience
- Key technological innovations
- Superior Consumption Experience
- Implications
- How value is extracted
- Value added by music industry
- Answer 1: No (Which is the wrong answer!)
- Answer 2: Yes (Which is the right answer!)
- Value Added #1: Deliver Value to the User
- Value Added #2: Help Technology Companies Implications
- A value-delivery ecosystem
- Technology Industry' s Contribution
- Music Industry' s Contribution
- Implications
- The present value of music
- Towards a usage-based payment model
- Example
- Implications
- On-demand streaming
- Copying and sharing
- Different values for different users
- Lost value conundrum
- Example
- Implications
- Relationship with technology industry
- Analogy: Mobile Phones
- Implications
- Role of copyright law
- With the benefit of hindsight....
- Role of DRM
- Observations
- Consumer Behaviour
- Root Cause of the Problem
- Applicability of Copyright Law
- Rights Management vs. Media Management
- Linear Distribution
- Non-linear Distribution
- Comparison between DMM and DRM
- Fundamentally Different Requirements
- Enforcing Rights vs. Enabling New Services
- Applicability of Copyright Law
- DRM = DMM 1.0
|
Related Report
|