Comparisons of several content business models for media "raw materials" and copyrighted products like music or films

 

Music recordings

Films

Game Software

Pharmaceuticals

Development

Composers&Publishers , Artists, Producers - all with revenue shares

Producer, Photography, Actors Directors, Music composition rights + music recording rights .. some with revenue share

all kinds of parts including media rights .. some with revenue share

development teams (employed) usually no revenue share .. but in some cases (co-operation with Universities and labs) even with revenue share

Meta-brands

"Labels" (Verve, WEA, Blue Note, Epic) etc. - used to be selling factor, today very low influence on consumer

Production studio, distribution company - used to be a selling factor , today almost not relevant for consumer

Production studio

- still relevant

company , relativley low relevance with consumer except in some OTC and self-medication products (vitamins etc.)

Brands

(relevant for consumer today)

Artist

Star-Actor, sometimes director or producer, sometimes Product name (James Bond, Karate Tiger)

Game name (Quake etc.) with sequels

Product name

Main income through

CD sales

theatrical (movie-house) shows

software sale on CD

sale for consumable direct use

Secondary income

Broadcast, use in other products (film, games software, advertising), Artist and composer also through live concerts

broadcast, DVD and VHS sales

Online-gaming revenue

Distribution network

Right owner (label) sells to distributor, selling to retailer

- still based mainly on hardware delivery (CD)

Right owner (label) sells to theatrical distributor, casettes and DVD sold to distributors, selling to retailer

- already mainly software based

Right owner (label) sells to distributor, selling to retailer

Special cost factors for international business

none (with english language or instrumental product)

localisation necessary (synchron. translation , subtitles etc..)

sometimes localisation necessary

regulatory approval and registration (costly)

Cost part of development in comparison to marketing

very low - marketing cost are main factor .. often a factor of 100 and more for worldwide market introduction

marketing costs worldwide are usually between 3 and 10 times development costs

often between 3 and 50 times development costs

Cost development foreseen in coming years:

Product development constant (after big fall in past years through technological advances), marketing costs rising because of fragmentation of media reach

Product development cost falling strongly because of cheaper equipment (new video technology and stronger computerisation) will also result in more products and higher marketing costs

similar to music

with new smaller labs and more efficient computer technology, similar to films (but milder effect, since testing costs are steady)

Income potential in coming years

strongly rising, growth mainly in secondary income area (broadcast, use by film and games) for good brands (Artists, specific recordings etc.), pay per listen becoming possible with high revenue potential

rising for top products, falling for weakly marketed or local products, bigger demand for established brands because of groth of broadcast distribution

rising for strong brands

rising for very original niche products, otherwise limited because of cheaper manufacturing and development costs which lead to a rise in competition

Current problems:

low income from broadcast (will change), inefficient distribution (changing through Internet), Piracy, low valuation through public in many cases because of free consumption via radio at same time as sales start

rising competition , piracy becoming stronger (DVD recordable)

piracy

regulatory approval costs, limited patent proetection and health cost control by some countries

Music shares one big strenght with computer games, which is not shared by films and other content (e.g. news, most information and texts) - once a consumer likes a specific recording (or game), he/she will want to hear or play it very often - and not just two or three times within several years.

c 1999 Alex Merck