|
The
Digital Media Manifesto |
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|
Source |
S. Carmichael |
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|
Title |
Digital Media value chain analysis |
No. |
030825carmichael01r01 |
This is a start at trying to round out the value chain. Compared to the DM Value Chain Player Definition and Cost/Benefit Matrix of 030822chiariglione 01, I have added a group labeled Producers which includes the studios, labels, sound people, etc. that take a raw creative work, refine it, and move it toward distribution.
Below I have added a cost/benefit stack. It establishes categories for cost and benefit elements, so that it will be easier to quantify a players cost/benefit associated with DM. The elements, for illustrative purposes, are at break even. Should the sum of the cost as compared to the benefit push the centerline into either the red or black, that player along the chain could be viewed to have an incentive/disincentive to do its part in helping to realize an end to end DM framework.
For the players in the chain each of the elements below is in play, but have a different magnitude and significance. For media companies, soft costs may be the most formidable, the potential for loss of IP being a more obvious one, but the requirements of cultural change perhaps being the more intractable. The aggregators and disseminators have formidable infrastructural capital expenditures to make the DM conversion. The CE manufacturers and software developers can have huge R&D costs to create products that are capable of meeting the markets requirements, let alone making a profit.
I have renamed the matrix provided in 030822chiariglione 01. The next step is to make sure all players are listed, better define them, and then create a more detailed list of cost and benefits. From there, exploring each cost and benefit will help us define the relative preparedness of each of the players to respond to DM opportunities.
This is not the ultimate model, but I think it is a start at allowing us to quantify the perceived and actual cost/benefit of players along the chain.
| + | New Revenue Streams |
products, formats, e-commerce, data asset, applications |
(A) | |
| + | Cost Reduction |
reduced staffing, production time, sales cycles |
(B) | |
| + | Expansion of Base |
geographically, volume, product diversification |
(C) | |
|
Break-even |
||||
| - | Soft costs of change |
business models (loss of IP), training, strategy, process, marketing |
(A) | |
| - | Hard costs of change* |
networks, hardware, software (infrastructure) |
(B) | |
| - | Research & Development** |
software and hardware developers primarily |
(C) | |
| Note: | "+" | benefit |
| "-" | cost | |
| * | R&D is considered an elemental business function of a given organization, such as a software development firm. Planning costs for an organization less engineering oriented, such as a traditional media company, would be considered a soft cost. | |
| ** | Sunk hard costs are not considered as part of new cost structure. |
DM Value Chain
Player Definition and Cost / Benefit Matrix
|
Player |
Definition |
Examples |
Costs |
Benefits |
Creators |
Composer, Screen writer, Performer, |
A: Time to develop of new skills (training)
|
A: More opportunities to have creations
remunerated (relates to C:) |
|
Producers |
Film/TV/Music studios Publishers |
Sony - film |
A: Loss of control to creators |
A: Increased range of product types /
variations |
|
Content repositories |
Library
|
SF Public Lib |
C: Possibility to provide universal access to content |
|
|
Rights societies |
Rights intermediary and standards developer |
ASCAP |
B: Loss of levies |
A: Opportunities of new services |
|
DRM solution providers |
Provider of Rights Management Systems, and integrators |
SAP, Rightsline, BearingPoint |
A: Sales and Marketing |
A: Opportunities to deploy solutions. Potential for new products |
|
Media companies |
Managers and owner of content, and often production and distribution facilities |
Sony |
B/C: Accelerate transition to digital |
A: More opportunities to distribute content;
e-commerce, data asset; consumer application sales |
|
Apps providers |
A: Sales and Marketing |
A: Creation of new markets |
||
|
Aggregators (network) |
Cable, and IP based content providers |
TW |
A: Change in model, retraining, new staff |
B: No need to be concerned with end-user
devices |
|
Aggregators (broadcast) |
Radio / TV Stations |
CBS |
A: Change in model, retraining, new staff |
B: No need to be concerned with end-user
devices |
|
Back-office apps providers |
FICO, DAM, Ad, DRM, Customer Date Base, etc. |
SAP, |
A: Sales and Marketing |
A: Demand for new applications |
|
Connectivity providers (network service providers?) |
Two Way-IP based service providers |
TW, Earthlink, |
B: Service
Provisioning
|
A: Opportunities to bundle infrastructure
services with higher-level services |
|
Network service providers (Same as above?) |
Cap Exp for development / risk |
More access required by users |
||
|
Portals |
Gateway to key digital media services |
Amazon, e-Music |
A: Right negotiations |
A: More services than possible today |
|
Device manufacturers (HW) |
Devices required for management, and consumption of DM all along the Value Chain |
Scientific Atlanta, MAC, Sony |
A: Sales and Marketing |
A/C: Creation of a dynamic market of devices |
|
Device manufacturers (SW) |
OS, game, DM Management SW |
Palm, Real Player, Sony Java, JINI, Windows CE |
A: Sales and Marketing |
A/C: Creation of a dynamic market of software applications |
|
End users |
Consumer of Media, commercial and non commercial |
Teenage, Restaurant, Magazine Publisher, |
A: Time to update skills |
Richer access to content |