abi dodbiba - is digital piracy the root of all evils for the creative industries in europe?...
DESCRIPTION
In her presentation she describes the quantitative system dynamics model that she built in order to assess the financial impact of digital piracy on the revenues of the creative industries in the European Union (EU27). Following the findings of the simulation, some conclusions will be drown on the current state and future options of those industries, in view of the market changes brought by the shift towards a "digital paradigm".TRANSCRIPT
Abi
By: ABI DODBIBA
¡ A modelling methodology ¡ Helps in creating virtual representations of complex systems dominated by feedbacks
¡ Systems are complex (non-‐linear), closed and change over time
¡ Most important principle of SD: Structure generates behaviour!
¡ Actually: from Soap (solid vs. liquid)
¡ Another important example: Cameras (analog vs. digital)
¡ However: there are differences with the case of digital distribution of creative work
¡ The creative industries throughout the world
are claiming that piracy is the cause behind their loss in profit.
¡ Technological development: increased access to the Internet and increased usage of personal devices
¡ Attitudes towards consumption have changed
¡ In the meantime, the distributors of content and legal institutions have not kept up with the pace of tech innovation
¡ Lack of definition on what piracy – where do you draw the line of legal vs. illegal
¡ Young adults, mostly students and males ¡ Lower income – could be related to the young age ¡ Usually assign to creative content a lower value than its retailing price
¡ Risk lovers –regulations seen as a challenge, rather than an prohibition
¡ Skilled internet users ¡ Tend to apply neutralization techniques -‐ denial of responsibility, denial of injury, denial of victim, “everybody else is doing it”, entitlement
¡ Feel low magnitude of consequences
¡ Piracy eliminates the notion of scarcity à Supply is substantially increased
¡ Also, supply and demand are not clearly distinct
¡ 3 main sections in the model:
§ Content distribution – how do people acquire content?
§ Revenues of the creative industries – how does the industry earn their income
§ Employment – how many are employed in the sector
Content distribution
3 channels of distribution that make it possible for consumers to get ownership of content 1. Physical
distribution – physical purchase of content in CD, DVD, or hard copy print format
2. Digital distribution – purchase of content in digital format
Content distribution
Content distribution
3. Pirated consumption – illegal downloading of copyrighted content
¡ Total Revenue = physical sales + digital sales + streaming subscriptions + alternative consumption
¡ Streaming subscription – access, but no ownership ¡ Alternative consumption – revenue coming from
purchase of derivative products of creative content, such as live events and other merchandise
¡ + Sampling effect – purchase in digital format that comes from piracy: consumers test content before deciding to purchase
¡ The part of sales revenue that remains after covering production costs for physical distribution and paying the Government’s fees defines employment
¡ The base of employees is divided
into core and non core employees, with the ratio between the two favouring core employees
¡ Core employees are responsible for the creative process and are paid more than non core employees, who are responsible for the production of complementary goods
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¡ Revenue -‐ decreasing prior to 2013, because the cost of physical production is too high compared to total sales. This leads to firing of employees and slowing of production.
¡ Towards the end of 2012, digital sales become higher than physical sales, which leads to the reawakening of the industries. After 2013, the continued increase in digital sales drives up total sales, employment and profits.
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¡ The fall in total sales until 2013 leads to an decrease in the number of employees (core and non core) working in the industries.
¡ Employment picks up after 2013, when total sales start increasing.
Unique pieces
Marketable pieces
Pieces for digital use
Creation rateCore employeesCreative Coefficient
+
+
+
Pirated distribution
+
Market multiplier
Commercializationrate
+ +Physical
distribution rate
Yearly physical sales
Yearly digital sales
Number of streaming orpreview subscriptions
Alternativeconsumption
Avg physical price
Avg digital price
+
Sales Revenue
+
+
+
+
Avg streamingsubscription yearly
price
Avg price of altconsumption
Streaming revenue
Revenue from altconsumption
+
+
+
+
+
+
Industry profit
Industry costs
+-
-
Digitaldistribution rate
++
-
Employment cost
Production cost
+
+
Sampling effect
+
+
Discard rate
Extinction rate
-
-
Cost per core employeeCost per non core
employee
Non core employees
+ ++
Wage worth
Max new numberof hirings
Core hiring
Core firing
Non core hiring non core firing+
-
+ -
++
Gov's revenue
+
Gov's rev fraction
+
Propensity forphysical purchase
+
Effect of price gapon distribution
-
+
Propensity fordigital purchase
+
Trend of spendingdisposable income over
time
-
Avg shelf time
Digitalization trend
Avg extinction time
+
-
-
Reproduction rate
Reproduction factor
+
+
+
+
Piracy multiplier
Technical dexterity
Propensity to pirate
Effect of averageprice on piracy
Effect of releasetime delay
Forgone revenue
++ + +
-
+
Total reach+
+
+
+
+
<Physicaldistribution rate>
+
+
+
Avg unitary cost
+
Effect of HBC
+
<Effect of HBC>+
Total employmentcapacity
+
-<Production cost>
-
-
<Avg digital price>
Total newemployment needs
+
+
--
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¡ Model construction was focused on distribution
¡ The structure for the creative process, employment and cost are simplistic
¡ It is not possible to distinguish between the various smaller markets within the model (music, film, book, and software market respectively)
¡ Prices stay constant even though they can be a mechanisms to offset the negative impacts of piracy
¡ No capacity limitations, which causes the model to grow exponentially in the long run
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¡ Fragmented body of definitions
¡ Difficulty in obtaining data à some had to be “guesstimated”
¡ Some variables were conceptually derived from the readings, and their values are based on the reported trends, but there are no exact estimates, mostly perceptions of magnitude
¡ Piracy is not confined by national borders à hard to track pirates down and understand where they operate from
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Years
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2e+14Industry profit: 1 - 2 - 3 -
1 1 11
2 22
2
3 33
3
¡ Scenario 1: stop physical production after 2020 § Rationale: eliminate
production costs § Method: production is
stopped in 2020, but the stock physical content is drained a little later. Digital production is increased.
§ Result: Profits substantially improve compared to the base future run
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¡ Scenario 2: Pirate and legal partnership for providing dual-‐valuation copies of creative content.
§ Rationale: Foster the collaboration of pirates and legal creators, taking advantage of their best assets
§ Method: using the pirates’ platforms for downloading to sell content legally; offering two purchasing options with different valuation – a higher priced and higher quality version of content + extras, and a lower priced, lower quality copy
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¡ Young, tech-‐savvy consumers with a tendency to pirate are entering the market, whereas mature, paying consumers are exiting it
¡ The goal of pirates is not profit ¡ Need for unified, international legislation ¡ Advertising as a source of revenue since the advent of free alternatives (such as unpaid streaming)
¡ Piracy à not as detrimental to the creative industries as it is claimed – in fact, it might even be a positive factor in promoting digital sales (sampling) and alternative consumption, thus expanding the customers base
¡ Survival in the market is dependent upon the realization that companies need to embrace the digital aspect of business
¡ Successful business models for the digital world are still in the making
¡ Companies with higher adaptability to change are better suited to the new digital environment, therefore start ups and new comers in the market are more likely to succeed
¡ Incumbent companies need to learn to partner up with new comers
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Feel free to ask questions!