Interactive content and convergence: Implications for the information society
A Study for the European Commission (DG Information Society and Media)
By Screen Digest Ltd, CMS Hasche Sigle, Goldmedia Gmbh, Rightscom Ltd
Final Report October 2006
screendigest Interactive content and convergence: implications for the information society
Interactive content and convergence: Implications for the information society screendigest Published October 2006 by Screen Digest Limited Screen Digest Limited Lymehouse Studios 30/31 Lyme Street London NW1 0EE telephone +44/20 7424 2820 fax +44/20 7424 2838
Contact: [email protected]
Author: Screen Digest, Rightscom, Goldmedia, CMS Hasche Sigle Editor: Ben Keen, Vincent Letang Layout: Tom Humberstone, Leander Vanderbijl
The opinions expressed in this study are those of the authors and do not necessarily refl ect the views of the European Commission.
The observations, opinions or suggestions in this report do not necessarily refl ect the opinion of the authors, unless explicitly marked as such.
Deliverables of the study
Volume One: Executive summary and Main Final Report [this document] Volume Two: Annexes
2 Table of contents
Table of contents 3 2.3 Television 71 2.3.1 TV Value chain and market trends 71 List of fi gures 7 2.3.2 Generic obstacles to digital TV distribution 80 Executive summary and main fi ndings 11 2.3.3 ‘Red button’ interactive TV 85 2.3.4 Walled garden networks 86 Introduction 19 2.3.5 Online TV (Internet based TV) 87 Consultation of stake-holders 20 2.3.6 IPTV 88 Taxonomy and defi nitions of digital content 2.3.7 Mobile television 88 services 22 2.3.8 Case study 3: Fremantle Media 89 2.3.9 Case study 4: PACT terms of trade Digital distribution of content 25 agreement (Best practice) 91 1.1 Th e opportunities and challenges of 2.4 Games 93 digital convergence 25 2.4.1 Summary of main roadblocks 93 1.2 Digital distribution of content: 2.4.2 Digital value chain 93 state-of-play, market data and 2.4.3 Market trends 96 perspectives 29 2.4.4 General obstacles to digital 1.2.1 Penetration of enabling technologies 29 distribution of games 104 1.2.2. Uptake of digital content 2.4.5 Digital download of games 113 distribution 33 2.4.6 Games on Demand 114 1.3 Th e challenges to digital distribution 39 2.4.7 Online gaming 115 1.3.1. Category 1: Technology issues 40 2.4.8 Interactive TV games 116 1.3.2. Category 2: Content right issues 40 2.4.9 Case Study 5: Introversion 1.3.3. Category 3: Piracy 40 Software 118 1.3.4. Category 4: Legal and regulatory issues 2.5 Radio 120 40 2.5.1 Introduction 120 1.3.5. Category 5: Competition issues 41 2.5.2 Summary of main fi ndings 120 1.3.6. Category 6: Economic and business 2.5.3 Value chain and market trends 125 obstacles 41 2.5.4 Broadcast Digital Radio 127 2.5.5 Online-Radio and Podcasting 135 Part two: focus on specifi c content 2.5.6 Mobile Digital Radio 140 industries 43 2.5.7 Case Study 6: Visual radio 145 2.1 Music 43 2.5.8 Case study 7: DAB in Sweden 2.1.1 Value chain and market trends 43 and the UK 148 2.1.2 Main obstacles 49 2.6 Publishing 151 2.2 Movies 58 2.6.1 Summary of main fi ndings 151 2.2.1 Value chain and market trends 58 2.6.2 Digital value chain and market 2.2.2 Legal/regulatory obstacles 63 trends 151 2.2.3 Technical obstacles 64 2.6.3. Market data 160 2.2.4 Economic obstacles 66 2.6.4 Technical roadblocks 164 2.2.5 Case study 2: Tiscali UK 70 2.6.5 Economic roadblocks 166 2.6.6 Legal and regulatory roadblocks 170
Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 3 Interactive content and convergence: implications for the information society
2.6.7 Focus on newspaper and magazine 3.2.7 Legal issues and roadblocks 258 publishing 173 2.6.8 Focus on digital books 175 Summarising the main challenges 263 2.6.9 Case study 8: Guardian Unlimited 177 4.1 Main fi ndings 263 2.6.10 Case study 9: Hubert Burda 4.1.1. Digital distribution is happening 263 Media 178 4.1.2. Th e biggest challenges yet to 2.6.11 Case study 10: MoMac 179 overcome 265 4.1.3. Remedies 267 Horizontal focuses 181 4.2 Conclusions per category of obstacle 269 3.1 Focus on legal and regulatory issues 181 4.2.1 Technology issues - access to 3.1.1 Introduction 181 enabling technologies 270 3.1.2 Summary of the key legal issues 181 4.2.2 Content right issues – licensing of 3.1.3 EU legal framework for digital content for digital distribution 275 content 184 4.2.3 Piracy 284 3.1.4 Copyright-related issues 193 4.2.4 Legal and regulatory issues 286 3.1.5 Regulatory issues 214 4.2.5. Competition issues 288 3.1.6 Consumer protection issues 242 4.2.6 Various business obstacles 294 3.2 Focus on mobile distribution 246 3.2.1 Defi ning ‘mobile’ content 246 Footnotes 303 3.2.2 An overview of the mobile content marketplace 246 3.2.3 Mobile stakeholders 249 3.2.4 Mobile distribution of major content categories 251 3.2.5 Technical roadblocks 254 3.2.6 Economic roadblocks 256
4 European Commission © 2006 Table of contents
List of case studies to be found in the report
1. Music: TuneTribe (digital music platform and facilitator) 2. Movies: Tiscali UK (downloading movie platform) 3. Television: Fremantle Media (TV production company looking into new media opportunities) 4. Television: PACT (all industry agreement on terms of trade for new media exploitation - best practice) 5. Games: Introversion software (game developer offering download services) 6. Radio: Visual Radio (digital interactive radio service for mobile phones) 7. Radio: DAB in Sweden and the UK 8. Publishing: Guardian Unlimited (digital developments of a newspaper publisher) 9. Publishing: Hubert Burda Media (digital developments of a magazine publisher) 10. Publishing: MoMac (facilitator for publishers to transfer content to mobile devices) 11. Regulation: De-bundling of audiovisual football rights 12. Copyright regulation: Legal limitations for new forms of exploitation in European legislations 13. Copyright regulation: The German copyright law reform 14. Copyright regulation: US Orphan Works Act 2006 15. Copyright regulation: Collective management systems for online exploitation 16. Regulation: Film Online Charter 17. Regulation: Access to Apple’s FairPlay DRM system 18. Regulation: Parallel exploitation (Channel Four – PACT agreement) 19. Regulation: UK code of practice 20. Regulation: Public service remit for German public service broadcasters 21. Regulation: Cost control of public broadcasters in particular Member States 22. Regulation: Section 53 of the Interstate German broadcasting agreement 23. Regulation: Music downloads and consumer law in Norway 24. Mobile digital media: First Hop (mobile delivery enabler)
Annexes Television: Vodeo.tv (documentary VOD service) Television: INA.fr (TV archive VOD service)
www.screendigest.com 5 European Video: Market assessment and forecast
6 screendigest © 2006 List of fi gures
Executive summary and main fi ndings 11 Figure 17: Online penetration in Figure 1 : Uptake of digital distribution/ households in the EU 30 exploitation of content in Europe 13 Figure 18: Broadband penetration per Figure 2 : Summary of main hindering capita – selected countries 31 factors 16 Figure 19 : Availability of 3G services 31 Figure 3 : Th ree digital platforms, six Figure 20 : 3G penetration, EU v. Japan/US 32 categories of content 19 Figure 21 : 3G penetration: Europe’s Figure 4 : Methodology of the study 19 big 6 v. Japan 32 Figure 22 : Personal digital audio Introduction 19 players (‘MP3 players’) 32 Figure 5 : Organisation of the working Figure 24 : Mobile music revenues 33 team 20 Figure 23 : Online music revenue forecasts 33 Figure 6 : Th e value chain of digital content 20 Figure 25 : Online movie revenues 34 Figure 7 : Focus groups and workshop Figure 26 : Online movie revenues 34 organised (2006) 21 Figure 27 : Online TV revenues and Figure 8 : Stake-holder consultation by walled garden on-demand 35 country of origin and content category 21 Figure 28 : European games market Figure 9 : Taxonomy of digital content (retail and digital) 36 services 22 Figure 29 : Penetration of digital radio 36 Figure 30 : Radio advertising revenues 36 Digital distribution of content 25 Figure 31 : Online revenues of traditional Figure 10 : Th e four eff ects of interactive publishers (on existing brands) 37 convergence on traditional content 26 Figure 32 : Summary of market forecasts 38 Figure 11 : Content value chain, the Figure 33 : Digital content market in the situation today 27 EU, market size 38 Figure 12 : Content value chain, the Figure 34 : Digital content market in the convergent single market 27 EU, market size 38 Figure 13 : Th e simplifi ed value chain and main players in converging content Part two: focus on specifi c content industries 27 industries 43 Figure 14: Penetration of essential Figure 35 : Online music forecast 44 technologies in the EU 29 Figure 36 : Online music revenues in Figure 15: Broadband penetration Europe 44 EU v. USA 29 Figure 37 : Music revenues per country Figure 16: PC penetration in households and per capita in 2005 45 in the EU (selected countries) 29 Figure 38 : Mobile music revenues (full track downloads) 45
Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 7 Interactive content and convergence: implications for the information society
Figure 39 : Online movie revenues - Figure 64 : Th e ten biggest Commercial share of total movie revenues 58 Radio Companies in Europe 124 Figure 40 : Total European pay TV PVR Figure 65 : European and US Net Radio homes forecast 73 Advertising Expenditure 125 Figure 41 : Television content value chain 73 Figure 66 : Total Radio Advertising Figure 42 : Forecast European on-demand Revenues in the EU and in the US 125 revenue 74 Figure 67 : Radio’s Share of Advertising Figure 43 : European on-demand revenue 74 Market in Europe (in %, net, 2004) 125 Figure 44 : TV programme walled garden Figure 68 : Overview: Platforms and on-demand revenue forecast 75 technologies for digital interactive radio Figure 45 : Broadcast mobile TV value services 126 chain 76 Figure 69 : DAB Stakeholders 128 Figure 46 : EU25 - online TV revenues Figure 70 : Overview: Status of DAB in and walled garden on-demand 77 EU25 (June 2006) 128 Figure 47 : Examples of walled-garden Figure 71 : Classifi cation of DAB-markets VOD services launched in the EU 77 in EU25 129 Figure 48 : Examples of IPTV services Figure 72 : DAB – number of services launched in the EU 78 and coverage of population in the EU25 Figure 48 : Examples of IPTV services countries 129 launched in the EU (continued) 79 Figure 73 : Overview of standards for Figure 49 : Via Licensing proposed MHP wireless radio broadcasting 130 license fee structure 81 Figure 74 : Weekly online radio listeners in Figure 50 : Games Digital Distribution Europe and the US (2005, penetration Markets & Major Stakeholders 94 as percentage of population) 136 Figure 51 Total Europe games market - Figure 75 : Online Radio Forecast EU25 retail plus online and mobile (€m) 96 Scenarios (weekly listeners in Mio.) 139 Figure 52 : Total Europe games market - Figure 76 : Online Radio Forecast EU25 retail versus non-retail market share 97 Scenarios (weekly listeners as percentage Figure 53 North America versus Western of population) 140 Europe – PC and console digital download Figure 77 : Podcasting Forecast EU25 market revenue 98 Scenarios (weekly listeners in Mio.) 140 Figure 54 : Games on Demand revenue, Figure 78 : Podcasting Forecast EU25 selected countries 99 Scenarios (weekly listeners as percentage Figure 55 : North America versus Western of population) 141 Europe - Games on Demand Revenue Figure 79 : Mobile radio usage in Comparison 99 EU25 vs. US 141 Figure 56 : Online capable television Figure 80 : Mobile Radio Forecast consoles installed base 100 EU25 Scenarios 144 Figure 57 Europe versus Rest of World: Figure 81 : Mobile Radio Forecast EU25 Share of online console service Scenarios 144 subscribers 100 Figure 82: Nokia/HP “Visual Radio” Figure 58 Next-generation television enabled radio stations 147 console installed base forecast Figure 83: Visual radio: potential benefi ts to 2010 (m) 101 for involved players 147 Figure 59 Online capable handheld Figure 84 : DAB-brands in the UK (2005) 148 consoles installed base, 2005 (m) 101 Figure 85 : DAB-receivers sold in the Figure 60 North America versus Europe UK 2003-2009 149 MMOG market subscription revenue, Figure 86 : Number of radio stations by 2005 and forecast for 2010 (€m) 102 content provider segments in the Figure 61 North America versus EU – UK 2005 149 Casual gaming market size, 2005 & Figure 87 : A generic value chain for forecast for 2010 (€m) 102 publishing 150 Figure 62 : iTV games regional share of Figure 88 : A new approach to the consumer spend, 2005 104 publishing value chain 157 Figure 63 : Forecast Online Radio, Figure 89 : Circulation: dailies (000) 158 Podcasting and Mobile Radio in the EU 124 Figure 90 : Paid-for dailies advertising revenues, selected countries 158
8 European Commission © 2006 Table of contents
Figure 91 : Share of newspapers in total Figure 119 : Summarising box 269 advertising spend 158 Figure 120 : Digital enablers – Focus on Figure 92 : Paid-for dailies sales revenue 159 technology providers 270 Figure 93 : Audience for Newspaper Figure 121 : Technology obstacles/enablers Web sites (USA, 2004-2005) 159 to digital content services 274 Figure 94 : Germany: examples of Figure 122 : Enablers of digital distribution online readership, 2005 159 Focus on content players 275 Figure 95 : Netherlands: examples of online Figure 123 : Th e licensing of readership 159 content rights 275 Figure 96 : Online readership in Figure 124 : Approaches to preventing or Spain, 2005 160 solving the lack of exploitation of new Figure 97 : Where people got news in media rights 279 the US, Dec 2005 160 Figure 125 : Scoring of challenges – Figure 98 : Magazine advertising and detailed assessment (by timing horizon) 300 copy sales (shares of total revenue) 160 Figure 126 : Scoring of challenges – detailed Figure 99 : Marketshare of magazine assessment 301 advertising, selected countries (%) 161 Figure 100 : Number of consumer magazine websites 161 Figure 101 : Online paid-for revenues in the US (€bn) 161 Figure 102 : Paid content spending by category in the US, €m 162 Figure 103 : Readership of blogs 162 Figure 104 : Selected UK Internet properties featuring user-generated content 162 Figure 105 : Engagement Among User-Generated Content (UGC) Sites v. Non User 163 Figure 106 : Book publishers revenues from sales of books 163 Figure 107 : Online advertising revenues 164 Figure 108 : Forecast for online revenues of traditional publishers 164 Figure 109 : VAT rates for publications in Western Europe (%) 169
Horizontal focuses 181 Figure 110 : On deck content value chain 247 Figure 111 : Off deck content value chain 247 Figure 112 : Mobile phone penetration in the EU, Q4 2005 248 Figure 113 : 3G penetration, EU v. Japan/US 248 Figure 114 : 3G penetration: Europe’s big 6 v. Japan 248 Figure 115 : Mobile music revenues 252 Figure 116 : Mobile music consumer spending per country 252
Summarising the main challenges 263 Figure 117: Revenues from digital distribution and exploitation of content in Europe – forecasts 264 Figure 118: Summary of main hindering factors 267 www.screendigest.com 9 European Video: Market assessment and forecast
10 screendigest © 2006 Executive summary and main fi ndings
music, movies, games, publishing), across new Our main fi ndings in this executive distribution platforms and technologies. summary are structured in four parts 3. Methodology. In addition to existing A. Basics about the study - expertise and desk research, the consultants objectives, methodology have consulted 179 stakeholders between B. Is the road really blocked? February 2006 and July 2006 in order to refl ect Extent of the European delay the diversity of situations and the obstacles and mid-term forecasts to digital distribution occurring throughout C. What are the biggest obstacles the content value chains. This has been done to be removed for a faster, through individual interviews, four focus wider market uptake? groups and a number of written contributions. D. What kind of remedies are A public workshop took place in Brussels needed to address those obstacles on 3 July 2006, attended by more than 130 and to what extent is regulatory organisations, at which the consultants intervention appropriate? provided preliminary fi ndings and gave stake- holders an opportunity for feedback and input. A list of consulted stake-holders is provided in A. About the study. the annex of this report.
1. Authors. The European Commission (EC), B. What is the current market situation Directorate General Information Society and and what are the prospects? Media, Unit C1 (Lisbon Strategy and i2010), has selected a consortium made of three 4. The long-awaited digital ‘convergence’ consultancies specialised in media (Screen is now truly coming of age in Europe. Digest, Goldmedia and Rightscom) and one Broadband internet and mobile networks law fi rm specialised in media and copyright now make it possible to broadcast, stream (CMS Hasche Sigle) to conduct this study or download digitised content from a entitled ‘Interactive Content and Convergence; diversity of platforms to a variety of devices, Implications for the Information Society’. often on an on-demand, interactive basis. ‘Interactivity’ relates not only to content 2. The aim of the study is to identify and itself (as in interactive computer games) but assess the impact of the potential roadblocks to the many options left to consumers in of any kind (be they economic, technical or the digital environment: navigation and legal) that may hinder the exploitation of search modes and multiple ways of accessing digital content (television programmes, radio, content in ‘pull’ business models, as opposed to the traditional ‘push’ mode of traditional Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 11 Interactive content and convergence: implications for the information society
electronic media. Digital convergence is per cent v.25.2 per cent) with many Western turning the now ubiquitous TV sets and European countries above that average. mobile handsets into a terminal for interactive applications and download services. The 9. In the mobile area Europe lags behind new technological environment creates great Japan, easily the leader in 3G networks and opportunities for European content providers mobile data usage generally. Japan already and platforms operators. enjoys 54 per cent of 3G penetration whereas in the seven biggest EU member States, 5. Europe has indeed witnessed an the average penetration was 11 per cent, impressive array of new media representing 21.3m users. Contrasts were developments over the last 18 months in high since Italy alone accounted for half terms of supply (launch of online and mobile of all those users (10.7m, 18.5 per cent of content services, new media deals), as well as Italian population), whilst penetration was on the demand side (usage and technology 8.9 per cent in the UK, as low as 2 per cent adoption). This report gives many examples in Denmark, and virtually non-existent in of new innovative European services, content Belgium and many other countries (where deal breakthroughs, and signifi cant cross- 3G was not launched or just launched). As a industry agreements in case studies that are, result, Japan and South Korea (with several for most, best practices. Hence the overall mobile television services running) tend to be trend is very positive even if this particular 12-18 months ahead of Europe in the mobile report focuses on the challenges that still content market. need to be addressed for digital distribution to become a mass market service more quickly 10. Music has been the fi rst content to be and more widely. available for digital distribution. European online music market generated €120m in 6. However, European markets are not 2005 from ‘a la carte’ sales and subscription always at the forefront of digital distribution ‘all-you-can-eat’ platforms. The online music of content and are lagging behind more market is expected to grow to €1.1bn by advanced markets in some aspects. By some 2010. Revenues from mobile music services measures, Europe is second behind Japan and were already €76m in 2005 and will grow to Korea (but before North America) for mobile €687m in 2010. The total digital segment content distribution and mobile TV, and (mobile+online) is thus expected to reach 20 second behind the US for broadband content per cent of total European music revenues distribution. by 2010. However the European digital music market is approximately one third of the US 7. But we forecast robust growth for market size and will remain smaller in the mid- relevant digital infrastructure penetration term. and digital content distribution in Europe over the period to 2010. At the beginning 11. In 2005, digital on-demand movie of 2006, around 60 per cent of European distribution (retail or rental) is more nascent households had a PC, and 46.2 per cent had than music as it generated only €30m internet access. Broadband penetration per revenues in Europe (€28m from walled- capita1 was 12.6 per cent by the end of 2005. garden VOD systems, €2m online). We expect By the end of 2010 we believe broadband digital revenues to reach €1.2bn by the end penetration will almost double to 25.2 per of 2010, the bulk of which (€1bn) will come cent of European citizens. However, the from online VOD (open gateway download disparity between national markets across the services). At that time, digital exploitation will EU will remain wide. account for 7 per cent of all movie revenues in Europe. UK is and will remain the largest 8. Europe is making good broadband European market for VOD. However, the progress and is catching up with the US. European fi gures are still short of those in the Back in 2003, Europe was dramatically lagging US, where the online market alone is expected behind the US in terms of broadband access to generate €1.5bn by 2010, compared to an (9.1 per cent v. 5.1 per cent); two years later, at expected €1bn for Europe. end 2005, the gap was reduced (12.6 per cent v. 15.3 per cent) and we believe it will become relatively insignifi cant by the end of 2010 (25.0 12 European Commission © 2006 Executive summary and main fi ndings
12. Online radio is already reaching 15m newspapers already draw 1 to 4 per cent weekly listeners in Europe and this is of their advertising revenues from online expected to double by 2010 to reach 32m or 7 advertising and this is growing rapidly now. per cent of Europeans. Mobile digital radio From an estimated €849m revenues in 2005, will reach 5 per cent of European population we expect newspaper and magazine publishers by 2010. As for podcasting, we anticipate revenues to amount to €2bn in 2010, almost almost 11m users on a weekly basis by 2010 exclusively from online and mobile advertising. (2.4 per cent of Europeans). Usage of digital E-books remain a niche market so far and will radio and podcasting will however remain remain so in the mid-term. slightly lower than that of the US. By 2010, all forms of digital radio will account for C. What are the factors hindering approximately €250m, i.e. less than 5 per cent market uptake? What obstacles need of all radio advertising revenues. to be removed to secure a faster and encompassing European market 13. Several forms of digital games uptake? distribution are being adopted rapidly in Europe. We estimate that the total value of 15. With digital convergence really happening the European ‘digital’ games market was now, it becomes clear that the obstacles €698m in 2005, of which 48 per cent (€334m) hampering the development of digital content was contributed by the mobile sector. This distribution are themselves, ‘convergent’. is already 11 per cent compared to a physical Some obstacles are affecting all content sectors retail market of just over €6.2bn in 2005. By (music, movies, games, etc), others are more 2010, we forecast that the digital games market specifi cally affecting certain sectors; some are will grow to €2.3bn – 33 per cent of the total. affecting all platforms (online, mobile), while The European market for download of games others are specifi c to individual platforms. But to mobile phones is running a little ahead of on the whole, one of our fi ndings is that many the US market. Games-on-demand services similar or even common problems affect all the over broadband networks and interactive TV content value chains under consideration in games are also generally more developed in this report. Europe. However, every other form of online gaming is so far more developed in the US 16. However these problems do not affect market. each content industry in the same way, to the same extent, or at the same time in the 14. In the publishing industry there is no product cycle. The structure and history of harmonised data indicating the revenues value chains, the specifi c characteristics of the derived from online activity, which are content, and simply the differences in size of predominantly advertising revenues as online digitised fi les, are the main reasons for this. subscription has generally failed as business In assessing the obstacles to convergence, model, but it is fair to say that European this helps explain why a content-by-content
Figure 1 : Uptake of digital distribution/exploitation of content in Europe – Key fi gures2
2005 2010 €m¹ %² €m % Music (online and mobile) 196.3 2.0 1,794 20.4 Movies (VOD) 30 0 1,269 7 Games (online, mobile) 699 11.2 2,302 33.4 TV programmes (VOD and digital advertising) 4.5 na 689 na Publishing 849 2 2,001 5.4 Radio 15 0.3 250 4.8 Total 1,793 8,303
Notes: 1. Market size in terms of revenues 2. Percentage of total sector revenues
Source: Screen Digest, Goldmedia. Rightscom
Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 13 Interactive content and convergence: implications for the information society
category approach (chapter two of this However, these obstacles are in some cases report) remains useful. clearly slowing down market developments and take up of interactive content services. 17. This report does not only look at obstacles Thus fi nding ways to address these obstacles affecting the roll-out of digital distribution in will have a positive impact on the European terms of market size and value, consumer market for digital content. penetration or spending. It also analyses the factors that are affecting the position 20. The most obvious hindering factor, of certain content industries or certain whose removal is actually a pre-requisite to categories of stake-holders in the process. any take-up for digital content distribution, It refl ects on how digital technologies are is the penetration of enabling consumer affecting traditional content value chains and technologies (PCs, broadband internet the capacity of traditional content players to access, 3G mobile subscriptions, digital TV). embrace digital distribution. It also refl ects In the broadband area we do not see major on some cultural challenges, on cultural roadblocks hampering mass market adoption diversity and the impact of digital distribution at least in Western Europe (27.1 per cent on the market share of European content. of penetration by end-2010). However the disparities remain high from one member 18. After desk research and extensive country to another. In the mobile arena, 3G consultation with stake-holders, the study uptake has proved disappointing so far and the has established a typology of obstacles future visibility is not that good for a variety consisting of six categories (and many sub- of reasons. categories). Technology issues (mainly 21. Piracy, and in particular the use of peer- consumer access to enabling technologies) to-peer (P2P) for illegal fi le sharing, remains Copyright issues (including a burning issue in the digital arena because diffi culties in accessing content, it simply siphons off part of the revenue due to the defi nitions of new media that could be made online and thus creates exploitation rights, terms of trade and disincentives to legal online business on collective management of rights) both the supply and demand sides. Most Digital piracy issues (including stakeholders (content owners, distributors) the disparity of legal means to fi ght consider the current legal arsenal not effi cient piracy in the different Member States) and deterrent enough. Besides, it has been Legal and regulatory issues extremely disparate across Europe. Now (including the regulation of new media that legitimate content is fully available and services and non-linear content services) awareness campaigns have been undertaken, Competition issues (including content stake-holders believe resilient piracy gatekeeping issues in the value chains) should be tackled with greater energy, through Various economic issues (including increased liability of internet intermediaries access to funding, skills, cost of and individual liability of illicit P2P users. digitisation, consumer acceptance, etc.) Internet service providers now share this concern and are increasingly co-operating with These families of ‘generic’ obstacles are detailed and content owners to fi ght online piracy. On the analysed in chapter one, and then mentioned in the other hand some consumer associations, some context of each content sector in chapter two. In consumer electronics players and some artists/ chapter three we conduct two ‘horizontal’ approaches: authors societies argue for moderation in one focused on legal/regulatory issues and remedies prosecution of individual users, especially with suggested by certain stake-holders; one focused on regard to the use of P2P to share content or mobile digital distribution across content categories. even for systems authorising P2P fi le sharing - P2P being not illegal in itself - through 19. We have identifi ed a number of factors ‘blanket licence’ systems. Actions have recently hindering or potentially hampering market been taken by the European Commission to growth but we do not think any of them is reinforce and harmonise legal means to fi ght currently strong enough to actually ‘block’ piracy. the development of digital distribution markets in Europe, as is refl ected in our forecasts for digital distribution above. 14 European Commission © 2006 Executive summary and main fi ndings
22. One of the most acute daily problems in electronics players, independent e-tailers) the short term is to adapt existing and new argue that mandating standardisation or at rights contracts, and to settle the terms least interoperability is necessary in order to of trade between rights-holders, content prevent consumer lock-in and competitor owners and distributors, when it comes to lock-out. Many others (e.g. content owners, new business models and technologies. The TV operators, music publishers) believe that ubiquity of digital distribution is a challenge it could not be achieved without jeopardizing for content industries that have always been robustness and innovation in that sector, argue subject to territoriality and windowing: that the market is not mature yet and suggest a typically movie and TV businesses. But we see wait-and-see approach before moving towards no fundamental reasons why contractual and any regulatory initiative in this fi eld. business practices could not cope with these new forms of content distribution. Lawyers 25. The collective management of rights and businessmen are climbing a learning in the digital environment has also been curve that occurs in every industry with every mentioned by many stake-holders (content paradigm shift, and we can already see some owners as well as distributors) as being a progress made in tackling new business and obstacle to digital exploitation, and especially legal concepts over the last few months. to multi-country exploitation. Several European collecting societies have been 23. Beyond the uncertainties created by new putting in place new schemes to address media rights defi nition, there is a fundamental the licensing of new media exploitation issue with a lack of circulation of rights. (VOD, webcasting, podcasting, etc.). Following Because of the uncertainties, some rights- the EC recommendation on cross-border holders are hesitant to license their content management of online music rights, many for new media exploitation (e.g. VOD), of them are engaged in streamlining their while some licensees – e.g. TV operators processes along the lines of the ‘option – are reluctant to exploit their rights or let 3 scenario’ suggested by the EC, so as to them go to third party players. Behind these facilitate pan-European licensing of digital conservative behaviours lies a common and rights. However, collecting societies insist that legitimate concern of jeopardizing existing the need of ‘pan-European’ digital distribution revenues streams and business models. remains largely theoretical anyway, as cultural However the clear trend is that stake-holders content markets are likely to remain mainly do fi nd new innovative collaborative solutions national because of cultural diversity. They to prevent or remedy bundling, exclusivity also warn of some risks to cultural diversity or non-use of new media rights. In most and to interests of authors if the liberalisation cases industry players fi nd new agreements to of the collective management ‘market’ was too defi ne - sometimes share - new media rights drastic. without the need for competition jurisdiction or regulatory remedies. However, if after some 26. Finally, content regulation has to be time the situation remains blocked in certain adapted in many instances to accommodate countries or certain industries, some legal the development of digital distribution. The remedies could be considered by policy makers ubiquitous nature of digital distribution as a last resort. calls for more European harmonisation in a number of areas like VAT rates, consumer 24. Effi cient Digital Rights Management protection (e.g. classifi cation and protection of (DRM) systems, allowing management minors) and copyright, if cross-border digital and protection of content in the digital commerce is to take-off. Most stake-holders environment, are viewed by most stake- do recognise the need for legal certainty but holders as a pre-requisite for a secure and some service providers are wary to avoid new sustainable roll-out of digital distribution. regulation and obligations (e.g. on non-linear Only consumer associations tend to question audiovisual services such as VOD) at such an some aspects of these systems, as they impact early stage, which, they believe, could hold the terms of trade and the usability of the back growth and inhibit innovation. products and services. There is less of a consensus on the question of interoperability 27. The following table summarises what of proprietary DRM systems. Some stake- we believe are the most critical factors holders (e.g. consumer associations, consumer (inhibitors) today (2006), in the short term Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 15 Interactive content and convergence: implications for the information society
(2008), and in the mid term (2010). It shows VOD windows for TV programmes (March that we expect some of today biggest 2006); French all-industry agreement on VOD problems to become less acute in the mid- windows for movies on broadband VOD term (broadband penetration, access to (December 2005). content, even piracy). On the other hand interoperability issues that are not such a 30. Regulators can play a role in encouraging priority in early adopter markets, can take on a and endorsing such initiatives through greater importance in the mid term. ‘soft law’ initiatives (e.g. recommendations, ‘charters’ of good practices). The EC D. Finally, what kind of remedies are recommendation on cross-border digital needed to address those obstacles? distribution is one example in the last few years, as well as the DRM high-level group 28. This report systematically looks at the and the Film Online charter. In the UK, the remedies that have been suggested by stake- television regulator OFCOM played a crucial holders for each category of obstacles and role to force producers and broadcasters to especially those inhibiting the circulation an agreement. Classifi cation is also an area of digital content. The report analyses where policymakers and content industries the pros and cons of remedies suggested, can work together: the Pan European Game especially when remedies can cause problems Information system, now recognised in 25 themselves. countries in Europe is a best practice that could inspire other types of digital content 29. To maximise the circulation and classifi cation in the future. exploitation of digital content rights in Europe, several approaches are already 31. Where new media exploitation faces being explored by industry players and competition issues (e.g. gatekeeping issues, policy makers. Where one-to-one deals are bundling issues, vertical dominant positions), sometimes currently diffi cult to make because existing competition law and competition of the classic wait-and-see and chicken-and- authorities can play their traditional role. egg syndromes affecting nascent markets, self- regulation and cross-industry agreements 32. Finally ‘hard law’, government policy and are being very effective. The report analyses new regulation are only needed in a limited several examples of such ‘best practice’ pieces number of cases in order to give market of self-regulation, e.g. British agreement on certainty and provide a regulatory framework
Figure 2 : Summary of main hindering factors
Today Short term Mid term (2010) (2006) (2008) Broadband penetration xxx x Mobile content penetration xxx xx x Circulation of content rights - terms of trade xxx x x Piracy offsetting digital revenues xxx xx xx Collective management of rights xx xx x Consumer acceptance xx x x Skill and management challenges xxx xx x VAT distortion issues x x x DRM interoperability x xx x New media regulation x xx xx
Note: Reading of the table above - ‘Circulation of content rights’ is one of the biggest problem today, along with piracy and low 3G penetration, rated xxx. However, we believe, as said before, that this particular issue will largely be solved by market players through new business and legal practices over time, so that the issue will not be in the top 3 most acute obstacles within two years. On the other hand, the lack of DRM interoperability is not a signifi cant obstacle to market uptake today (e.g. because early adopters are not deterred by it) (‘x’ today), but it could become a roadblock in the future, when market matures and tries to reach mass market ‘mainstream’ consumers.
Source: Screen Digest
16 European Commission © 2006 Executive summary and main fi ndings
well adapted to new business models when market forces fail to overcome roadblocks after some time. However, any such legal remedies will have to be constructed in a fl exible manner in order to adapt to the increasingly fast changing technologies and market conditions.
Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 17 Interactive content and convergence: implications for the information society
18 European Commission © 2006 Introduction
Figure 3 : Three digital platforms, six categories of content Objectives, methodology Underlying The European Commission (EC), Directorate technologies DTH Cable DSL 3G DVB-H DAB IPTV General Information Society and Media, Unit & networks C1 (Lisbon Strategy and i2010 initiative), has selected a consortium made of three 3 digital DigitalDigital MobileMobile consultancies specialised in media (Screen distribution Online Interactive TV Online wireless Digest, Goldmedia and Rightscom) and one ‘Platforms’ Interactive TV wireless law fi rm specialised in media and copyright (CMS Hasche Sigle) to conduct this study called ‘Interactive Content and Convergence: 6 ‘Content’ 3 TVTV prog.prog.Music MusicFilm FilmRadio RadioGames GamesPublishing Publishing Implications for the Information Society’ . categories The aim of the study was to identify and assess the impact of the potential Source: Screen Digest economic, technical and legal roadblocks that may hinder the exploitation of digital content Figure 4 : Methodology of the study (inputs and outputs) (television programmes, radio, music, movies, games, publishing), across new distribution Sector Desk Stake-holder platforms and technologies. The study was Market data expertise research consultations (179) also required to provide data and economic forecasts of the different markets for digital content. The terms of reference stipulate: Focus Feed-back ‘In the context of this study, “interactive groups (4) Identifying business inhibitors and roadblocks content” refers to content services delivered over fi xed or wireless platforms such as mobile phone, including Feed-back access to content such as : television and radio Public Workshop DraftDraft findings programmes, movies, music, publishing, interactive software, but with the exception of communication based services such as voice, messaging or email’. In accordance with the EC we have Final report thus focused the analysis on 6 categories of Source: Screen Digest content: TV programmes and movies, music, radio broadcasts, publishing content, games (excluding gambling). The study looks at the distribution of those content, in digitised formats through 19 screendigest © 2006 Interactive content and convergence: implications for the information society
Figure 5 : Organisation of the working team Market research and consultancy Project Director Expertise on television, fi lm, Ben Keen music, broadband, games
Goldmedia, Berlin Project co-ordinator Vincent Letang Market research and consultancy Expertise on radio and television
Screen Digest Rightscom, London Rightscom Arash Amel, Guy Bisson, Piers Hugh Look, Sue Sparks Market research and consultancy Harding-Rolls, David Expertise on publishing MacQueen, Chris Dziadul CMS Hasche Sigle CMS Hasche Sigle Pietro Fringuelli, Winfried Goldmedia Bullinger, Michael Kamps, International Law Firm Klaus Goldhammer, Christian Sabine Korthaus Veer Expertise on media law and Intellectual Property Source: Screen Digest Consultation of stake-holders Figure 6 : The value chain of digital content In the fi gure below, we show the different categories of stake-holders that have been Copyright holders Collecting societies Regulators approached and interviewed. The focus was put on the categories in dark below, i.e. the players at the core of the digital content value Content Provider IT vendors chain (content creators, providers distributors). (incl. software) Stake-holders have been given a choice Network service of being consulted in three ways: individual Content aggregators providers interviews (face-to-face whenever possible Digital distributors or by telephone), focus groups (collective IT and CE manufacturers meetings), answer to a legal questionnaire. Access providers For several big, structured companies, one or two of these instances were used by stake-holders to make their points. Some also send ad hoc positions papers. Consumers Four focus groups have been organised Source: Screen Digest with representatives of relevant organisations. Each one of them has gathered 7 to 10 senior executives (industry players, regulators). three digital platforms: online, mobile, and Finally, on July 3, 2006, a public workshop digital interactive TV. Traditional linear was held in Brussels, gathering more than 150 broadcasting, even in digital mode, is not fully stake-holders. in the scope. Through individual interviews, our The methodology is based on four types four focus groups and a number of written of inputs: market data, sector expertise from contributions, 179 consultations have been the consultants, ad hoc desk research and, made. A detailed list of companies and most importantly, an extensive consultation people interviewed is provided in annex. We of stake-holders. At various stages, the have tried to achieve a balanced sample of consultants have met groups of stake-holders interviewees by content sector, and by country. in order to present preliminary fi ndings and gather feed-back. Consultations by categories of stake-holders The consortium of consultants was Of the 179 consultations, 41 were with comprised of three consultancies specialised ‘television’ players (broadcasters, pay TV in media (Screen Digest, Goldmedia and operators, cable operators, specialised Rightscom) and one law fi rm specialised in regulators), 38 with audiovisual content players media and copyright (CMS Hasche Sigle), (producers of movies and TV programmes, under the leadership and co-ordination of trade bodies), 16 with publishing organisations Screen Digest. (newspapers, magazines, books), 16 with Screen Digest, London
20 European Commission © 2006 Introduction
games operators (developers, publishers, providers, as well as between ‘big’ players and digital distributors), 17 with radio operators. ‘independent’ players. The remaining 37 consultations were made with non-content-specifi c stake-holders, mainly telecom operators (including triple play operators, ISPs, internet players and mobile operators), technology providers, and media corporation holdings.
Consultations by countries Face to face interviews have been conducted by our experts through in eight different EU countries: UK, France , Italy, Spain, Germany, Poland, Sweden, Czech Republic. On the whole, 33 consultations were made with German stake-holders, 20 with UK stake-holders, 18 with France, 12 with Italy, 11 with Spain, 10 with Poland, 4 with Sweden. The remaining 71 consultations were made in other smaller market or with a large number of European or non-European companies having multinational activities in Europe, as well as pan-European trade bodies in all relevant industries. Within each content value chains, the consultants were careful of achieving a balance between service providers, content providers and technology providers and network
Figure 7 : Focus groups and workshop organised (2006)
Location Date Participants profi le Organised by London April 28 Business executives Screen Digest Berlin April 7 Business executives Goldmedia Cologne April 21 Legal and public affair executives CMS Hasche Sigle Brussels May 31 Legal and public affair executives CMS Hasche Sigle Brussels Workshop July 3 All All consultants
Source: Screen Digest
Figure 8 : Stake-holder consultation by country of origin and content category
Country Other/All AV content TV Music Publishing Radio Games Total Germany 6561510033 Spain 522001111 France 571300218 Italy 343020012 Poland 108001010 Sweden 01000214 UK 342340420 Other and pan-European 14 15 19 7 5 3 8 71 Grand Total 37 38 41 14 16 17 16 179
Source: Screen Digest
Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 21 Interactive content and convergence: implications for the information society
Taxonomy and defi nitions of digital TV content services Crossing content, technologies and business 1.1 ‘Red button’ iTV models, we can build the following list of By ‘red button’ we refer to interactive TV converging interactive content services, that services offered on traditional broadcast digital are analysed in the rest of the report. TV (e.g. satellite TV), with a return-path. Some of classic ‘Red Button’ functions can We give below some defi nitions of even be implemented without a return-path, technical or business model terms used in the in which case ‘interactivity’ is provided by report. More defi nitions are available in the the data pre-pushed to the set-top box (e.g. glossary. weather forecasts, EPG). The ‘red button’ on the remote control was initially invented by Figure 9 : Taxonomy of digital content services BskyB in the UK and became popular across the board as the entry point to interactive Category of content Sub-categories, services TV services such as Electronic Programme 1 Television Guides, information services, t-commerce, casual games, etc . 11 ‘Red button’ interactive TV (iTV) The technically limited ‘Red Button iTV’ 12 Walled-Garden VOD differs from the full interactivity offered on 13 Online TV (Internet based TV) two-way broadband networks (online TV or 14 IPTV IPTV). 15 Mobile TV 1.2 ‘Walled garden networks’ Set-top box-based digital TV networks, 2 Radio offering services such as interactive TV and 21 Broadcast digital radio video-on-demand platforms. Differs from 22 Online radio ‘online TV’ offering similar services through 23 Podcasting open internet. 24 Mobile handheld radio 1.3 ‘Online TV’ 3 Music TV programming distributed over the
4 open Internet - including news, sports, 31 Online retail (including sideloaded content) and genre programming (such as children’s 32 Mobile retail (over the air) entertainment, comedy and drama), but 33 Podcasting excluding music videos and user-generated content. 4 Movies 41 Online retail 1.4 ‘Internet Protocol Television (IPTV) ‘ 42 Walled-garden VOD Delivery of television content using Internet protocol within a ‘walled garden’ network (as opposed to ‘Online TV’ on open internet), 5 Publishing over a broadband network. IPTV has been 51 Press on new platforms : online, mobile widely used by telecoms operators to offer 52 Books on new platforms : ebooks, audio-books TV over their DSL networks. IPTV can also be used by cable companies both within their own network infrastructure and as a means 6 Games of expanding their service reach outside their 61 Games digital download areas of operation over unbundled third-party 62 Games streaming (Games on Demand) DSL networks. 63 Browser based casual games 1.5 ‘Mobile TV’ 64 Massively Multiplayer Online Games Unless otherwise mentioned, the term 65 Television/PC console online games encompasses transmission of television feeds 66 PC games with free online play and of on demand television programmes, over broadcast network/technologies (e.g. 67 Interactive television games DAB, DVB-H) or point-to-point technologies 68 Mobile games (3G).
Source: Screen Digest
22 European Commission © 2006 Introduction
Radio Music and movies
2.1 ‘Broadcast Digital Radio’ 3.1 Online retail Broadcast digital radio generally encompasses A method of selling digital content that gives radio services distributed via a variety of the customer ownership over the fi les they platforms: dedicated radio broadcast standards have downloaded, allowing the customer like DAB, DRM(+) and HD-Radio/IBOC to use the content as many times as they as well as radio services broadcast via digital like – the digitally distributed equivalent of TV platforms (terrestrial, cable or satellite) conventional retail channels. Digital retail like DTT/DVB-T, DVB-C or DVB-S. In this is also known as both ‘download-to-own’, study the term ‘broadcast digital radio’ does ‘electronic sell-thru’ and ‘digital sell through’. not encompass DVB-H- or DMB-services (though both are broadcast standards) as 3.2 Mobile retail (music) services dedicated to mobile usage are referred Mobile ‘over the air’ distribution refers to to as mobile radio (see below). When we refer download/streaming of content directly to to a certain platform we use the name of the mobile devices through wireless networks, and technical standard. differs from ‘sideloaded’ distribution.
2.2 ‘Online Radio’ Games Online radio, also referred to as Internet radio, webcasting or streaming, here means Massively multiplayer online game (MMOG) transmitting radio programmes, from broadcast radio stations as well as from Online games that involve gameplay within a independent online only providers, via the persistent, always on and often shared game Internet, i.e. streaming digital radio content world, and that are designed to be played by via the TCP/IP protocol. Referring to radio hundreds, thousands and even hundreds of content here means that pure music services thousands of users. (so called music fl atrates for instance) are not called online radio in this report, even though Application streaming (also Games on they are often branded as radio services. Radio Demand) here means that it contains editorial content Application streaming (commonly marketed as (and most of the time music as well). Games on Demand or GoD) is a broadband- only service where games application data 2.3 ‘Podcasting’ (for music and radio) is downloaded to a user’s PC on a continual Podcasting both means the special way of basis as and when needed. Often, the game distribution and the content. The latter mostly interface is installed on the user’s PC, giving consists of spoken word/editorial content the semblance of a full game installation and and music to an extent – thus classical radio the actual game application is run on the content. This content is distributed via the local PC rather than on the server. The server Internet, downloaded to a PC and then therefore simply acts as a remote hard drive sometimes transferred to an MP3 player on from which, for example, level information which it is listened to. Thus podcasting is also (layout, art, animation, artifi cial intelligence referred to as radio on demand. data, etc.), is drawn at the appropriate time just as the application would have done with a 2.4 ‘Mobile (handheld) Radio’ local hard-drive. Games on Demand services Mobile digital radio or simply mobile radio are run under a subscription business model. in this report means radio services that are dedicated to mobile usage on handhelds or Games on Demand market mobile telephones for instance. This defi nition Consumer spend excluding VAT on Games on encompasses services which use mobile Demand subscription services. broadband as well as services using mobile broadcast standards (or both). Thus this Browser based casual games section covers radio services using 2.5G/3G Casual games that are served and played networks like EDGE, UMTS, HSDPA as well within, through or downloaded from a PC as radio services using broadcast standards internet browser. Browser based casual games like DMB, which is based on DAB, or DVB- include content delivered under a number of H, based on DVB-T. To be exactly: if not business models including digital download mentioned otherwise, DMB always refers to (download-to-own), subscription and pay per T-DMB. play.
PC games with free online play
Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 23 Interactive content and convergence: implications for the information society
Multiplayer pc games that offer some form of online gameplay for free.
Interactive television (iTV) games Games that are played through the interactive TV channels of digital TV networks.
Interactive television games market Consumer spend excluding VAT on iTV games from both PPP and subscription business models.
Mobile games Games that are played on mobile phones and devices. For the purposes of this report the mobile games market represents the consumer spend on downloadable mobile games.
24 European Commission © 2006 1 Digital distribution of content
Plan of the chapter when, how, and for how long they choose to consume media programming. In the 1.1 The opportunities and challenges of new converged digital environment, the digital convergence aim of the supplier, broadcaster or service 1.2 Digital distribution of content: state-of- provider is simply to deliver the content in a play, market data and perspectives convenient user-friendly manner, leaving many 1.3 Taxonomy of challenges to digital of the consumption choices to the end-user: distribution navigation and search modes and multiple ways of accessing content in ‘pull’ business models, where the consumers chooses what 1.1 The opportunities and challenges of he or she wishes to view, as opposed to digital convergence the traditional ‘push’ mode of traditional electronic media, where the broadcaster or In a few short years, the digital entertainment service provider determines the schedule. landscape in Europe has changed beyond Interactive content can take four forms: recognition. The much-touted ‘convergence’ intrinsically interactive content services of digital media technologies, providing such as mobile and online gaming and a multi-platform content distribution interactive TV services, but also : environment where different ‘routes to traditional content delivered in content’ compete for the consumer’s time and new interactive forms, attention, has now fi nally become a reality. traditional content delivered on (new) The explosion in the deployment of two-way digital platforms (e.g. mobile multimedia broadband Internet and mobile networks, platforms) that have interactive potential. as well as the continued advancements in traditional content delivered on an digital TV distribution, coupled with rapid on-demand basis on new digital consumer uptake of services, now means that platforms where the search phase before the European consumer is better connected purchasing and downloading generally than ever before, at bandwidth speeds which includes an interactive element. are increasing year-on-year. It is now possible to broadcast, stream or download digitised All these content-based services are content from a diversity of platforms to a bringing new business models and business variety of devices, often on an on-demand, opportunities for content and platform interactive basis. providers. Digital convergence therefore ‘Interactivity’ relates to not only means that content services can evolve in four the content itself, but to the many options ways: surrounding its consumption, giving consumers the freedom to choose what, Screen Digest, Goldmedia, Rightscom, CMS Hasche Sigle 25 Interactive content and convergence: implications for the information society