A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
A Brief History of Digital Distribution
Why do Consumers Pay?
Why do Consumers Not Pay?
Social Means Sharing
Social Means Sharing
Consumers Wanted to Share
Their Own Intellectual
Property, but Retain Ownership:
Consumers Wanted to Share
Their Own Intellectual
Property, but Retain Ownership:
Creative Commons
The Creative Commons Approach
The Creative Commons Approach
• Recognizing Ownership
The Creative Commons Approach
• Recognizing Ownership
• Communicating Creator’s Desires
The Creative Commons Approach
• Recognizing Ownership
• Communicating Creator’s Desires
• Communicating Creator’s Rights
The Creative Commons Approach
• Recognizing Ownership
• Communicating Creator’s Desires
• Communicating Creator’s Rights
•...
Which is More Important:
The Content of the Creator?
Which is More Important:
The Content of the Creator?
Which is More Important:
The Content of the Creator?
Which is More Important:
The Content of the Creator?
Using Free to Make a
Premium Conversion
Using Free to Make a
Premium Conversion
Using Free to Make a
Premium Conversion
Building Relationship Between the
Consumer and the Content
Building Relationship Between the
Consumer and the Content
Building Relationship Between the
Consumer and the Content
How Do Consumers Interact
with Content?
How Do Consumers Interact
with Content?
How Do Consumers Interact
with Technology?
How Do Consumers Interact
with Technology?
How Do Consumers Interact
with Technology?
How Do Consumers Interact
with Technology?
The Transmedia Question:
The Transmedia Question:
Do You Let the Consumer
Play with Your Property?
The Transmedia Question
The Transmedia Question
The Future Needs Your Content, Too!
The Future Needs Your Content, Too!
• Surface Computing
The Future Needs Your Content, Too!
• Surface Computing
• Touchscreen Standard
The Future Needs Your Content, Too!
• Surface Computing
• Touchscreen Standard
• Mobile Books
The Future Needs Your Content, Too!
• Surface Computing
• Touchscreen Standard
• Mobile Books
• Virtual Worlds
The Future Needs Your Content, Too!
• Surface Computing
• Touchscreen Standard
• Mobile Books
• Virtual Worlds
Future Proofing Your Content
Future Proofing Your Content
• Content First
Future Proofing Your Content
• Content First
• Product Second
Future Proofing Your Content
• Content First
• Product Second
• Storage Needs
Future Proofing Your Content
• Content First
• Product Second
• Storage Needs
• How are Consumers
Using Your Content?
Creating New Content
Creating New Content
• Tech Job Postings
Creating New Content
• Tech Job Postings
• What are the Futures?
Creating New Content
• Tech Job Postings
• What are the Futures?
• What are Your Kids
Talking About?
ECPA PUBu 2008: Digital Devices and the Creative Commons
ECPA PUBu 2008: Digital Devices and the Creative Commons
ECPA PUBu 2008: Digital Devices and the Creative Commons
ECPA PUBu 2008: Digital Devices and the Creative Commons
ECPA PUBu 2008: Digital Devices and the Creative Commons
ECPA PUBu 2008: Digital Devices and the Creative Commons
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ECPA PUBu 2008: Digital Devices and the Creative Commons

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Presentation for ECPA's PUBu 2008. Full video available here: http://vimeo.com/2215728

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  • Napster: Shawn Fanning, 1999-2001
  • iTunes: January 2001 for Macs. 2003 for Windows, Music Store. October 2005: Video Store. June 2008: Over 5 billion songs sold.
  • iTunes: January 2001 for Macs. 2003 for Windows, Music Store. October 2005: Video Store. June 2008: Over 5 billion songs sold.
  • Hulu: Owned by NBC and Fox. Launched in 2008.
  • Kindle: Sold out in 5 ½ hours.
  • First CD: 1982
  • First DVD: 1997. (Twister was also the last HD-DVD).
  • Netflix: 10,000 Steaming Movies
  • #15 Time Magazine’s Top Inventions of 2008; Album made the Top 40, despite being an iTunes only release.
  • Collection, Identity, Support the Author, Get the Whole Product (Collector’s Edition), social aspects
  • Find it Free, not worth keeping, too expensive, corporation is too big, social aspects
  • Ghosts 1-4:a free download of the first volume, a $5 digital download, a $10 double CD set, a $75 deluxe edition set, and a $300 Ultra-Deluxe limited edition package, which sold out all 2500 copies (grossing $750,000) in three days. The Slip: Creative Commons attribution Non-commercial Share-alike license. Over 1.4 million downloads.
  • Depends on the device: how well do you know your devices?We’ve had 9 years of sharing…
  • Depends on the device: how well do you know your devices?
  • Depends on the device: how well do you know your devices?
  • Depends on the device: how well do you know your devices?
  • Depends on the device: how well do you know your devices?
  • Here’s the magic words from our lawyers: so long as you respect these rules, Microsoft grants you a personal, non-exclusive, non-transferable license to use and display Game Content and to create derivative works based upon Game Content, strictly for noncommercial and personal use. We can revoke this limited use license at any time and for any reason.http://www.xbox.com/en-US/community/developer/rules.htm
  • Less than a month, 1.8 Billion creatures created (1.5 billion in IRL) anticipated 100,000 in three months.
  • ECPA PUBu 2008: Digital Devices and the Creative Commons

    1. 1. A Brief History of Digital Distribution
    2. 2. A Brief History of Digital Distribution
    3. 3. A Brief History of Digital Distribution
    4. 4. A Brief History of Digital Distribution
    5. 5. A Brief History of Digital Distribution
    6. 6. A Brief History of Digital Distribution
    7. 7. A Brief History of Digital Distribution
    8. 8. A Brief History of Digital Distribution
    9. 9. A Brief History of Digital Distribution
    10. 10. A Brief History of Digital Distribution
    11. 11. A Brief History of Digital Distribution
    12. 12. A Brief History of Digital Distribution
    13. 13. A Brief History of Digital Distribution
    14. 14. A Brief History of Digital Distribution
    15. 15. Why do Consumers Pay?
    16. 16. Why do Consumers Not Pay?
    17. 17. Social Means Sharing
    18. 18. Social Means Sharing
    19. 19. Consumers Wanted to Share Their Own Intellectual Property, but Retain Ownership:
    20. 20. Consumers Wanted to Share Their Own Intellectual Property, but Retain Ownership: Creative Commons
    21. 21. The Creative Commons Approach
    22. 22. The Creative Commons Approach • Recognizing Ownership
    23. 23. The Creative Commons Approach • Recognizing Ownership • Communicating Creator’s Desires
    24. 24. The Creative Commons Approach • Recognizing Ownership • Communicating Creator’s Desires • Communicating Creator’s Rights
    25. 25. The Creative Commons Approach • Recognizing Ownership • Communicating Creator’s Desires • Communicating Creator’s Rights • Giving Back to the Community
    26. 26. Which is More Important: The Content of the Creator?
    27. 27. Which is More Important: The Content of the Creator?
    28. 28. Which is More Important: The Content of the Creator?
    29. 29. Which is More Important: The Content of the Creator?
    30. 30. Using Free to Make a Premium Conversion
    31. 31. Using Free to Make a Premium Conversion
    32. 32. Using Free to Make a Premium Conversion
    33. 33. Building Relationship Between the Consumer and the Content
    34. 34. Building Relationship Between the Consumer and the Content
    35. 35. Building Relationship Between the Consumer and the Content
    36. 36. How Do Consumers Interact with Content?
    37. 37. How Do Consumers Interact with Content?
    38. 38. How Do Consumers Interact with Technology?
    39. 39. How Do Consumers Interact with Technology?
    40. 40. How Do Consumers Interact with Technology?
    41. 41. How Do Consumers Interact with Technology?
    42. 42. The Transmedia Question:
    43. 43. The Transmedia Question: Do You Let the Consumer Play with Your Property?
    44. 44. The Transmedia Question
    45. 45. The Transmedia Question
    46. 46. The Future Needs Your Content, Too!
    47. 47. The Future Needs Your Content, Too! • Surface Computing
    48. 48. The Future Needs Your Content, Too! • Surface Computing • Touchscreen Standard
    49. 49. The Future Needs Your Content, Too! • Surface Computing • Touchscreen Standard • Mobile Books
    50. 50. The Future Needs Your Content, Too! • Surface Computing • Touchscreen Standard • Mobile Books • Virtual Worlds
    51. 51. The Future Needs Your Content, Too! • Surface Computing • Touchscreen Standard • Mobile Books • Virtual Worlds
    52. 52. Future Proofing Your Content
    53. 53. Future Proofing Your Content • Content First
    54. 54. Future Proofing Your Content • Content First • Product Second
    55. 55. Future Proofing Your Content • Content First • Product Second • Storage Needs
    56. 56. Future Proofing Your Content • Content First • Product Second • Storage Needs • How are Consumers Using Your Content?
    57. 57. Creating New Content
    58. 58. Creating New Content • Tech Job Postings
    59. 59. Creating New Content • Tech Job Postings • What are the Futures?
    60. 60. Creating New Content • Tech Job Postings • What are the Futures? • What are Your Kids Talking About?

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