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Digital Commerce Markets Still Evolving
Published: Feb 04, 2006
 
By Michael Mascioni

The 2006 Digital Commerce Summit, which took place in New York City
on January 31, covered much wider ground than its name implies. The
event would be more accurately described as an exposition on the
marketing, packaging, and distribution of digital entertainment
content.

"We've Got a Long Way to Go"
Despite the hoopla about digital music and mobile entertainment,
those markets are still in their infancy and are still evolving, as
many speakers at the event noted. This reality is borne out by the
fact that digital music only represents roughly 4% of all music
sales, despite significant growth over the past few years. Dave
Jaworksi, president and CEO of digital music platform provider
PassAlong Networks, summed up the state of the digital music market
by saying that "We've got a long way to go."

Regarding the mobile content market, John Puterbaugh CEO of mobile
media solutions provider Nellymoser, warned about the "false
expectations" that "mobile TV would be like TV." Puterbaugh believes
that the experience of mobile TV is "more akin to interactive
experiences on the Web."

The event highlighted the industry's pursuit of consistent, solid
business models for digital entertainment content. But it was
apparent that the market will be rife with a multiplicity of fluid
business models for some time to come. This isn't too surprising,
given the fluid nature of digital entertainment content itself and
the relatively immature market infrastructure. Although major
advances have been made in marketing digital entertainment content,
several speakers noted that many inefficiencies still exist and
major opportunities have been lost in the monetization of digital
entertainment content.

A number of speakers alluded to the significant impact such things
as user-generated content will have on the digital content market.

The Apple Factor
One of the central themes of the conference was the success of the
iPod, which some panelists attributed to Apple's powerful marketing
techniques and use of top branded entertainment. Lance Ulanoff,
editor of reviews for PC Magazine, went so far as to flatly predict
that the "next iTunes will be iTunes," and that competing digital
services will be unable to encroach on its territory for a long
time.

Undeserved Markets
Another key undercurrent at the conference was the wealth of
opportunities opened up in the digital entertainment space by
catering to underserved markets. For example, eMusic has thrived
with "subscription marketing of music that doesn't sell well
elsewhere," capitalizing on large cutbacks at major record labels,
according to the company's CEO David Pakman. eMusic primarily serves
consumers in the 25-to-60-year-old age group and specializes in
indie rock, jazz and blues offerings. Pakman views the lack of
compatibility between various digital music platforms as a major
hindrance to the growth of the digital music market.

Tiered Digital Music Services
Another key point underscored at the event is the importance of
offering consumers a choice of digital music services. Thomas
Gewecke, senior VP of digital at Sony BMG Music Entertainment,
predicted the emergence of "tiered" digital music services. He
foresees room for a whole spectrum of digital music services,
including à la carte and subscription services, that will be
targeted at different segments of the market.

At this stage of the digital music market, free or low-cost ad-
supported services are key, since "a large segment of the market" is
averse to paying too much for digital music and is "open to ad-
supported services," according to Chris Allen, head of product
strategy and marketing at Yahoo Music.

The improving prospects for ad-supported digital music services have
also been spurred by the record companies lowering their resistance
to such services. And, as a number of speakers observed, ad-
supported digital music services can also be highly effective in
introducing and converting consumers to paid services. Allen noted
a fluid movement between free and paid digital music services. At
the same time, some panelists noted that ad-supported digital music
services will work better for certain music and advertisers.

Ted Cohen, senior VP of digital development and distribution at EMI
Music, cautioned against "walled garden" approaches to digital music
that "trap" consumers. However, Cohen said, digital music providers
have major opportunities to influence the consumer's next digital
music purchase. PassAlong's Jaworksi said that the digital music
industry should cater more to repeat customers and create "better
experiences" to engender greater customer loyalty.

Mobile Music
According to a consensus of the speakers, mobile music has made
major strides forward. Cohen was "impressed" with the speed and
quality of digital music delivery from Verizon Wireless and Sprint
mobile phones. Although the market is still relatively small in the
US, it has enjoyed considerable popularity in such countries as
Italy, Korea and Japan. Many of the panelists expect strong growth
in the overall mobile music market over the next few years. One of
the next big milestones in the growth of digital music will be truly
achieving a cross-platform solution to digital music or "dual
delivery" of digital music on the PC and mobile phones, according to
Cohen.

The speakers also underlined the key role of search and discovery
features in digital music. Yahoo's Allen feels that search will
play a "major role" in the development of digital music. Sony BMG's
Gewecke contends that the discovery feature will become a much more
important element in digital music, though the "killer discovery"
application has yet to emerge, despite all the efforts mounted. He
noted the need for greater "interface and discovery innovations" in
digital music.

Games
A number of speakers discussed the increasing popularity and
importance of games, especially casual games, on the Internet and
mobile services. For example, Ralph Rivera, VP and general manager
of AOL Games, reported that games are the leading form of content in
terms of "pages" on AOL, generating a billion page views a month.

The company's game service recently shifted away from a pure ad-
supported model to a more blended business model combining ad
revenue and downloadable game revenue. It is also offering more
"immersive games" on its service, according to Rivera, such as
giving AOL members free access to Electronic Arts' Club Pogo game
site, but charges for access to the enhanced community features on
the site. AOL has had considerable success converting its free
users of Club Pogo to paid users of the enhanced version, which is
probably helped by the fact that AOL members get a discounted
monthly rate compared to other Club Pogo members. Rivera contends
that games are essentially the only type of content "native to the
Internet and broadband," and, as such, are best poised to flourish
in broadband entertainment. From his perspective, games are best
able to capitalize on the interactivity and community elements
enabled by broadband.

The TV Factor
Television networks and cable TV providers have also been expanding
their online game offerings. MTV, for example, has added such
services as MTV Overdrive, a broadband service covering videogames
and other topics, and Gametrailers.com, which provides game trailers
and news, to its stable of game-related offerings, according to Dan
Hart, VP, online games and strategy at MTV Networks. The company is
also set to launch "original games," he added. Comcast offers
casual games from such providers as Real Arcade, Wild Tangent and
Disney, as well as G4, a TV channel exclusively devoted to
videogames, reports Jennifer MacLean, senior director of games and
entertainment at Comcast. MacLean noted that providing games
"rewards loyal customers" and can help justify the company's cable
subscription fees.

The rise of casual games on the Internet and mobile services has
also helped to expand the audience for interactive entertainment
services. One of the most successful casual games has been
PlayFirst's "Diner Dash," which, at one point, sold 250,000 units in
stores in 15 minutes, claims Rich Roberts, VP of sales and business
development at PlayFirst. Casual game users are 70% female and
largely between the ages of 25 and 45, according to AOL's Rivera.

The line between casual games and hardcore games is starting to
blur. According to Steve Salyer, president of online role-playing
game service provider IGE, 26%-28% of his company's hardcore game
subscriber base is female. The success of online games has extended
far beyond the actual games themselves, as Salyer illustrated. IGE
recently held an event in China during which "4,000 people came to
watch premier players" playing online games, he reported. The event
was aired on Chinese TV, and will be fed back to IGE's online
community.

A number of online game companies at the event expect to expand
their game offerings to mobile platforms, including PlayFirst and
IGE. But Salyer noted that many mobile games will need to be
"redeveloped and reengineered" from existing online and computer
games. MTV's Hart anticipated the "mobile game experience improving
dramatically," and noted that mobile games have special potential
because the mobile audience is already "conditioned for premium
content."

Many speakers attested to the significant growth of certain segments
of mobile entertainment over the past year. Chris Coyle, VP of
content at mobile media service provider Mobile Streams, noted the
rise of such casual games as puzzle games on mobile services. Jerry
Spiegel a partner at law firm Frankfurt, Kurnit, Klein & Selz, has
found an "explosion of interest" among content developers in
exploiting their content in various digital media, including mobile
services. Coyle said that services such as Jamster have been
instrumental in educating consumers about mobile entertainment
content. However, Natalie Farsi, VP of media and entertainment at
mobile media management firm m-Qube, noted that mobile entertainment
is being held back by the dearth of "distinctive" content.

"Bubble"-Stunt or Test?
A spirited discussion of the implications of the film "Bubble,"
which was released nearly simultaneously in movie theaters, on pay-
per-view and on DVD, brought into focus key marketing and economic
issues relating to digital packaging and distribution of TV shows.
Larry Gerbrandt, senior VP and senior analyst at Nielsen
Entertainment, characterized "Bubble" as a stunt and not "a real
test." He contended that such a release schedule wouldn't be
suitable for mainstream films, especially since the major studios
aren't ready for day-and-date release of their films on DVD or
similar digital platforms, though he felt the studios would be more
amenable to "moving up" the video-on-demand window for their
product.

However, many of the panelists agreed that this kind of approach
would be more suitable for independent films and specialized cult
programming, such as "Arrested Development." In fact, according to
Rex Wong, CEO of broadband video provider DaveTV, such TV shows as
"Arrested Development" and sci-fi programming would work well on
broadband services due to the more favorable economics broadband
affords. Gerbrandt noted that reality shows such as "Survivor" are
perfect for exploitation on new digital platforms. Although TV has
historically been a passive medium, it is finally becoming more
interactive, especially when it is delivered over broadband. In
addition, such TV programs as "American Idol" are already
intrinsically "highly interactive," he asserted.

Threat to Broadcast TV
Joshua Freeman, VP of strategy and business development at AOL
Video, took the position that broadband delivery of major TV branded
content doesn't necessarily pose a threat to broadcast TV. In fact,
he views broadband and broadcast TV as complementary and believes
that broadband versions of mainstream TV programs can help sustain
those brands. Along these lines, mobisodes of one to two-minute
clips of TV programs have already enjoyed some success.

Gerbrandt argued that the delivery of such top-rated broadcast
programs as "Desperate Housewives" and "Lost" on the video iPod has
"created massive awareness" of such new digital devices, and "driven
much faster adoption" of those devices. On the heels of this
phenomenon, there has been a mad rush among TV program providers to
pursue or at least seriously entertain licensing of their programs
for new digital devices, according to such panelists as Wong.

Bernard Gershon, senior VP and general manager of ABC News Digital
Media Group, shed light on ABC's strategy of delivering prime TV
programming on video iPods. The company offers a range of content
beyond "Desperate Housewives" and "Lost," including "Commander in
Chief," ESPN content and Disney Channel content. It currently
offers "Desperate Housewives" and other content on iTunes roughly 12
hours after their TV network airing in the US. The whole objective
of these efforts has been to build ABC's brand in the "convergent
media space" and "explore multiple business models." These models
include offering both free, ad-supported and subscription-based
services, as well as licensing content to such services as Comcast
and Verizon Wireless' V CAST. ABC delivers its digital content
through operators, content aggregators and mobile virtual network
operators (MVNOs). Through the digital exploitation of its
content, ABC is seeking to "improve the broadcast experience" and
entice viewers to return to its TV programs, said Gershon.

Gerbrandt predicts a new paradigm for TV production will emerge
where TV producers will develop content with the aim of exploiting
all media from the outset. He likened this process to the process
employed by film producers. In his opinion, one of the perfect
examples of this paradigm is the exploitation of extra footage and
other material from the film "King Kong" in a wide range of digital
content, including daily blogs, video blogs, DVDs and videogames.
In turn, this kind of cross-fertilization ultimately enhances the
value of the original film/TV content, he said.

The Brightcove Model
Perhaps one of the most intriguing new models for digital content
distribution and packaging discussed at the conference was
Brightcove. The commercial preview of the service, which launched
last November, is designed to facilitate a "distributed Web-based
network of branded channels of programming," and essentially
operates as an Internet TV platform, according to Brightcove's
chairman and president Jeremy Allaire. It gives both large and
small video producers and programmers control over their content,
and also affords them direct contact with consumers. Currently,
around 40 commercial media companies, including Barrio 305, are
offering content on Brightcove's service. Brightcove helps
publishers on its site develop affiliate networks and marketing
channels, drawing on best practices they've built up. The company
aims to establish a better alignment between communities of
interest, such as fan sites and blogs, and content delivered on the
site, explained Allaire. Through the service, consumers have the
opportunity to share networking tools.

Michael Greeson, president of the Diffusion Group, called attention
to one of the major failings of the consumer digital technology
market when he implored producers of new consumer digital devices to
"start with the issue of articulating an audience," rather than
"ending with it." He stressed the importance of "properly targeted
content" for consumers, and doing "due diligence" on consumers. In
this regard, he cited ESPN's sports cell phone service as an example
of "finely tuned content." Greeson sought to sweep away lofty
bromides on successful digital entertainment with his "3G vision" of
popular digital entertainment - "girls, games and gambling." From
Greeson's point of view, the digital technology companies that
succeed over time will be those that display a concern for
consumers, and give them a special priority.

 

 

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