TECHNOLOGY

David Tamés

Macro Trends in Media

and Entertainment

The role of the audience is changing


As I look back at 2005 and think about the important trends that might provide some insight into where our industry is headed in 2006 and beyond, I believe the most significant trend is that end-user ideas have had more impact on the evolution of media technology and practice than ever before. Important new developments that come to mind include: podcasting, video blogs, RSS feeds, Flickr, YouTube, BitTorrent, de.licio.us, etc. These have come from hackers, viewers, listeners, artists, young people at play, etc. through the sheer enjoyment of trying and creating new things. We’ve seen the introduction of numerous new video cameras and digital audio recorders in 2005, however, what’s more significant is the use people are putting them to with audio and video podcasting. The qualitative difference in today’s media technology landscape is that innovation is becoming the domain of end-users  and is being guided by human needs, creative expression, social activities, and intellectual pursuits; rather than sales goals, quarterly profits, corporate research agendas, and marketing initiatives.

Walled-gardens give way to the cornucopia of the commons

Most of the innovation we’re seeing in our industry is based in and around the internet and for good reason: there are practically no barriers to people creating new things and putting them out there for others to try out and provide feedback. Most internet standards have been developed around openness and inter-connectedness, which is the opposite of the proprietary standards that have dominated our industry since its inception. While the radio and broadcast spectrum, cable, satellite, and theater chains are balkanized and closed to innovators, the internet is wide open to anyone who has access to a web browser at home, their public library, or local café. Furthermore, most of the software tools people need to create new services are based on open source and thus free to anyone who wants to use them.  

While electronics manufacturers and the FCC have been focused on issues of spectrum allocation and the upgrade from NTSC to HDTV and “improving” the television experience, young people are spending less time in front of the tube and are instead communicating with friends through mobile phones, instant messaging, and hanging out in online communities like MySpace.com. In the 1980s MTV was the place to learn about exciting new music, today MySpace and legions of podcasters provide exposure to new musicians who would never get played on radio group stations. The control of the rudder steering the media and entertainment industry is slowly shifting from the boardroom to the wired teenager’s bedroom.

Successful new companies are talking with their audience rather than at them

The flexibility of digital technology allows us to invent almost anything we can imagine and to re-invent the works of others. Because the rate of migration from engineering laboratory to the public is rising rapidly, end users become an early partner in the development process, not only as consumers, but as re-inventors. An example of this is Flickr, a wildly popular online photo sharing community. The developers were originally creating an online game. Then they noticed that people were using the photo sharing features more than playing the game. Rather than follow their original objectives, they listened to their end users and engaged in a feedback loop. Developers would put out new features, end-users would comment on them and suggest others. Recently YouTube came on the scene offering video sharing and they have clearly taken many lessons from Flickr. The business model secret for a successful media businesses working in this new landscape of digital bits is counter-intuitive to business people used to dealing with physical atoms: you have to give something away in order to get something back from the community.

Convergence is old news

In the early 1980s the MIT Media Laboratory convinced early sponsors to hedge their bets and support the lab’s research program. The lab predicted that the entertainment, information technology, and publishing industries were going to converge as a result of everything moving to digital bits. Today there is overwhelming evidence that we are well along the convergence trend. Current research at the lab indicates acceleration of the convergence phenomenon. Andy Lippman, Associate Director of the lab has said, “eventually every company in some way will become a communications company.”

Radio and television are undergoing as radical a change as the computer industry did after the advent of the personal computer and print media did after the introduction of the web and the rise of blogging. And the change is happening at an exponentially faster rate. Consider the speed with which podcasting went from the realm of geeks in 2003 to making recent headlines in Business Week and The New York Times  and catching the attention of advertisers and venture capitalists.  Media and entertainment is becoming decentralized, embedded in everyday objects, personally owned, and incrementally changed: a consumer industry versus a top down infrastructure. Disruptive innovations are emerging from surprising places and from new players, consider the challenge and/or opportunity podcasting presents to the radio and music industry, and BitTorrent and its ilk (wide-scale peer media distribution without the need expensive centralized servers and bandwidth) presents to broadcasters and the movie industry.

Why spend hundreds of thousands in ad production and millions in media buys when your target audience is fast forwarding over commercials with their TiVo and downloading media through the internet rather than tuning in the radio or watching television? You can make more organic, relevant media right at home or sponsor those who do. I am not suggesting the end of radio and television advertising, but current trends indicate changes of great magnitude creating both threats to those who resist, and opportunities to those who embrace the change.

The key factor in these trends is Reed’s Law and community effects

The philosophical position behind this article stems from the seminal work of David Reed, who articulated what is known as Reed’s law. The law asserts that the community value (cv) of large networks--particularly social networks--scales exponentially with the size of the network. The reason is that the number of possible sub-groups of network participants is 2n, where n is the number of participants. This grows more rapidly than the number of participants in a Metcalfe Network (e.g. the telephone system and early computer networks, in which value is a function of the possible connections, or n2) or a Broadcast Network (e.g. radio and television, in which value is a linear function of n). This is why adding an additional 100,000 viewers to a television audience of 1 million is no big deal, but adding 100,000 network participants to a 1 million participant social network has a significant effect of the value of participation in the network.

I use the term community value because it’s almost impossible to monetize fully the increase in value at the same rate as the value itself grows. Value may grow rapidly as the community grows, but there are limitations to what people are willing to pay for products and services regardless of their value. The significance of Reed’s law is eventually the network effect of potential group membership can dominate the overall economics of the system. Consider the rapid adoption rate of podcasting compared to the adoption rate of faxes or television. Auctions on eBay and social networking sites like MySpace and LinkedIN provide examples of sites that demonstrate the value of group forming. Networking pioneer J.C.R. Licklider wrote in 1968, “we form communities of common interest, not common location.” Howard Rheingold’s book, Smart Mobs, is interesting reading for anyone who wants to explore these ideas.

The revolution will be decentralized  

Today’s telecommunications companies follow a hierarchical broadcast communications model. In contrast to this, the trend is towards more decentralized applications (e.g. BitTorrent), lower innovation threshold (Mashups, open APIs), viral adoption (e.g. podcasting, music sharing), and acceptable imperfection (e.g. the perpetual beta of Flickr and many Google and Yahoo! projects). Just like television did not displace movie theaters completely, the trend is individual nodes are playing a more active role in the communication process as devices (e.g. iPods and smart phones) gain more processing power and communication infrastructure evolves to support them within decentralized, self organizing systems of production and distribution.

The difference between today’s media technology developments and the introduction of television is that no one is telling end-users and hackers what to do. Creativity thrives in an open and free environment. The entertainment industry continues to invest in suspect technology like content protection. The recent news about Sony’s CD content protection scheme unwittingly becoming a host for spyware comes to mind. After the whole ordeal they had to recall it, back to square one. Imagine if that money had been spent on new product or service development.

The theory of the long tail

Chris Anderson, editor-in-chief of Wired, wrote an article titled “The Long Tail” which appeared in the October 2004 issue of Wired.  Anderson suggests that our culture and economy is shifting away from a focus on a relatively small number of mainstream products and large markets (“hits”) at the head of the demand curve and toward a huge number of niches in the tail. As the cost of production and media distribution falls, there is less need to group products, services, and consumers into one-size-fits-all packages. The internet provides us with a distribution infrastructure without the constraints of physical retail space and other limitations of distribution. Narrowly-target media is becoming economically attractive. Anderson predicts that the demand for products and services not available in traditional retail outlets is potentially as big as for those that are. The potential aggregate size of many small markets may rival that of the current market. You see evidence of this with services like the Film Movement DVD subscription service, niche market DVDs available through CustomFlix, and independent film distribution by IndieFlix.

A brave new world

The media and entertainment industry has not been this exciting since the introduction of small 16mm cameras and a new culture gave birth to the cinéma vérité movement. And this time we’ve got not just a handful of filmmakers and journalists with new tools in their hands, but hundreds of thousands, if not millions of young producers. These are exciting times and the opportunities are bounded only by our imagination and desire. I’m optimistic that many key players in our industry are moving in the right direction rather than fighting the change. For example, David Kiley of Business Week wrote about Paramount Studios’ success with HUSTLE & FLOW,a niche film that was promoted through weblogs and fan sites. According to Kiley, thirty five percent of moviegoers surveyed said they were motivated to see the film through discussions on line. There are many more examples of this. Have a happy and prosperous 2006. 


David Tamés is Program Director, Digital Filmmaking at the Center for Digital Imaging Arts at Boston University and Co-Producer of ArtFilmDesign (http://www.artfilmdesign.com), a podcast of interviews with creative people. For more on group forming networks and related writings see David Reed’s web site (http://www.reed.com/dprframeweb/dprframe.asp)