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                       twitter.com/gleonhard




 10 new Generatives:
Selling Music in a connected World
www.mediafuturist.com
What I do:   www.twitter.com/gleonhard




                      Photo Credits: as indicated, or via iStockphoto
None of these ideas will work if...
     There is no real merit, value and
       uniqueness in what you do
   You don’t have an audience (attention)
   You are not willing, or not able to talk
        to your fans, all the time
    You really want to learn how to swim
      but are still afraid to get wet
Merit is
where it all
  starts.
Money
      Conversion
      Attention
Merit, Quality & Uniqueness
Making money is a
 consequence of
   Attention
    (not the other way round)
Note: there is no one-fits-all recipe!
  Not all Music is the same
 Not all Money is the same
 Not all Users are the same
Not all Cultures are the same
So what is ‘Monetization’?

1.A real-cash transaction of any
  kind (often pre-consumption)
2.Revenue Sharing (usually
  post-consumption)
3.Non-cash remunerations
4.Upstream payments
  (Freemium)
Getting Paid for Creation *Hat tip to Shelly Palmer

    3rd party
      pays
                              You
                              pay                You
                I pay                            pay




                        3rd party
       I pay
                                                I pay
                          pays
      3rd party pays
                                    *constantly changing variations
Expect extreme fragmentation of Music Commerce Models
2 important distinctions
 1) Monetize collectively
    Public      Broadcasting     Blanket
 Performance    & Webcasting    Licenses
                            Revenue
  Bundles      Flat Rates
                            Sharing
2) Monetize individually
 Music Sales    Sync Licenses   Branding
    Many others (coming up!)
Many other New Generatives


      Community Premium Services             Permission
   High Definition & Premium Versions



  Mobile Device Applications & Software

       Monetize collectively
Live-Concerts, Web-Casts, Virtual Shows...



  Flat Rates, Bundles, Revenue-Sharing
What does ‘selling music’ really mean?
•   iTunes sales
•   CD sales
•   Songs used in Ads or Games
•   Youtube clicks?
•   Spotify plays?
•   Last.fm plays?
•   Facebook or Mog ‘Like’?
•   Bookmarked song?
•   Forwarded link via email?

             How will you measure success?
The Music 2.0 Model           Business Models
                        Business Models
  Business Models




                    Artist /
                    Creator
Music Commerce 2.0:
 don’t try to sell what is
Ubiquitous - sell what is

  Scarce
               Source: Chris Brogan
What is scarce?             What could you sell?
                              Offers that save time, and
Users’ time and attention      award / keep attention

 Curation and Selection     Offers that save the users from
   Filtering, Context       the overload and filter-failures

                            Offers that generate trust and
         Trust              create personal connections

                               Offers based on unique,
Meaningful experiences        personal, real experiences

                              Offers that provide for real
Meaningful relationships    conversations and connections
Offers that save time, and
   award / keep attention
  Offers that save the users
 from the overload and filter-
            failures

Offers that generate trust and
create personal connections

 Offers based on a unique,
 personal, real experience

  Offers that provide for real
conversation and connections
Sell via Twitter....?!




                         Source: Digital Media Wire
How Dell does it   Source: Paid Content.org
The search for New Generatives




®+©=$
    ?=$
=$
         Networked Model
Broadcast Model
When the browser becomes the iPod...
The Toll-Booth Challenge: how to
monetize ACCESS rather than copies




                            Source: istockphoto
From Chris Anderson’s “Free” Presentation




                                       Source: Wired.com
Free gets you to
a place where
you can get
paid.
Quote by Fred Wilson, Union Square Ventures www.avc.com
“Free” only
makes sense if   Source: Slideshare




you can
actually
convert
Charging for saving time...
Free to Paid: Examples
The future is no longer binary....



                   Source: Chris Anderson / Wired




          It’s fuzzy.
It’s not either... or!



                   versus
Hybrid Models in many variations
Music Pricing Futures
      Price of legal copy’
      Number of legal, known, engaged Users
      Premium Buyers (i.e. converted users)

100



 75



 50



 25



  0
                   Was                        Will be
The Mobile & Social
 ‘Consumption’ of
   Music is the
    #1 Growth
   Opportunity
Music
Products
   as
Software
on Mobile
 Devices
       Source: Gigaom
Mobile & Social: the key opportunities
The next format shift: Music as... Software!
Examples
New packages... new $$
My top 10 for ‘Monetizing Music’
    from music products: downloads, CDs etc
    from music services: streaming, bundles,
    revenue sharing, flat-rates
    from broadcasting & public performances
    from licensing: synchronization / B2B deals
    from branding & sponsorships
    from live performances, concerts, events
    from virtual concerts etc
    from virtual goods (licenses)
    from new kinds of ‘stuff’ (merchandising etc)
    from direct-to-fan services
Direct-to-the-fan offerings
Mike Masnik (Techdirt) nailed it, last year
The process
1. Attract the right people by
   offering relevant
   Content
2. Get and hold their
   Attention, build Trust
3. Think Followers not Users
4. Offer added values to
   convert followers into $$
The Vortex Principle




Upstream Downstream

                       Source: STLPartners /
                            Telco20.net
The mission: get the vortex to
spin. Connect upstream and
downstream opportunities.
Upstream Revenue
       Opportunities: Some Examples
• High-Definition Content (Classical, Jazz, Concerts...)
• Concert downloads (after attendance, or without)
• Virtual concerts, events, clubs
• Virtual goods (e.g. wallpaper, icons, greetings etc)
• Fan packages (direct connection to artists, pre-
  releases, customized editions, special privileges etc)
• Special products 2.0: compilations, audio-video
  packages (see SoundWalk), mobile applications etc
• Next-generation physical products (e.g. 2 TB
  interactive & connected DVD+)
• Custom-made, on-demand merchandising (see Nike+)
• Many more that are yet to be invented...
Selling copies is only the tip of the iceberg
                                 Sell downloads,
                                  CDs... Copies

   Your
 task: to
define and
  exploit
  what’s
  below!
The Internet
Please: forget most of what you know about Advertising
About Advertising and $ for Music
   Yes, it has been disappointing up to now
   Advertisers are usually 5 years behind
   Global spend on Ads: ~ 700 Billion USD
   Every large audience can be monetized
   Mobile, video and social media ad
   budgets will dramatically increase in the
   next 18 months
   It may take longer than anticipated - but
   will end up much larger than we thought!
Yes, there are serious $$ in Advertising
• ~ $ 900 Billion USD Global
  Advertising Spend in 2012
• 30-50% shifting to digital
  media / interactive / mobile
• Opt-in, personalized, targeted
 Advertising = Content
• Ads have always paid for Content
Virtual Items: a huge opportunity for Music!
Where
 are the
  new
markets?
Do get into Branding you have to be a ... Brand!
Rivers of Content - big Opportunities in:
The New Generatives
  Content Sales
  Selling Context
  Selling Curation
  Selling Timeliness              5%
  Embodiment / Packaging    15%        20%
  Selling Relevance
  Others
                                             15%
                           15%

                             10%       20%
Action Spots (Summary)
• Mobile (Applications!)
• Advertising / Revenue Sharing (e.g. Social
  Networks, Search, Portals & Communities)
• Flat Rates & Blankets (fka Broadcasting, now:
  Telecoms, ISPs and mobile operators)
• Synchronization (TV, ads, movies, games)
• Branding & Sponsorships
• Virtual Items
• New Music Products (RBT etc)
• Up-selling from ‘free’ (High Definition, AR etc)
• Customization & Personalization
• Virtual concerts & events
As Steve Jobs says:



 Stay Hungry.
       Stay
      Foolish.
Thanks for your time!
email me at gerd@mediafuturist.com

   twitter.com/gleonhard
   Facebook: gleonhard
  more presentations at
  www.mediafuturist.com

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The New Generatives: Selling Music in a Connected World

  • 1. www.mediafuturist.com twitter.com/gleonhard 10 new Generatives: Selling Music in a connected World
  • 2. www.mediafuturist.com What I do: www.twitter.com/gleonhard Photo Credits: as indicated, or via iStockphoto
  • 3. None of these ideas will work if... There is no real merit, value and uniqueness in what you do You don’t have an audience (attention) You are not willing, or not able to talk to your fans, all the time You really want to learn how to swim but are still afraid to get wet
  • 4. Merit is where it all starts.
  • 5. Money Conversion Attention Merit, Quality & Uniqueness
  • 6. Making money is a consequence of Attention (not the other way round)
  • 7. Note: there is no one-fits-all recipe! Not all Music is the same Not all Money is the same Not all Users are the same Not all Cultures are the same
  • 8. So what is ‘Monetization’? 1.A real-cash transaction of any kind (often pre-consumption) 2.Revenue Sharing (usually post-consumption) 3.Non-cash remunerations 4.Upstream payments (Freemium)
  • 9. Getting Paid for Creation *Hat tip to Shelly Palmer 3rd party pays You pay You I pay pay 3rd party I pay I pay pays 3rd party pays *constantly changing variations
  • 10. Expect extreme fragmentation of Music Commerce Models
  • 11. 2 important distinctions 1) Monetize collectively Public Broadcasting Blanket Performance & Webcasting Licenses Revenue Bundles Flat Rates Sharing 2) Monetize individually Music Sales Sync Licenses Branding Many others (coming up!)
  • 12. Many other New Generatives Community Premium Services Permission High Definition & Premium Versions Mobile Device Applications & Software Monetize collectively Live-Concerts, Web-Casts, Virtual Shows... Flat Rates, Bundles, Revenue-Sharing
  • 13. What does ‘selling music’ really mean? • iTunes sales • CD sales • Songs used in Ads or Games • Youtube clicks? • Spotify plays? • Last.fm plays? • Facebook or Mog ‘Like’? • Bookmarked song? • Forwarded link via email? How will you measure success?
  • 14. The Music 2.0 Model Business Models Business Models Business Models Artist / Creator
  • 15. Music Commerce 2.0: don’t try to sell what is Ubiquitous - sell what is Scarce Source: Chris Brogan
  • 16. What is scarce? What could you sell? Offers that save time, and Users’ time and attention award / keep attention Curation and Selection Offers that save the users from Filtering, Context the overload and filter-failures Offers that generate trust and Trust create personal connections Offers based on unique, Meaningful experiences personal, real experiences Offers that provide for real Meaningful relationships conversations and connections
  • 17. Offers that save time, and award / keep attention Offers that save the users from the overload and filter- failures Offers that generate trust and create personal connections Offers based on a unique, personal, real experience Offers that provide for real conversation and connections
  • 18. Sell via Twitter....?! Source: Digital Media Wire
  • 19. How Dell does it Source: Paid Content.org
  • 20. The search for New Generatives ®+©=$ ?=$
  • 21. =$ Networked Model Broadcast Model
  • 22. When the browser becomes the iPod...
  • 23. The Toll-Booth Challenge: how to monetize ACCESS rather than copies Source: istockphoto
  • 24. From Chris Anderson’s “Free” Presentation Source: Wired.com
  • 25. Free gets you to a place where you can get paid. Quote by Fred Wilson, Union Square Ventures www.avc.com
  • 26. “Free” only makes sense if Source: Slideshare you can actually convert
  • 28. Free to Paid: Examples
  • 29. The future is no longer binary.... Source: Chris Anderson / Wired It’s fuzzy.
  • 30. It’s not either... or! versus
  • 31. Hybrid Models in many variations
  • 32. Music Pricing Futures Price of legal copy’ Number of legal, known, engaged Users Premium Buyers (i.e. converted users) 100 75 50 25 0 Was Will be
  • 33. The Mobile & Social ‘Consumption’ of Music is the #1 Growth Opportunity
  • 34. Music Products as Software on Mobile Devices Source: Gigaom
  • 35. Mobile & Social: the key opportunities
  • 36. The next format shift: Music as... Software!
  • 39. My top 10 for ‘Monetizing Music’ from music products: downloads, CDs etc from music services: streaming, bundles, revenue sharing, flat-rates from broadcasting & public performances from licensing: synchronization / B2B deals from branding & sponsorships from live performances, concerts, events from virtual concerts etc from virtual goods (licenses) from new kinds of ‘stuff’ (merchandising etc) from direct-to-fan services
  • 41. Mike Masnik (Techdirt) nailed it, last year
  • 42. The process 1. Attract the right people by offering relevant Content 2. Get and hold their Attention, build Trust 3. Think Followers not Users 4. Offer added values to convert followers into $$
  • 43. The Vortex Principle Upstream Downstream Source: STLPartners / Telco20.net
  • 44. The mission: get the vortex to spin. Connect upstream and downstream opportunities.
  • 45. Upstream Revenue Opportunities: Some Examples • High-Definition Content (Classical, Jazz, Concerts...) • Concert downloads (after attendance, or without) • Virtual concerts, events, clubs • Virtual goods (e.g. wallpaper, icons, greetings etc) • Fan packages (direct connection to artists, pre- releases, customized editions, special privileges etc) • Special products 2.0: compilations, audio-video packages (see SoundWalk), mobile applications etc • Next-generation physical products (e.g. 2 TB interactive & connected DVD+) • Custom-made, on-demand merchandising (see Nike+) • Many more that are yet to be invented...
  • 46. Selling copies is only the tip of the iceberg Sell downloads, CDs... Copies Your task: to define and exploit what’s below!
  • 48. Please: forget most of what you know about Advertising
  • 49. About Advertising and $ for Music Yes, it has been disappointing up to now Advertisers are usually 5 years behind Global spend on Ads: ~ 700 Billion USD Every large audience can be monetized Mobile, video and social media ad budgets will dramatically increase in the next 18 months It may take longer than anticipated - but will end up much larger than we thought!
  • 50. Yes, there are serious $$ in Advertising
  • 51. • ~ $ 900 Billion USD Global Advertising Spend in 2012 • 30-50% shifting to digital media / interactive / mobile • Opt-in, personalized, targeted Advertising = Content • Ads have always paid for Content
  • 52. Virtual Items: a huge opportunity for Music!
  • 53. Where are the new markets?
  • 54. Do get into Branding you have to be a ... Brand!
  • 55. Rivers of Content - big Opportunities in:
  • 56. The New Generatives Content Sales Selling Context Selling Curation Selling Timeliness 5% Embodiment / Packaging 15% 20% Selling Relevance Others 15% 15% 10% 20%
  • 57. Action Spots (Summary) • Mobile (Applications!) • Advertising / Revenue Sharing (e.g. Social Networks, Search, Portals & Communities) • Flat Rates & Blankets (fka Broadcasting, now: Telecoms, ISPs and mobile operators) • Synchronization (TV, ads, movies, games) • Branding & Sponsorships • Virtual Items • New Music Products (RBT etc) • Up-selling from ‘free’ (High Definition, AR etc) • Customization & Personalization • Virtual concerts & events
  • 58. As Steve Jobs says: Stay Hungry. Stay Foolish.
  • 59. Thanks for your time! email me at gerd@mediafuturist.com twitter.com/gleonhard Facebook: gleonhard more presentations at www.mediafuturist.com