The 2019 edition of our series of reports on the state of the entertainment industry in the internet era. A close look at the latest data on the music, video, book, and video game industries that not only does digital technology continue to drive a huge amount of creativity and fuel new and different businesses, it is leading massive revenue growth in many traditional entertainment businesses as well.
The entertainment industries have led a worldwide campaign to ratchet up “anti-piracy” laws — but have they been effective in either reducing piracy or increasing revenue? Recently, there have been some very positive signs for those industries, while people have been signing up for popular authorized services. These two factors raise a serious question: is the success caused by the innovation or the legal changes? Is it the carrot or the stick that is leading us into this new world?
Read the full report below, or check out some of the key findings [pdf].
Ever since the internet became a place where copyright infringement was rampant, we’ve seen the same basic playbook from the legacy entertainment industry: pass stricter anti-piracy laws. In the 30 years predating the big fight over SOPA in 2011-2012, the US had passed 15 separate anti-piracy laws. Countries around the globe (often under pressure from the US) have passed increasingly more draconian copyright laws designed to “stop piracy.” And when they can’t pass laws directly, they resort to international trade agreements, like the TPP, whereby trade negotiators (who are directly influenced by the legacy entertainment industry) negotiate deals in back rooms that require stricter anti-piracy laws. And none of it works. Sure, when a new law first goes into effect there may be an initial, short-term decrease in piracy rates, but it doesn’t last for more than a few months, as people quickly go back to finding ways to access the content they want.
So how about a different approach? One that actually does work. One that has been shown, time and time again, to actually reduce piracy rates? Enabling more innovation and allowing more services to legally deliver what consumers want.
Content Creator of the Month is a new project from Copia. Each month, we’ll profile a new content creator who is doing interesting and compelling things, often using the internet in innovative and powerful ways. Here is the very first instalment…
A few weeks ago, a couple of friends friends were tweeting about an incredible new YouTube video in which some people created a “real life first-person shooter” and hooked it up to Chatroulette, Skype and Omegle. Random people on the services were transported into this game, which they controlled with their voice. If you haven’t watched it, find ten minutes to check it out (or just 5 if you speed up YouTube to 2x speed). It is incredibly detailed, and awesome beyond words:
This was the original launch post on Techdirt for the Copia Institute, on the first day of our 2015 Inaugural Summit.
A month ago, I gave a little preview of the news that we, the team behind Techdirt, were launching a new think tank and network of innovators called the Copia Institute. That launch is happening today, with our event in San Jose, and I wanted to just provide a short post on why we’re doing this, and why it’s so important.
The word “copia” is Latin for abundance — and over nearly two decades of following, researching and writing about the innovation industries, over and over again, we see that it’s the story of abundance. Of an abundance of information, certainly, but also of the role that abundance plays in everything that we do. Businesses, business models and government policies that were all built for a world of scarcity run into trouble when suddenly plopped into a world of abundance. And we see it happening every day. There are the obvious ones that we talk about all the time around here: music, movies, news and software. But it goes way beyond that. A switch from a world of scarcity to one of abundance is going to impact nearly every other industry as well: manufacturing, finance, healthcare, energy and education among others.
This report looks at data about the US entertainment industries to get a glimpse into what’s happening around the globe. The basic story certainly remains the same: within the US there has been an explosion in creative output over the past couple of decades. While the nature of the various industries may have changed, the simple, undeniable fact is that there is a cornucopia of amazing new content being produced, consumed, shared and monetized.
For years now, the legacy entertainment industry has been predicting its own demise, claiming that the rise of technology, by enabling easy duplication and sharing — and thus copyright infringement — is destroying their bottom line. If left unchecked, they say, it is not only they that will suffer, but also the content creators, who will be deprived of a means to make a living. And, with artists lacking an incentive to create, no more art will be produced, starving our culture.
It seems obvious to many that this could not possibly be true. This report takes a close look at six key markets: Germany, France, the UK, Italy, Russia and Spain. Not only is the sky not falling, as some would have us believe, but it appears that we’re living through an incredible period of abundance and opportunity, with more people producing more content and more money being made than ever before. As it turns out… The Sky Is Rising!