Going Digital? The Effects on the Music Industry of Digitisation and the Internet Flashcards

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1
Q

Digital benefits

A

benefits but be wary

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2
Q

‘digital revoultion’

A

music industry? who benefits? profound/structural changes?

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3
Q

Areas of importance for music and the arts

A
  • Recorded Music
  • Publishing (physical to virtual)
  • Marketing + promotion
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4
Q

Phases of digitization in the recorded music industry

A
  • mid 1970s - digital recordings
  • 1982 - CDs
  • 1980s - sequencers + MIDI - ‘bedroom studio’
  • 1991 - MP3 files
  • 1994 - amazon.com (physical sales)
  • mid-1990s - public internet
  • 1999 - Napster, P2P
  • 2001 - iPod, legal MP3 download sites (iTunes 2003)
  • 2006 - video streaming Youtube, iPhone 2007, Spotify 2008
  • 2009 - 98% singles downloaded
  • 2010 - 76% of downloaded music legal
  • 2011 - Vevo, 99.3& singles downloaded
  • 2012 - Gangnam Style, UK streaming chart
  • 2013 - billionth single downloaded, ‘Get lucky’ streamed 1 million times
  • 2014 - streaming included in UK singles chart, Taylor Swift off Spotify, 50% of global music revenues = digital
  • 2015 - streaming included in UK albums chart, Friday univeral release day, Ed Sheeran most streamed
  • 2016 - resurgence of physical (vinyl sales reach 25 year high)
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5
Q

The optimist’s POV

A
  • increased quality - digital media less destructible
  • increased choice - large quantities of music kept in circulation
  • decreased cost - cost of producing + purchasing dropped
  • democratisation - musicians have more access to ‘means of production’, distribute more freely without machinery, publishers, record labels
  • freedom of expression - no industry censorship
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6
Q

Scarcity

A
  • profit making in cultural industries depends on production of artificial scarcity - unique product
  • music is art - important + rare = valuable, music should be paid for (Taylor Swift + Spotify)
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7
Q

Ubiquity? Bowie Prophecy

A

before launch of Spotify, Bowie said music will be ‘like running water or electricity’, should prepare for touring (only unique situation tha’ll be left - scarcity)

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8
Q

The pessimists POV

A

-falling sales 1999 $26.bn to 2009 $17 bn
-copyright - increasing source of revenue
-new business models - large record companies have fewer contracts so sell music in other ways e.g. synchronisations (ads)
-decreased revenue from new platforms (e.g. Spotify) where ads/subscriptions are depended on- less revenue for composers/artists/record companies and spreads expectation for cheap/free content
user-generated content creates a new form of exploitation - mass media affect who becomes popular

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9
Q

The Value Gap

A
  • growing mismatch between value that user upload services (e.g. Youtube) extract from music + the revenue returned to music community
  • biggest threat to sustainablility of music industrt
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10
Q

EU Copyright Directive

A
  • aimed primarily at Youtube (who oppose it!)

- aim is to reduce the “value gap” between the profits made by Internet platforms and content creator

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11
Q

Digitization in the publishing industry

A
  • 1967-1980s - SCORE (adopted by Schott 1990)
  • 1993 - Sibelius (Acorn computers)
  • 1998 - Windows + Mac Sibelius
  • 2005 - BooseyMedia
  • 2011 - Boosey online scores, others follow
  • 2012 - Brussels Philharmonic perform using neoScore
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12
Q

Pros and cons

A

digital production of music has narrowed gap between production + consumption BUT:

  • publishing - depends on physical product, warehouse + distribution costs remain
  • illegal file sharing + privacy risk with printed/recorded music
  • SoundCloud + Spotify, composers still struggle to reach audience
  • print publishing decline
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13
Q

Digital marketing + promotion

A
  • ‘Web 2.0’ revolutionise marketing
  • blogging platforms
  • MSM/instant messaging
  • MySpace (2003), Facebook (2004), Youtube (2005/2006), Twitter (2006), Pinterest (2010)
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14
Q

Benefits of digital marketing

A
  • Cost
  • Targetability (e.g. Adwords - bid for keywords, Adsense - pay per click, banners, pop-ups, ‘banner blindness’)
  • Dissemination - ‘winner takes all’ search engine optimisers - hard to reach large audience
  • Crowdfunding - raise money for creative projects facilitated by the internet
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15
Q

The network

A
  • Customer Relations Management - ‘practices, strategies, + technologies that companies use to manage + analyse customer interactions + data’ - CRM software (arts venues - Tessitura for ticketing/fundraising/marketing - email when artist you’ve seen is performing again)
  • Social Media (Twitter) - message to the masses -Recommendation engines - ‘if you like this, you might like this’ - ‘collaborative filtering’ (LinkedIn) - 6 degrees of seperation
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