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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

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 ECPA PUBu 2008: Digital Devices and the Creative Commons Presentation Transcript

  • 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 • Giving Back to the Community
  • 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?