2. “More and more companies lose control of their customers when newtechnologies enable them to interact with products on their own terms”
3. “Companies lose control of their customers when new technologies - and the resulting new behaviors -enable them to interact on their own terms”
4. Control = Money?
5. Exclusivity = Leverage = more Money?
6. Consumers = the enemy...?
7. Copy.........RightImage: Kevin Kelly kk.org Image: Flickr.com/sameli
8. Larry Lessig said it all...
9. We must re-think permissions and standards, strike new balances for a connected world,and monetize usage & engagement not copies
10. Attempts at increasing “control over digital content” while the users are getting more connected will fail spectacularly
11. Sharing: you ain’t seen nothing yet...!
12. The demise of physical media is certain
13. The future: a fight for attention - not for distribution
14. Source: Ars Electronica 2008
15. A ‘Networked Society’- Mindset
16. Make it good, make it fairly priced, make iteasy, make it social, make it connected... Source: Reid Hastings (CEO) via Slideshare
17. The new Broadcasters &the new advertising revenues
18. Source: Reid Hastings (CEO) via Slideshare
19. Property = Paper Value = EmbodimentScarcity generates Cash
20. Property: Device & Access Value: in Aggregation & CurationScarcity of Attention (i.e. worth $£€)
21. A crucial slide from Ovum:
22. Networked Business ModelsExperience Economy Data Economy Image licensed from sevensheaven.nl
23. We are living in a world where data and digital goods drastically increase in value while many physical goods decline
25. Approx. $30 Billion yearly revenues Example: 3-4% for unlimited music would equal approx. $ 1 Billion Other monetary benefits: Usage & marketing dataCost-neutral market accessMyriad of up-selling optionsOther players just like Google:Facebook, Baidu, QQ, Yahoo, Cyworld, Ovi, Amazon, Skype... and every single Mobile Operator!
26. We need a new, public, clear, open, standardized, non-discriminatory, collective system of Usage Rights
27. Not far fetched...!
28. Special Other Fan editions and Live media products collectors’ events, products & services items, incl. HD & webcasts, (games, physical premium VoD apps...) products formats source: Flickr/unknownUp-selling options for music
29. From selling content to selling context
30. So how will artists & creators get paid? Public Performance (2.0)Up-selling (many options) Flat Rate Revenue Shares Branded Content Deals Sponsorships Fan Clubs / Direct Funding
31. Music 2.0: an open Ecosystem. Or none.
32. Devices Media & Advertising Content &Telecoms Entertainment