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1
The following is a summary of a presentation
given at the World Future Society 2016 Annual
Conference. It consists of a series of charts
illustrating the major trends in the digital
entertainment space. Although the aggregate
trends are self-evident and already well known,
there are important regional variations and sub
trends that are worth pointing out.
2
3
 No real surprises here. Digital media overtook
physical media in the music business on a global
basis in 2014, the crossover point for video in the
United States will occur in 2016 and for books in
2017. On a combined, global, basis for all media,
digital media will surpass physical media in 2019.
4
 There is no consistent definition of what constitutes
an industry’s “sales.” Sync revenue, for example, is
not always included as part of the music industry’s
revenue base. Ditto for revenue from college book
rentals. These kinds of discrepancies may affect the
timing of the cross over point but they do not
change the overall trend toward digital media.
5
6
Music & Copyrights
May 25, 2016
7
8
Motion Picture Assoc.
of America, 2015
9
10
Consumer spending: traditional vs. digital (US $ millions)
900,000
800,000
700,000
600,000
500,000
400,000
300,000
200,000
100,000
0
2009 2010 2011 2012 2013 2014 2015 20162017 2018 2019
Digital1
Traditional2
Global Media Report,
McKinsey & Co., 2015
11
 Digital penetration for the top four music markets in
the world is as follows: US (72%), Japan (17%),
Germany (22%) and UK (45%). The US market
represents $4.9 billion in total revenues, the other
three markets represent a combined revenue of
$5.33 billion. The overall digital share in those
markets is 21%. If these markets approach the
same level of digital penetration as the US it will
represent an increase in digital revenues of over
$2.6 billion.
12
 It’s unclear to what extent cultural factors may
affect the overall level of digital penetration.
Secondly, it’s not clear whether those markets that
have lagged behind in digital penetration will make
the same transition to downloads and then
streaming or whether they will transition directly to
a streaming model and skip the download phase.
13
 Secondly, for the first time in the history of the music
business there has been a sharp reversal in the
market share of new release titles versus catalog.
Historically, new release sales, anything less than 12
months from release date, represented 60% of new
release sales and catalog, those titles more than 12
months from release date represented 40%. New
releases had higher unit sales per title but offered
less margin. In 2015, for the first time catalog sales,
122.8 million units, exceeded new release sales,
118.5 million units.
14
 These numbers are based on data supplied by
commercial record companies. They show both a
decline in the average unit sales of new releases as
well as a decline in the aggregate number of new
titles. If one factors in “amateur” or “non-commercial”
titles, it’s possible that the number of new release
sales may still exceed catalog sales.
15
 In media, the business model revolves around the
rate of recoupment. What the data suggests is that in
a digital media world, rates of recoupment are falling
to the point that many new projects are being
shelved. The digital space is an excellent arena for
recycling older titles, but it is less economic for titles
that are not blockbuster hits or are produced for very
little cost.
16
 Ultimately, the digital music industry will have to
move to a split pricing system, as it was in the days
of physical media, where new titles sell for higher
prices than catalog titles. Otherwise the industry’s
offerings will increasingly be limited to a combination
of blockbuster titles, “non-professional” content and
historic recordings.
 Since streaming is less profitable then download
sales, its likely that “availability windows” (as in the
days of video rental versus pay-per-view) will
become standard practice, especially for
“hits/bestsellers”
17
 Finally, the composition of digital revenue varies
widely by market. In South Korea and Scandinavia,
for example, streaming represents over 90% of
digital revenue. In Australia and Canada, on the
other hand, digital downloads still represent 80%+ of
digital revenues. Not surprisingly, the demographic
of streaming users skews heavily young. Digital
video also shows dramatic differences in utilization
by country. These differences, however, may simply
be a reflection of the prevalence of online piracy in
certain markets and the degree to which commercial
video streaming options are available.
18
19
Billboard, “The World’s Top 10
Music Markets”, May 25, 2016
20
Billboard, “The World’s Top 10
Music Markets”, May 25, 2016
21
22
23
24
25
 The most significant variation in each industry’s
aggregate revenues is that in the case of books and
film/video, the overall revenue has grown
notwithstanding the transition from physical to digital
media. In the case of the music industry, however,
aggregate revenues declined by about 25%. The
difference is that the book and film industry retained
control of pricing in the digital space, whereas the
music industry lost control of its pricing to the digital
aggregators.
26
27
28
Firstnews.com.vn
29
30
 Not surprisingly, it is easier to create and
disseminate content in a digital environment than it
is in a physical one. The result is that the amount
of new content is growing at a geometric rate. Two
graphs, the number of music tracks on iTunes and
content creation on YouTube, illustrate this trend.
Apple no longer publishes the number of tracks on
iTunes. Its estimated that the number now exceeds
35 million tracks.
31
 Of those, about six to eight million were tracks that
were commercially released. There is a lot of
duplication of material so that number could be as
high as 10 million. The rest are tracks that were
generated from what the industry euphemistically
refers to as “non-commercial” sources, i.e.
amateurs. Ditto for YouTube, where every second
more than 120 hours of new video content is
uploaded.
 When availability grows faster than consumption
average unit revenues must decline.
32
33
34
Extrapolated from Apple
Announcements, 2003-2010
35
 By the end of this decade most forms of
entertainment content will be distributed and
consumed digitally. The typical financial models for
new content creation in the physical world
breakdown in the digital space except for “hit/best
seller” product and for low production cost “non-
professional/amateur” content. This is particularly
true of music content. I believe it will increasingly be
true for film and book content as well. New financial
models will need to emerge to justify new content
creation in a digital world.
36
 The music industry was the first content industry
impacted by digitization and many of its
experiences, mostly bad, have been avoided by the
film and book industry. The larger trends, however,
mushrooming content creation and overall declining
prices on a unit basis, are impacting all three
industries.
37
 Historically, the music industry has had two primary
channels of commercialization – physical media
sales and concert touring. Digitization has not really
affected concert touring, and the two channels, once
heavily codependent, are increasingly divergent.
The film and book/print industries have historically
had multiple, somewhat parallel channels of
distribution. These are increasingly merging. In a
digital, online world, for example, the distinction
between newspapers, magazines and books is
increasingly blurred. Likewise, the distinction
between pay-per view, streaming and rental are now
obsolete.
38
 Coping with ever increasing amounts of content,
balancing the need for curation against the danger
of censorship by dominant market players, and
developing financial models that justify new content
creation are the three principal challenges faced by
the media industries in the brave new digital world.
39
 Most entertainment content will be obtained and consumed
digitally
◦ What happens to portability?
◦ The Orwellian Ministry of Truth factor
 First Mover Advantages are huge and self-sustaining
◦ Market dominance versus censorship?
 Content owners have to control the pricing model or
industry revenues will decline
◦ Who should decide the value of content?
◦ Who should decide the business model?
40
 Content will grow at a geometric rate while
consumption will grow arithmetically
◦ unit revenues will decline
◦ one price fits all models are unsustainable
◦ the problem of curation
 The future of content as a service versus a
product
41

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Digital Media Trends Written Version

  • 1. 1
  • 2. The following is a summary of a presentation given at the World Future Society 2016 Annual Conference. It consists of a series of charts illustrating the major trends in the digital entertainment space. Although the aggregate trends are self-evident and already well known, there are important regional variations and sub trends that are worth pointing out. 2
  • 3. 3
  • 4.  No real surprises here. Digital media overtook physical media in the music business on a global basis in 2014, the crossover point for video in the United States will occur in 2016 and for books in 2017. On a combined, global, basis for all media, digital media will surpass physical media in 2019. 4
  • 5.  There is no consistent definition of what constitutes an industry’s “sales.” Sync revenue, for example, is not always included as part of the music industry’s revenue base. Ditto for revenue from college book rentals. These kinds of discrepancies may affect the timing of the cross over point but they do not change the overall trend toward digital media. 5
  • 7. 7
  • 9. 9
  • 10. 10 Consumer spending: traditional vs. digital (US $ millions) 900,000 800,000 700,000 600,000 500,000 400,000 300,000 200,000 100,000 0 2009 2010 2011 2012 2013 2014 2015 20162017 2018 2019 Digital1 Traditional2 Global Media Report, McKinsey & Co., 2015
  • 11. 11
  • 12.  Digital penetration for the top four music markets in the world is as follows: US (72%), Japan (17%), Germany (22%) and UK (45%). The US market represents $4.9 billion in total revenues, the other three markets represent a combined revenue of $5.33 billion. The overall digital share in those markets is 21%. If these markets approach the same level of digital penetration as the US it will represent an increase in digital revenues of over $2.6 billion. 12
  • 13.  It’s unclear to what extent cultural factors may affect the overall level of digital penetration. Secondly, it’s not clear whether those markets that have lagged behind in digital penetration will make the same transition to downloads and then streaming or whether they will transition directly to a streaming model and skip the download phase. 13
  • 14.  Secondly, for the first time in the history of the music business there has been a sharp reversal in the market share of new release titles versus catalog. Historically, new release sales, anything less than 12 months from release date, represented 60% of new release sales and catalog, those titles more than 12 months from release date represented 40%. New releases had higher unit sales per title but offered less margin. In 2015, for the first time catalog sales, 122.8 million units, exceeded new release sales, 118.5 million units. 14
  • 15.  These numbers are based on data supplied by commercial record companies. They show both a decline in the average unit sales of new releases as well as a decline in the aggregate number of new titles. If one factors in “amateur” or “non-commercial” titles, it’s possible that the number of new release sales may still exceed catalog sales. 15
  • 16.  In media, the business model revolves around the rate of recoupment. What the data suggests is that in a digital media world, rates of recoupment are falling to the point that many new projects are being shelved. The digital space is an excellent arena for recycling older titles, but it is less economic for titles that are not blockbuster hits or are produced for very little cost. 16
  • 17.  Ultimately, the digital music industry will have to move to a split pricing system, as it was in the days of physical media, where new titles sell for higher prices than catalog titles. Otherwise the industry’s offerings will increasingly be limited to a combination of blockbuster titles, “non-professional” content and historic recordings.  Since streaming is less profitable then download sales, its likely that “availability windows” (as in the days of video rental versus pay-per-view) will become standard practice, especially for “hits/bestsellers” 17
  • 18.  Finally, the composition of digital revenue varies widely by market. In South Korea and Scandinavia, for example, streaming represents over 90% of digital revenue. In Australia and Canada, on the other hand, digital downloads still represent 80%+ of digital revenues. Not surprisingly, the demographic of streaming users skews heavily young. Digital video also shows dramatic differences in utilization by country. These differences, however, may simply be a reflection of the prevalence of online piracy in certain markets and the degree to which commercial video streaming options are available. 18
  • 19. 19 Billboard, “The World’s Top 10 Music Markets”, May 25, 2016
  • 20. 20 Billboard, “The World’s Top 10 Music Markets”, May 25, 2016
  • 21. 21
  • 22. 22
  • 23. 23
  • 24. 24
  • 25. 25
  • 26.  The most significant variation in each industry’s aggregate revenues is that in the case of books and film/video, the overall revenue has grown notwithstanding the transition from physical to digital media. In the case of the music industry, however, aggregate revenues declined by about 25%. The difference is that the book and film industry retained control of pricing in the digital space, whereas the music industry lost control of its pricing to the digital aggregators. 26
  • 27. 27
  • 29. 29
  • 30. 30
  • 31.  Not surprisingly, it is easier to create and disseminate content in a digital environment than it is in a physical one. The result is that the amount of new content is growing at a geometric rate. Two graphs, the number of music tracks on iTunes and content creation on YouTube, illustrate this trend. Apple no longer publishes the number of tracks on iTunes. Its estimated that the number now exceeds 35 million tracks. 31
  • 32.  Of those, about six to eight million were tracks that were commercially released. There is a lot of duplication of material so that number could be as high as 10 million. The rest are tracks that were generated from what the industry euphemistically refers to as “non-commercial” sources, i.e. amateurs. Ditto for YouTube, where every second more than 120 hours of new video content is uploaded.  When availability grows faster than consumption average unit revenues must decline. 32
  • 33. 33
  • 35. 35
  • 36.  By the end of this decade most forms of entertainment content will be distributed and consumed digitally. The typical financial models for new content creation in the physical world breakdown in the digital space except for “hit/best seller” product and for low production cost “non- professional/amateur” content. This is particularly true of music content. I believe it will increasingly be true for film and book content as well. New financial models will need to emerge to justify new content creation in a digital world. 36
  • 37.  The music industry was the first content industry impacted by digitization and many of its experiences, mostly bad, have been avoided by the film and book industry. The larger trends, however, mushrooming content creation and overall declining prices on a unit basis, are impacting all three industries. 37
  • 38.  Historically, the music industry has had two primary channels of commercialization – physical media sales and concert touring. Digitization has not really affected concert touring, and the two channels, once heavily codependent, are increasingly divergent. The film and book/print industries have historically had multiple, somewhat parallel channels of distribution. These are increasingly merging. In a digital, online world, for example, the distinction between newspapers, magazines and books is increasingly blurred. Likewise, the distinction between pay-per view, streaming and rental are now obsolete. 38
  • 39.  Coping with ever increasing amounts of content, balancing the need for curation against the danger of censorship by dominant market players, and developing financial models that justify new content creation are the three principal challenges faced by the media industries in the brave new digital world. 39
  • 40.  Most entertainment content will be obtained and consumed digitally ◦ What happens to portability? ◦ The Orwellian Ministry of Truth factor  First Mover Advantages are huge and self-sustaining ◦ Market dominance versus censorship?  Content owners have to control the pricing model or industry revenues will decline ◦ Who should decide the value of content? ◦ Who should decide the business model? 40
  • 41.  Content will grow at a geometric rate while consumption will grow arithmetically ◦ unit revenues will decline ◦ one price fits all models are unsustainable ◦ the problem of curation  The future of content as a service versus a product 41