Digital Music Distribution Value Chain and Use Case Analysis
Jordan Greenhall
Elements of the Value Chain
Content Production
Marketing
Distribution
Consumption
Where DMM impacts the Value Chain
Opportunities
Obstacles
Functions: invention, writing, performance, recording, editing, programming
Members of the value chain
The artists themselves: Central to production, May be involved in any or all of the functions
Producers: enhance the quality of the created work through understanding of the creative process and bringing together the right people to make it work.
Value added providers: make the content better
Songwriters: as important as the artists in many cases
Set musicians
Sound / studio engineers
The labels: provide funding to bring the right elements together
Output: a musical work of varying degrees of quality
Functions: understanding what the market wants, tuning content style and content, presenting music to the market through appropriate channels, driving demand
Members of the value chain
The artists themselves: at the center of what the fans want, and live performance is a key method of marketing
Live venues: same
Radio: a business unto itself, but also a key enabler for promoting music to the mass market.
Merchandisers: again, business into itself but t-shirts and posters play a big role in marketing
Print media: business also provides reviews and advertisements that drive consumer adoption and information
Retail channels: in-store marketing can be very important
Grassroots / street teams: increasingly important
The labels: provide funding, and:
A&R – refine product to meet market demand
Marketing – present message through appropriate channels
Output: targeted product, increased demand, informed market
Functions: delivery of music to consumers
Members of the value chain
Retailers: shelf space, customer support, in-store marketing, transactions (for now lets not worry about the credit card processing companies, POS software, etc)
Distributors: move content to retailers
Duplication
Wholesalers
Labels: fund a large part of this process
Output: a CD on the shelf, transactions to consumers
Functions: playback, management
Members of the value chain
CE: CD players, home stereo, etc.
PC/IT: software players
Automotive: as integrated into the car
Output: consumption in multiple locations
DM areas of impact:
Software enables production at lower costs and higher rate.
More people can have access to more powerful tools – increase quality of offering at a much lower final cost
Effect on Analog Model
Costs of production reduced
Greater supply at higher levels of quality possible (particularly at the bottom-end of the spectrum)
DM Areas of Impact
P2P: can enable nearly costless presentation of content to marketplace
Portals and filters: similar to print media in the analog world – but can have broader reach at much lower costs
Filters and matching techniques (Amazon effect) – can radicalize segment by dramatically increasing the quality of match between consumers and product and can be virtually costless at scale (see Launch.com)
Streaming radio – to the extent that programming is done by humans this is virtually identical to existing broadcast radio
Effect on Analog Model
Value of analog value chain segments can be completely eliminated in a strong DM scenario.
Under any circumstances, costs of marketing can be reduced considerably (and effectiveness of existing marketing channels and techniques diluted by alternative channels)
DM Areas of Impact
Can enable costless copying and distribution of content to all consumers
Effect on Analog Model
Everything except for retail undermined
Retail at risk or at center depending on business model
DM Areas of Impact
Increased storage and portability – virtually all the music you could ever want can be carried in the palm of your hand.
Leverage commodity IT equipment for storage media
Convergence makes everything into an audio device (cell phone, digital camera, coffee maker, etc.)
Effect on Analog Model
Devices no longer tied to media or content
De-prioritize value or even location of medium in favor of content
Total cost structure can be greatly reduced throughout the value chain.
Currently it costs millions (assume $2.5 MM) to bring a CD through the value chain to retail.
Eliminating marketing and distribution costs can more than cut this in half.
Using DM production tools, all but the highest levels of production can be achieved for a fraction of the price.
In principle, cost-structure can be reduced to the amount necessary to provide incentive to human factors in production.
Socio/Psychological factors aside, estimate that total costs could be reduced to k$ TBD for a mid to high end album
Enhanced marketing and distribution can dramatically increase both the quantity of music consumed as well as the quality of the experience.
Expanded consumption mechanisms can increase the ways and locations for music consumption. Music everywhere.
Cannibalization: AM is a billion-dollar industry. To the extent that DM cannibalizes that industry, content owners will resist transition to DM.
Although efficiency provided by DM should increase margins for music distribution, that same efficiency could also dramatically decrease the size of the pie.
Power Struggle: because they are the principal source of risk funding (and marketing), labels have a strong position in AM. Disintermediation or risk of disintermediation due to DM will cause strong resistance (or modification of DM)
Copyright: existing copyright laws put emphasis on maximum exploitation of content, not on most efficient production and dissemination. This could prevent adoption of DM.
DM – Conclusion and Recommendation
This portion is nowhere near fully formed, but this is at least a cut at some recommendations.
An effort should be made to catalyze the key elements of DM necessary to make it into a vital force.
Any effort that requires participation from the existing major copyright holders will be suboptimal due to their vested interest in AM (and need to dominate any DM value chain).
Recommendation that DMP focus on building a DM market that is beside and alternative to the AM (and AM-derivative markets). This DM market will attempt to start from the core strengths of DM and build-out rather than using DM as an add-on to the AM world. Specifically, this market will consist of the following:
Key technologies for costless marketing and distribution of digital music.
A critical-mass of content and consumer participation with this technology.
An economic model targeting ~k$ TBD compensation to the production elements in the value chain for the equivalent of an "album" at some degree of scale.
This project should be considered as an open technology platform designed to enable "true" DM to develop and flourish on a global scale.
Open Issues
Economic Model
How is compensation generated, how is it distributed, how is it enforced?
What role, if any, does DRM play?
Copyright
How will the project relate to copyright?
Rely upon default rules, or use contract to create an alternative copyright regime (e.g., Creative Commons)
Participation and IP
In the best interests of the project it is suggested that no-one should own the platform (compare: Perl, Linux, HTTP, Apache, etc.)
The key stakeholders are consumers and content creators.