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Monday, October 31, 2011

Intandem Partners with IFA for Digital Distribution of Films in North America




Intandem Films, the London based international film group, is pleased to announce that it has signed an agreement to collaborate with a Los Angeles based distribution and acquisition company, IFA Distribution ("IFA") to distribute films which are financed by IFA, throughout the world, excluding North America.

IFA is a joint venture between FUNimation® Entertainment and American United Entertainment, LLC. ("AUE"). IFA Distribution, will distribute films for the North American region, with a leading Home Entertainment & Digital Media distribution platform.

It is expected that the deal will supply Intandem with approximately 20 films per year, increasing revenues and helping Intandem to build its film catalogue in anticipation of the expected growth in `video on demand' ("VOD") and other forms of digital distribution. Currently, Intandem's catalogue consists of approximately 40 films.

One of the films being produced under this collaboration is 3D supernatural thriller Glimmer, set to star Amy Smart (Crank, The Butterfly Effect) and Shawn Roberts (Resident Evil: Afterlife, X-Men). The $5million budget film is due to be released in the fourth quarter of 2012.

Furthermore, four films have already been completed including Stag, A True Story, Path of Souls and Construction. Other films in development and filming include Finding Iris, Misfitswith Guy Pearce and William Fichtner `s Cold Brook. The films under this collaboration will mainly be lower budget, focusing on thriller, comedy and faith based genres.

Faith based films are a growing genre in the film industry and recently films such as Fireproof, Facing the Giants andCourageous have been produced for under $3m and have gone on to gross a total in excess of $100m at the US box office alone. Finding Faith, starring Tom Cavanagh is due to commence filming in December and will be the first faith based film to be produced under the collaboration between Intandem and IFA.

Cricket's Muve Music Partners with InGrooves for Digital Distribution










Cricket Communications, a leading provider of innovative and value-driven wireless services, today announced that its Muve Music service has signed an agreement with independent digital music distribution company INgrooves.




INgrooves, brings an exceptional independent catalog to Muve Music that includes labels such as Nettwerk, Metropolis Records, ESL Records as well as Rostrum Records—featuring one of the best up-and-coming hip hop stars in the industry, Mac Miller.

"We are seeing tremendous interest from independent artists seeking to make their music available via Muve Music and this agreement, that has just been signed with INgrooves, moves us in that direction," said John Bolton, Sr. Director, Product Development for Muve Music. "Muve Music will expand its catalog to over five million songs by the end of the year, and with the addition of INgrooves music catalog we will greatly deepen the Latin, Alternative Rock and Hip Hop genres."

How to Get Muve Music

Muve Music is available on the Samsung Vitality, ZTE Score and Samsung Suede at Cricket company-owned stores and at www.mycricket.com, as well as through select partner retail outlets such as Best Buy. Additional accessories are available for purchase including premium headphones, expandable memory an audio jack and Bluetooth adapter to connect to home and car stereos, either wired or wirelessly.

For more information about Muve Music, visit www.muvemusic.com, and for Cricket's dynamic device lineup, visit www.mycricket.com. To follow Cricket's latest news and updates online, go to Facebook at www.facebook.com/cricketwireless and Twitter at http://www.twitter.com/cricketnation.

About Cricket

Cricket is the pioneer of simple and affordable unlimited wireless services with no long-term commitments or credit checks required serving approximately 5.7 million customers. Cricket products are available nationwide. Cricket offers wireless voice and broadband Internet services over the latest technology, high-quality, all-digital 3G CDMA2000 1X and 1xEV-DO wireless network. Cricket's nationwide wireless voice service plans include unlimited anytime minutes, unlimited U.S. long distance, unlimited text and picture messaging, unlimited text to Mexico, unlimited Mobile Web, unlimited directory assistance, as well as a variety of calling features and feature-rich mobile applications such as popular games, ringtones and wallpapers. For more information on Cricket, visit www.mycricket.com. Cricket is offered by Leap Wireless International, Inc., headquartered in San Diego, Calif. For more information on Leap, visit www.leapwireless.com.






External Reference: www.sacbee.com

Friday, October 28, 2011

Advertisers Will Boost Digital Ad Spending in the Next 12 Months



Advertisers and agencies will increase spending on digital video advertising by 25 percent over the next 12 months and would amount to about 23.8 percent of total online ad budgets, according to a study conducted by Advertiser Perceptions for Casale Media.

The study surveyed more than 150 media buyers, managers and planners at leading advertisers and agencies in the United States.

Digital Video Advertising: Removing Barriers Equals Greater Opportunities,” is based on an October 2011 research study conducted by Advertiser Perceptions for Casale Media that surveyed more than 150 media buyers, managers and planners at leading advertisers and agencies in the United States. The report examines the factors contributing to online display and video media decisions.

Respondents generally agreed that video advertising provides a much more engaging environment for marketers to relay their brand messages.
The report shows that growth in spending on video ads will require key factors:
Removal of barriers: A separate study by eMarketer found that 85 percent of advertisers and ad buyers are more likely to book video ads if the planning, creative and execution of video ad campaigns were more simple and painless. More than a third of those surveyed in the Casale Media study found the planning (38 percent), creative (40 percent), and execution (35 percent) phases to be difficult.
Increasing awareness: Marketers and agencies view digital video advertising as one of the most effective ways to realize brand lift — 80 percent of the survey’s respondents use video ads to increase awareness of traditional and new brands, products and/or services.
Measuring and realizing a return on investment: The most common responses to why marketers are not using digital video advertising more were because it is too difficult to measure ROI (40 percent) and there is not enough ROI to justify increasing spend (38 percent).

“When it comes to video, many online advertisers still perceive it as the Wild West because it continues to evolve and grow, but without giving publishers and advertisers enough control,” said Joe Casale, CEO of Casale Media.

“Our research provides clarity for those involved in online media spending decisions to help identify where the barriers are, how to overcome them and realize the maximum potential of digital video advertising.”

The Digital Video Advertising report details the issues marketers are facing in each phase of a video ad campaign — planning, creation and execution — as well as who is most responsible for budget and creative decisions at brands and agencies.


External Reference: www.techjournal.com

Thursday, October 27, 2011

GMA Records Partners with Valleyarm Digital for Distribution in Asia




GMA Records sealed an agreement with Valleyarm Digital Pty Ltd., Asia Pacific’s leading distributor of digital music, to be the latter’s official partner in aggregating and distributing its digital music content in the country. This is in line with GMA Records’ continued efforts to find new distribution channels by making its music available on the internet via iTunes, Amazon , China Mobile , among others.

Aside from which, the partnership will also give rise to several concert productions by bringing foreign acts to the country, and vice versa. GMA Records will also assist Valleyarm as a sub-publisher for its music content in the Philippine territory.

External Reference: http://www.malaya.com.ph

Wednesday, October 26, 2011

PlayJam raises $5M to bring casual games to your TV



TV gaming startup PlayJam announced Tuesday that it has raised a $5 million Series A funding round from GameStop Digital Ventures, Adobe Ventures, Endeavour Ventures, London Venture Partners and others. The financing comes as PlayJam sees a massive opportunity to bring new games to connected TV platforms.

PlayJam got its start by providing casual games to pay TV operators as a value-added, interactive TV experience for their customers. Over the past several years, it has seen more than 6 billion game downloads on those platforms. But with the growth of new connected TV platforms from major consumer electronics manufacturers, as well as the massive increase in broadband connectivity, PlayJam no longer needs to strike deals with operators for distribution.

Instead, PlayJam can distribute games on connected TVs and reach consumers directly instead. So far, it has games on TV app stores from major manufacturers like Samsung, LG, Panasonic and Sony. Together, those TV makers account for more than half of all connected TVs sold. And the market is growing: IHS iSupply, for instance, estimates the number of connected TVs, game consoles and Blu-ray players will top 500 million units in 2013, outpacing PC shipments in that year.









That’s a huge potential market for PlayJam, which typically distributes free-to-play games with virtual goods or paid upgrades available in-game. The microtransaction model seems to be working, as PlayJam CEO Jasper Smith told me in an earlier interview that it sees conversion rates above 40 percent, with average transaction of about $1.50 each. And unlike pay TV customers, of which only about 5 percent find or play games through their cable system’s set-top box, Smith said about 40 percent of connected TV owners download games.

As more people buy connected TVs, and actually hook them up, there’s a big opportunity for companies like PlayJam to introduce new experiences on those devices. While it’s not the only company going after this opportunity, there’s surely plenty of money to go around.




External Reference: www.gigaom.com

Tuesday, October 25, 2011

SoundExchange Contributes More in Royalties to Music Industry in Current Distribution Quarter



SoundExchange announced today that it has distributed nearly $88 million to more than 18,300 payees designated by recording artists and labels during the third quarter of 2011. SoundExchange is the non-profit performance rights organization (PRO) that was appointed by the Copyright Royalty Board to collect and distribute statutory performance royalties owed to recording artists and sound recording copyright owners. The quarterly distribution, SoundExchange's largest to date, includes royalties paid by Internet radio, satellite radio and cable TV music-only channels.

The announcement comes days after global research publication Music & Copyright reported that SoundExchange is the "global leader" in the collection and distribution of sound recording performance royalties. Total distributions made by SoundExchange in 2010 were $249.2 million, up from $155.5 million in 2009.

"We've processed an unprecedented amount of digital performance data this quarter, which is proof positive that consumers are listening, purchasing and enjoying music in more ways than ever," said SoundExchange President Michael Huppe. "These payments are the result of billions of digital performances by thousands of music services every month. It is our responsibility to ensure that this upsurge of digital performances can be converted into a reliable revenue stream for those who created the music."

SoundExchange's continued investment in world-class technical expertise has been critical in ramping up the organization's ability to ingest and process high volumes of data. In addition to the accomplishments of the SoundExchange staff, the distribution was aided by the help of the very artists and labels who are receiving these payments. SoundExchange's claims processing program permits copyright owners to claim tracks that have been reported without sufficient data. Through the claims program, artists and labels help SoundExchange as well as themselves by ensuring the organization has accurate metadata for recordings. Fully $15 million of the quarter's payouts were the result of claims and adjustments.

Artists and copyright owners are encouraged to learn more and register to receive royalties for their work at http://www.SoundExchange.com/.

About SoundExchange

SoundExchange is the non-profit performance rights organization that collects statutory royalties from satellite radio, internet radio, cable TV music channels and other services that stream sound recordings. The Copyright Royalty Board, created by Congress, has entrusted SoundExchange as the only entity in the United States to collect and distribute these digital performance royalties for featured recording artists and master rights owners. SoundExchange has paid out more than $800 million in royalties. For more information, visit www.SoundExchange.com.

External Reference: http://www.sacbee.com

Monday, October 24, 2011

Irdeto Acquires BayTSP



Irdeto has acquired BayTSP, the search, discovery and anti-piracy company based in Santa Clara, California.

“We see content distribution moving to the internet and a need for new capabilities in technologies and services providing security and solutions,” Pieter van der Honing, vice president corporate development, Irdeto, told Broadband TV News. He explained that the BayTSP technologies would enhance Irdeto’s capability, already present through the Active Cloak technology, to enforce security service to detect where content is being distributed and used across the internet. “BayTSP shares our vision of digital distribution and taking a broad view of entertainment, not just video, but including gaming and live sports.”

Formed in 1999, BayTSP’s customers include Hollywood studios, and other customers such as Comcast, Sony and Toshiba.

In July Irdeto purchased the BD+ technology used to secure content on Blu-ray from the Rovi Corporation, which is also being added to Active Cloak’s capability.

External Reference: http://www.broadbandtvnews.com

Sunday, October 23, 2011

CrowdStar Revamps its Strategy for Gaming Distribution












Game maker CrowdStar is unveiling a new business strategy today to grow its game business into a multiplatform empire.

The new strategy, which the company is calling “Project Trident” is a three-pronged approach to take a hit franchise and leverage it across multiple platforms and multiple territories, Peter Relan, chief executive of Burlingame, Calif.-based CrowdStar, told VentureBeat. The three prongs are 1) creating mainstream female-oriented games for Facebook, 2) extending those games to smartphones and tablets and 3) launching the games in various markets in Asia.

To take its games global, CrowdStar is launching eight different variants of its popular games in the fourth quarter so that its shopping and fashion-oriented “Girl” franchise games (It Girl on Facebook and Top Girl on mobile) will be available in all major territories in the world across 10 different social networks on the web, iOS, and Android, Relan said.

That’s a considerable jump in distribution, since the company was pretty much Facebook only at the start of the year. ”So far it is going very well,” Relan said. While the goal is to make a game that reaches a billion users, Relan said that’s still some time away.

Relan has outlined his ambitious strategy to reach a billion gamers before.

CrowdStar will take its Girl franchise into Asia in a partnership with Korea’s online game giant NHN. In a deal with NHN Japan, CrowdStar’s It Girl will debut in the Japanese market. Sometime later, the company also hopes to launch new games in Korea and China. The company plans to introduce five versions of It Girl and Top Girl across five different social networks in Asia.

For mobile games, CrowdStar’s Top Girl game has been downloaded more than 4 million times in four months. As a result, mobile game revenues are expected to be half of the company’s revenues this year. As CrowdStar takes its games to different territories, it is customizing the art, theme, characters and other details to fit the local language and culture. It Girl has 330,000 daily active users and 3.4 million monthly active users on Facebook. But the Girl franchise across all platforms has 1 million daily active users and 8 million monthly active users across Facebook, Asia, and mobile markets.

The company is still building games for Facebook and expects to launch a game this weekend. Rivals include Electronic Arts and Zynga.


External Reference: www.venturebeat.com

Rhythm Score Launches New Platform for Music Distribution and Ratings





RhythmScore, LLC announced the official launch of RhythmScore.com today, an innovative new music website designed to provide musicians with a way to showcase their talent to a global audience.

The advent of online digital distribution and promotion has been a boon to unsigned and independent artists. The major record labels no longer have absolute control over what material is presented to music fans. The World Wide Web has fundamentally transformed how new music and artists are discovered. However, the proliferation of material across a wide array of band websites, social media, and music blogs has severely complicated the task of promoting an artist’s work online.

There are several large web sites that allow musicians to post their work, but there is a dearth of online services that promote the discovery of independent artists by fans.

Artists can post their original music on RhythmScore and receive feedback from fans. Artists can also set up a profile containing a short biography and include links to their personal webpage and social networking pages.

When music fans visit rhythmscore.com, they are presented with songs in random order and asked to rate them on a ten-point scale. This system serves to promote the discovery of new music and artists by fans. James Adam, co-founder of RhythmScore, LLC, is excited to finally announce the website. “Over the last several months, we’ve been testing the service with a limited number of artists and have been receiving great feedback from the community. We set out to create a simple, intuitive service that makes it as easy as possible for fans to experience new music and we’ve achieved exactly that,” said Adam.




External Reference : www.digitaljournal.com

Saturday, October 22, 2011

Harry Fox Agency (HFA) Extends Licensing Agreement with BFM Digital







The Harry Fox Agency, Inc. (HFA), the nation's leading provider of rights management, licensing and royalty services for the music industry, announced today an agreement to provide BFM Digital, a leading independent music distributor specializing in customized strategic marketing, promotions and support solutions, with technology-driven rights management solutions supporting growth and profitability.

Under HFA's licensing agreement with BFM Digital, which commenced in 2006, HFA will continue to clear the rights for songs distributed by BFM Digital to key digital stores in the US. The new expansive agreement will provide BFM Digital with a seamless and fully transparent back-office solution for broader rights administration and management, ensuring optimal operations for their business.

With over 85 years of rights management expertise and the industry's largest database of songs, HFA is the go-to source for music licensing in today's shifting digital landscape. HFA's suite of customized solutions allow music services, digital music distributors, labels and other sectors of the industry to focus on their strategic imperatives, while HFA efficiently and effectively handles the complexities of copyright management in the digital age.

"HFA is pleased to be the licensing authority for so many different segments of the music industry. Our unmatched expertise in this area allows BFM Digital to concentrate on delivering top-notch strategies supporting the indie artist and label community," said Michael Simon, Senior Vice President of Business Affairs, General Counsel and Chief Strategic Officer for HFA.

"At BFM, we are always trying to create added value for our label clients. Licensing of Permanent Digital Downloads (PDDs) is a key benefit to them and HFA allows us to provide this service in an efficient manner," said Steven Corn, CEO, BFM Digital. He continued, "With their combination of technology and personal service, it's a perfect solution for us."

External Reference: www.shootline.com

Friday, October 21, 2011

We Maybe Out Drinking and Blowing that STRONG This Friday...But Digital Distribution is Still the Topic




Flingo, the leading publisher of applications for the smart TV, and Collective Digital Studio (CDS), the online content division of the Collective, today announced a strategic partnership to extend the distribution of artist-created video to millions of televisions and set top boxes worldwide. By working with Flingo, CDS' online video celebrities, such as The Annoying Orange, Fred, FreddieW and iJustine, will now be available on the TV with their own branded apps - sitting next to Netflix and YouTube in the Smart TV app stores. This extends their audience into the top-level TV interface for Samsung, LG, Vizio, Insignia, Western Digital, Popbox, Google's Android Market for TV, and a growing number of Flingo-enabled devices in the living room.

CDS offers artists a full range of creative, social media and distribution solutions to help them identify, develop and maximize opportunities across multiple platforms. CDS produces the original Yahoo! Web series "In the Dressing Room" with Cat Deeley, the host of "So You Think You Can Dance," and the celebrity talk show "Figgle Chat" featuring Lucas Cruikshank AKA Fred. CDS is in the process of rolling out a Fred animated series produced by Kate Boutilier and Eryk Casemiro ("Rugrats" and "Wild Thornberries"), and "Video Game High School," a new feature length original web series from FreddieW creators Freddie Wong and Brandon Laatsch. CDS also distributes Web series and artists including The Annoying Orange, iJustine and Megan & Liz. CDS brands attract hundreds of millions of views a month online and in traditional media.

"Our goal is to ensure that our artists and partners enjoy ubiquitous distribution of their content on as many platforms as possible," said Michael Green, CEO of the Collective. "The deal with Flingo provides an exciting opportunity for millions of consumers to experience and enjoy CDS content directly on their TVs."

Flingo's application publishing suite enables an ecosystem where media creators, brand advertisers and device manufacturers converge to give viewers a more engaging and personal TV experience. Viewers enjoy more content on TV than ever before in a highly personalized, interactive experience. Additionally, they can share their favorite moments across popular social networks. Flingo is currently available on 7.2 million screens, in 117 countries worldwide.

"The Collective provides its talent roster a great service by seeking new distribution channels, embracing new monetization strategies and connecting directly with fans online," said Ashwin
Navin, CEO and co-founder of Flingo. "Our partnership enables artists recognized worldwide to reach millions of people in their living rooms with the convenience of a TV remote control at any hour of the day with a more dynamic, engaging viewing experience than traditional broadcast."

About Flingo

Founded in 2008, Flingo delivers a more engaging TV experience through its portfolio of applications. Flingo publishes more Smart TV apps than any other company in the world and is a product and service of Free Stream Media Corp. For more information, go to www.flingo.tv.

External Reference: http://www.sfgate.com

EA's Origin digital platform surpasses 5 million daily users



Electronic Arts’ Peter Moore has revealed that the company’s digital distribution platform Origin has surpassed 5 million daily users in just four and a half months. Moore also makes some bold predictions about where he sees EA in the next five years.

EA launched Origin at the Electronic Entertainment Expo in June as a key rival to Valve’s Steam storefront. The service garnered much attention as it was revealed that Star Wars: The Old Republic MMO would be an Origin digital exclusive. Furthermore, Battlefield 3 will require EA’s Origin service regardless of where you buy it, including retail.

Origin hit the 4 million user mark just last month before opening the beta for Battlefield 3. In addition to Star Wars which is scheduled to launch on December 20, the service has two other big launch titles in the pipeline. The next iteration of The Sims and Mass Effect 3 will likely drive plenty more users to EA’s digital storefront.

Short-term goals include continuing to work on Origin to make it really enhance and complement the game experience, not get in the way of it.

As for what the future holds, Moore believes EA will be one of the few video game companies that recognized and went along with trends in the marketplace. The EA of the future will be a company that is almost completely digital; the packaged goods distributor will largely be a vision of the past.




External Reference: www.techspot.com

Thursday, October 20, 2011

Intellectual Property and Digital Distribution



The international law firm Greenberg Traurig, LLP announced that Larry Kanusher has joined the firm as a shareholder in the Entertainment and Media Practice. Kanusher joins Greenberg Traurig from Sony Music Entertainment where he most recently served as Senior Vice President of Business and Legal Affairs for the company's Global Digital Business group.

Kanusher focuses on acquiring and exploiting intellectual property rights, with a focus in digital distribution. His areas of experience include analyzing, negotiating and drafting digital distribution deals for a wide range of intellectual property assets across a variety of evolving digital platforms, functionalities, business models and end user devices.

Prior to joining Greenberg Traurig, Kanusher served a variety of roles over a 19-year career at Sony Music Entertainment and Sony BMG Music Entertainment, including positions in the Global Digital Business, New Technology & Business Development, Law and International departments. Prior to that, Kanusher worked as an attorney for EMI Records and as an associate at Gold, Farrell & Marks. Kanusher started his legal career as a Law Clerk for U.S. District Court Judge Mitchell H. Cohen in Camden, New Jersey. In addition, Larry served as Vice President of Business Affairs for Island Records.

"Having built one of the top global digital media practices in the country, we are incredibly excited to welcome Larry to the Greenberg Traurig team," said Bobby Rosenbloum, Co-chair of Greenberg Traurig's Atlanta Entertainment and Media Practice. "Larry is very well-known in the digital music industry and he brings a unique perspective from the content owner side which is an invaluable service to our clients."

"Our entertainment and media practice is multi-disciplined and concentrates on many areas including music, motion picture, television and sports," said Joel A. Katz, Chair of Greenberg Traurig's Global Entertainment and Media Practice. "While we will continue to enhance our expertise in these areas, one area of explosive growth is digital media. Larry's focus in the digital media business combined with his extensive experience in entertainment law for many years at Sony Music brings a depth of experience to our entertainment practice."

"I'm extremely pleased to have the opportunity to work with the talented team in Greenberg Traurig's entertainment and media practice," Kanusher said. "With the support of the Greenberg Traurig team, I will be able to offer media clients the comprehensive strategic counseling and legal representation they need to bring exciting, innovative digital products and services to the global marketplace."

Greenberg Traurig offers clients a preeminent, wide-ranging Entertainment and Media Practice, with attorneys focusing on digital media, television, mobile content delivery, music, motion pictures, sports, Internet, publishing and theater. Greenberg Traurig was among the first law firms in the country to create a branded media practice -- and has emerged as a predominant global player in the digital space.

External Reference: http://www.marketwatch.com

Beatport Forms a Special Purpose Entity (SPE) for Digital Distribution







Beatport officially expanded into the world of digital distribution last night by unveiling a new company called Baseware.

According to a press release, Baseware aims to simplify the process of digital distribution for artists and labels, thereby helping them get their music on big digital streaming and retail sites. Beatport CEO Matt Adell explained the idea in a written statement: "Baseware, first and foremost, is about breaking down the barriers to getting your music heard—and actually getting paid for it—through distribution to Beatport, iTunes, Spotify, Rdio, Stompy, mobile and tablet applications, and whatever comes next."

The company is managed by Jon Lemmon, a DJ and label owner who formerly ran another digital distribution company, OSEAO. It's up and running as of today—artists and labels interested in the service can enter their contact information on the homepage and expect a response within a few days.
Official Site: Baseware

Wednesday, October 19, 2011

SoundCloud..From the Coffee Shop to the Corporate Office










SoundCloud started in a cafe on a couple of laptops. A few years later, 29-year-old Alex Ljung and his cofounder, Eric Wahlforss, are squeezing 50 employees into an office to oversee a sound-sharing platform used in over a hundred mobile apps. Like many entrepreneurs who love what they do, Ljung wonders why anyone hesitates to found a startup these days. "What's the worst thing that could happen?" he asks. "You fail and start again."







External Reference: Fast Company (www.fastcompany.com)

Nolo and Ingram Inc Partner to Distribute Digital Content




Ingram Publisher Services Inc., an Ingram Content Group Company, and Nolo today announced that Nolo has selected Ingram Publisher Services to handle its sales, marketing and distribution.

“As Nolo responds to the digital age and our new company structure evolves, our efforts are focused on content development, not distribution logistics,” said Steve Lombardi, Nolo President. Mary Randolph, Nolo’s Editor-in-Chief added “Nolo’s goal is to make the law accessible and help people find answers to their everyday legal questions. Working with Ingram will give us more time to create great new content and help us reach more consumers.”

Nolo is a leading legal and business publisher known for its comprehensive and consumer-friendly do-it-yourself books, guides, forms and software, as well as its highly respected websites and its online lawyer directory. Ingram Publisher Services will begin distributing Nolo titles on January 29, 2012.

“Ingram’s CoreSource® is already helping us manage the distribution of our digital content,” said Jackie Thompson, Nolo’s VP of Retail and Business Sales. “The market is becoming more complex to navigate, and demand for Nolo content is expanding. Broadening our relationship with a content distribution expert such as Ingram, with the right solutions and relationships already in place, will help us reshape our company for the future.”

“Ingram Publisher Services is pleased to welcome Nolo on board. They have been a progressive and important publisher for 40 years, and we welcome the opportunity to help them continue growing their business for many more years to come,” said Mark Ouimet, Vice President and General Manager, Ingram Publisher Services. “At Ingram, we continue to invest in physical and digital content distribution tools to support publishers like Nolo. Our integrated services allow more content to reach more readers, which is exactly what publishers are looking for to succeed in the changing marketplace.”

ABOUT NOLO
Nolo is a leading provider of plain-English legal information and products for consumers and businesses. A subsidiary of Internet Brands, Nolo focuses most of its efforts on its award-winning website, which features extensive free content, online tools and a consumer-friendly lawyer directory. Nolo also develops market-leading software, online legal forms, and print and ebooks. Nolo was founded in 1971 by two legal aid attorneys who set out to demystify the law for people who couldn’t afford lawyers. Since then Nolo has produced over 20 million plain-English legal guides across all areas of the law. For more information visit http://www.nolo.com or call 1-855-802-8230.

ABOUT INGRAM
Ingram Content Group Inc. provides a broad range of physical and digital services to the book industry. Ingram’s operating units are Ingram Book Company, Lightning Source Inc., Ingram Digital, Vital Source Technologies, Inc., Ingram Periodicals Inc., Ingram International Inc., Ingram Library Services Inc., Spring Arbor Distributors Inc., Ingram Publisher Services Inc., Tennessee Book Company LLC, and Coutts Information Services. For more information, visit http://www.ingramcontent.com

Tuesday, October 18, 2011

Believe Digital and Absolute Marketing & Distribution Strategic Partnership




European digital distributor and services provider Believe Digital has teamed up with London-based Absolute Marketing & Distribution to form a new strategic partnership.

Effective immediately, the deal will provide Absolute with access to Believe Digital's worldwide digital distribution network. In return, Absolute, which provides a range of sales, marketing, distribution, licensing and D2C business services for independent record labels, artists and brand-owned music labels, will partner with Believe on delivering content to its global network of online retailers on a territory-by-territory basis.

As well as content delivery, Believe Digital will also supply its new strategic partner with bespoke online marketing tools, analytics and expertise, as well as promotional and marketing support.




Commenting on the deal, Henry Semmence, Managing Director of Absolute Marketing & Distribution said in a statement: "It's great to be teaming up with another company who have the same drive for innovation. We at Absolute have always been at the forefront of online and traditional marketing but with Believe in partnership we can deliver even more of an offering to our clients both in the U.K. and internationally."

Stephen King, Managing Director of Believe Digital U.K., added, "This new strategic partnership will give us opportunity to work with Absolute Marketing & Distribution's great roster of talent on an international basis. They share our ambition and drive to improve the international reach of independent music wherever possible and our two companies are well positioned to help make this a reality. "

Founded in 2004, Believe Digital--which has offices in London, Paris, Hamburg, Syracuse (Sicily), Miami, San Diego and Buenos Aires, with partner deals in all other key territories--claims to be the leading digital distributor and services provider to independent artists and labels in Europe. Artists it represents include James Vincent McMorrow, Gotan Project, Loco Dice, MC Solaar, world musicians Femi Kuti, Tony Allen and film composer Ennio Morricone. Labels on its roster include Blanco y Negro, StudioCanal and Unique Records.

London-based Absolute Marketing & Distribution was established in 1998. Dame Shirley Bassey, Herbie Hancock, Jay Sean, The Editors, Hall & Oates, Boy George and Imogen Heap are among its past clients.

Spinlet To Launch Music Distribution Platform for Africa



Spinlet is a company dedicated to meeting the needs of music lovers and artists. The company will become the premier digital distribution service to enter the African market and is focused on promoting music as the catalyst for positive social engineering. San Francisco based Spinlet is committed to ensuring they have their finger on the pulse in the Nigerian and African entertainment industries and have recently set up a location in Lagos, Nigeria. The company has hired a local team to assist in the launch of the new Spinlet service set to release this November.

As Africa’s premier digital distribution service Spinlet will assist artists and musicians in capturing revenue streams often lost to the piracy markets. Spinlet began exploring African markets after noticing gaps in distribution of media content in Africa. Spinlet’s move to fill this void was made to revolutionize the distribution and purchasing behavior in the booming African markets.

Spinlet will work together with labels, artists and musicians to produce world-class music that can be marketed and sold throughout Africa and in international markets. The achievements already made within the African Entertainment Industry are monumental with first rate recording studios, international recognition on the rise and commercial opportunities becoming available to artists. “Through digital distribution and artist development we can help to generate economic growth, create jobs in the entertainment industries and help raise international awareness of African artists’ increasing live performance and publishing revenue” says Spinlet’s Mark Redgard.

In addition to the many benefits of working with Spinlet, the company will focus on helping artists connect with and grow their fan bases through film and tv soundtrack placement, multi-national endorsements and commercial opportunities. ”The domestic market is huge and can sustain artists singing in regional languages and experimenting with indigenous styles,” says Redgard, “we want to encourage the youth of Africa to continue to make and market their music and see that they are adequately compensated for it. They deserve commercial success just as anyone else would.”

Artists and record labels can join the Spinlet service and begin selling their music immediately upon launch of the service by contacting a Spinlet representative or submitting their music through an online process. Spinlet does not discriminate on any artists and encourages all rights holders to submit their music or contact Spinlet as soon as possible to begin the process of joining the global Spinlet brand.

External Reference: http://www.cisionwire.com

Monday, October 17, 2011

The Entire NFL Film Catalog is Available for Digital Distribution





The entire NFL Films DVD catalog will be available digitally for the first time.
The league said Monday that more than 115 titles could be purchased through iTunes, Best Buy CinemaNow and Vudu as part of its new distribution deal with Vivendi Entertainment. Previously, only a limited number were available through iTunes.
This is the first time NFL Films has granted both digital and physical rights for its home entertainment business.
The videos include Super Bowls, team histories and classic games.
—Copyright 2011 Associated Press

Digital DIstribution in Gaming is Getting Competitive











In part one of this feature, we examined the boxed-retail past that many gamers have abandoned. Now we take a microscope to the digital-driven future of PC game distribution, which many gamers have already embraced. Like downloading music, downloading games for your PC makes a shitload of sense: it's fast, convenient, better for the environment, and you can do it in your underwear and no-one will ever know. Sneaky and classy.

Where did all the money go?


Half to 70% of the $4 billion market for downloaded PC games are purchased through a platform named Steam, according to an article published by Forbes earlier in 2011. (Steam operator Valve refused to comment on the accuracy of this claim.) Though Steam was a right royal pain in the ass when it launched in 2002 during the beta period of Counter-Strike 1.6 - any gamer who recalls that frustrating time will no doubt concur - using the software is now as akin to the average PC gamer as breathing and circle-strafing. It's the gaming equivalent of iTunes. Both are clear market leaders; both maintain an enormous brand loyalty worldwide.


That same Forbes article quotes North American market research firm NPD Group as stating that, in 2010,"sales of PC games via download outstripped sales of boxed games in stores for the first time". When I question Valve VP of marketing Doug Lombardi on the significance of this outcome - was this always a goal on the agenda, or happy coincidence? - he cryptically replies, "Our goal has always been to deliver a higher quality of service to the customer, regardless of where or how they purchase the product." Perhaps enormous consumer uptake and financial success was always going to be a consequence of aiming to develop the market's best digital distribution platform.

Lombardi makes it clear that Valve still values traditional retail and healthy competition in the digital distribution market. "We don't advise folks to skip retail, or other digital outlets," he says. "Every publisher and developer should consider the widest possible distribution possible." I'm curious as to how he pitches the service to prospective Steam clients - from indie developers, to the world's biggest publishers. "We start with the 30 million-plus gamers connected to the service, the instant access to data on their Steam sales, and the increasing number of Steamworks features we offer free of charge such as matchmaking, anti-piracy, support for in-game DLC, and more." Also of note is Lombardi's eyebrow-raising claim that "Steam has grown over 100% year-over-year for the past six years." A userbase of 30 million is a fairly compelling reasoning for both developers and publishers to do a deal with Steam, I'd imagine.

Game developers such as Tripwire Interactive are among the legions of Steam supporters. The Roswell, Georgia-based studio - creators of Red Orchestra 2 and Killing Floor - have been fans since they signed up in 2005. "And we still are", says vice president Alan Wilson. "They still have that Valve sense for what the people buying the games actually want, will give it to them at a good price, good customer service - and they treat the developers/publishers right as well. They're always easy to work with. There are other good services out there - D2D, GamersGate and so on. But until Steam either starts getting it all wrong, or the others find some miracle formula, Steam will stay king of the pile."

A challenger appears
Gamers are clearly very happy with Steam, as they have a history of providing a quality service. That's not to say that this will always be the case. A handful of publishers and retailers - and their shareholders, no doubt - would love to possess their market share and loyalty, as evidenced by the competitors that have appeared in recent years.


Electronic Arts opened Origin, their Steam challenger, in June 2011 and have spent the last couple of months denying - unconvincingly - that they're trying to take a bite out of Valve's pie. "There's a space for Steam, there's a space for Origin, there's a space for third party etailers," EA's SVP for European Publishing Jens Uwe Intat told GamesIndustry.biz in late September. "Both are pure etailers and traditional retailers that are entering the digital distribution space. I think in that space, that competition will create superior experiences for the consumer. There's space for more than one player." According to a recent article at GameSpot, Origin has reportedly been installed by 3.9 million users as of September, and we're sure that number has grown significantly since the Battlefield 3 Beta's mandatory Origin installation. You can bet EA will have a gloating press release soon after Battlefield 3's release talking about the massive growth of Origin.

EA aren't the only company attempting to lure gamers away from Steam. GameStop - the world's largest gaming retailer - dived into digital distribution in July. Named Impulse, their service offered 1,200 PC game titles at launch. Steve Nix, GameStop's general manager of digital distribution, tells GameSpy that "it makes sense for us to be a major player in the PC digital space. Impulse is a good opportunity to combine solid technology with our relationship with gamers around the world, plus our solid publishing relationships. Since we're already talking to every major publisher about their physical products, it's very easy for us to talk to them about their digital games in the same meetings," he says. "We felt like there was a fantastic synergy between a good, solid digital distribution platform like Impulse with GameStop's customer base and publishing relationships." An interesting advantage offered by Impulse is its extensive back catalogue of PC games. "Ultimately, we'll have the full Impulse catalogue available in stores," Nix says. "If someone wants to buy an older title and it's not available on shelves, we'll be able to sell it to them there at the register and give them a redemption code that they can take home and start downloading and playing that game immediately. It's going to bring a huge PC catalogue back to all of our GameStop stores. People say, why would you want to buy a digital product in a store? There's two reasons: curation, because our associates (GameStop's in-store staff) are extremely enthusiastic gamers who are able to teach our customers about DLC and steer them toward what they might be interested in. And they might not necessarily want to use their credit card online, or buy a points card."

"There are some established distributors out there," Nix admits, cautious to avoid mentioning a word that starts with 'S' and ends with 'team'. "I think ultimately, we'll be successful. The biggest pressure is the ones we might not know about it. What are the unknowns? We're ready for where the market's going, but if there's something that comes up that none of us are expecting, we'll have to be prepared for that. We're well-positioned right now to sell any PC digital content, no matter what other distribution systems it might be on."

Free to play
Making a purchase isn't always a necessity, though. In 2011, PC gamers can play a hell of a lot of games for free, thanks to the burgeoning 'free to play' (F2P) scene. The play-before-you-pay model has been adopted by some of the world's biggest gaming companies: among them, EA (with their title Battlefield Heroes, released in 2009), id Software (Quake Live, 2010) and Sony (Free Realms, 2009). Among the biggest recent successes is a game called World Of Tanks, a MMORPG released by Belorussian studio Wargaming.net in October 2010. As of August 2011, over five million people had registered to play the game, which generates revenue for the developer through micropayments to purchase the in-game currency, 'gold'.


Jeremy Monroe, general manager of Wargaming.net's North American arm, laments that "PC gaming has taken a backseat in importance in the past years from the media." He notes, however, as "the free to play market grows, and more and more people join in on PC gaming, the media is definitely remembering their 'old girlfriend'. Media follows trends and has to give what the readers want but PC gaming is always here and it always ends up back at the top eventually. PC gaming has always been, and always will be, the dominant figure lurking in the shadows."

While it's foolish to suggest that F2P is the future of PC gaming, examples like World Of Tanks prove that keen development studios can fund their ongoing projects if the free game concept is compelling enough to draw a crowd, and keep them entertained long enough to open their wallets in order to improve the in-game experience. It looks as though F2P and full-price digital retail will sit snugly side-by-side for some time. And although boxed retail sales seem set to continue their slow decline, they too have a place in the current PC gaming market. To draw one last parallel to the music industry: people still buy CDs, remember, even if you don't.

"I think digital sales eclipsing physical is inevitable," says GameStop's Steve Nix. "We haven't really developed a timeframe on it. We can sit here and debate on how quickly it'll happen, but I'll just say that it's something that will happen eventually. The PC gaming market is sustainble in the long-term, absolutely. It's probably going to grow. What's amazing is, in the early 2000s - before the PC indie market had really established itself - the market was a really tough place. Now, for young, talented developers who have a great idea and want to distribute it to the market quickly, PC is by far the best platform. The PC is the world's largest gaming platform, and I expect that to continue."




External Reference: http://pc.gamespy.com

Sunday, October 16, 2011

Digital Distribution Fuses with Online Marketing and SEO (Search Engine Optimization)






When speaking of digital distribution, its very essential to include online marketing. Most distributors have their own avenues and platforms to market their products and services to their target market. Online Marketing consist of multiple avenues such as ( Social Media, Search Engine Optimization (SEO), Video Marketing, Mobile Marketing, Pay-Per Click, Content Distribution) and so much more. Kulture Kreators is one of the many online marketing distributors that has fused its online marketing services with digital distribution platforms.




Distributors should layout in detailed their process of developing and distributing their client's services because they handling Intellectual Property (IP). Each distributor should have its own contracts including Terms and Agreements, Privacy Policies, and Non-Disclosure Agreement for its services. An example of a detailed service package includes:

http://www.kulturekreators.com/music_seo.html

Online Marketing plays a major role in digital distribution. Content Distribution or Submission and key when it comes to advertising products and services online. In most cases partnering with a Online marketing distributor versus a digital distribution chain benefits the client because no rights or ownership of the product or services is required by an online marketer.




External Reference: www.kulturekreators.com

Saturday, October 15, 2011

Barnes & Noble and DC Comics Digital Distribution Dilemma













DC Comics’ effort to expand digital distribution of its graphic novels has started a feud with Barnes & Noble Inc.

Barnes & Noble Inc. said Friday that its stores will not stock hard copies of 100 DC books that the Warner Bros.-owned unit is making available exclusively on Amazon.com’s Kindle platform — a direct competitor of Barnes & Noble’s Nook e-reader.

Beginning with the launch of the Kindle Fire tablet Nov. 15, Amazon will have exclusive digital distribution rights for four months to books that include "Watchmen" and graphic novels featuring Batman and Superman. The deal gives DC’s books, which are being made available digitally for the first time, the advantage of being part of Amazon’s huge marketing push for the Kindle Fire.

Barnes & Noble said it has a policy against putting books in its 1,341 stores that are available on other digital platforms but not the Nook."We will not stock physical books in our stores if we are not offered the available digital format. Customers will still be able to special order the books, however,as well as buy them from Barnes & Noble’s website.In response, a DC Entertainment spokeswoman pointed out that the graphic novels will be available on not just the Kindle Fire but also any device with Amazon’s Kindle app, including Apple Inc.’s iPad."We are disappointed that Barnes & Noble has made the decision to remove these books off their shelves and make them unavailable to their customers," she said.DC will swallow the sales hit from Barnes & Noble for the four months rather than alter its Amazon agreement, apparently betting that it can make more money online than it would have in the retail giant’s stores.
Visit the Los Angeles Times at www.latimes.com

Video On Demand increases due to Digital Distribution




IHS Screen Digest estimates that consumer spending on Video on Demand movie rentals went from an inconsequential $23 million globally in 2006 to $259.4 million in 2010.




Screen Digest predicts that VOD digital sales will grow to 830.3 Million in global sales by 2014.




VOD actually does a better job of buttressing the loss of the physical DVD business than revenue figures show at first glance. Lionsgate has told Wall Street that VOD is growing from 10% of home entertainment revenue three years ago to a forecast 24% this year, but will account for an outsized 35% of home entertainment operating profit.


Hotel entertainment purveyor LodgeNet ended years of declines in per capita VOD movie revenues in June, when the metric rose 4%. The July gain for VOD movie revenue was on track to rise 6%. LodgeNet president of interactive and media networks Derek White attributes the bounce to variable movie pricing (ranging from $4.99 to an early-window fee of $17.99), discounting and better analysis of user behavior.


Warner Bros. is working to encourage the same type of "collecting" mentality for digital movies that exists in the physical DVD business, whether via interacting with Facebook users, creating the app Flixster Collections or supporting studio digital-locker cooperative UltraViolet.


Asian VOD platforms are popping up, and some are programming Hollywood movies. Anyplex, a VOD platform serving Hong Kong and Taiwan, says that Hollywood films -- which it added in March 2010 -- now account for 70% of its revenue. Anyplex offers movies from all six majors. Youku, a video website for China that began providing VOD in 2010, programs VOD movies from Warner Bros., Paramount and other Western suppliers.


Hollywood film distributors particularly warmed to VOD overseas because the once-vibrant physical video businesses shriveled precipitously during the online era in some territories, especially in South Korea and Spain.


There are some indie success stories. VOD platform Gravitas Ventures projects it will gross $500,000 in VOD for documentary "American: The Bill Hicks Story" over two years, compared with $91,000 generated by the film's limited theatrical release.


Gravitas Ventures CEO Nolan Gallagher attributed the brisk VOD sales to the simultaneous 22-city theatrical release that cross-promoted VOD, plus upbeat reviews in print and on movie websites. Cable operators were given copies of the docu in advance, which spurred placement on barker channels.


Gallagher adds that the combined VOD-theatrical release is a growing trend, though making it pay off requires careful coordination.


And while the entire business is becoming viable, it is also has pitfalls, as evidenced by the way Netflix roiled its customer base when it abruptly separated its on-demand and physical DVD services, and raising prices to position itself for growth in streaming. It didn't take long for Netflix to respond to the loud, negative chorus coming from its customers and from Wall Street, and the company quickly reversed course.


Plus, free content will always give paid content a run for its money.
















Storm Eagle Studios has reached an agreement with Kalypso Media to distribute the publishers video game catalog through its STORMPOWERED Digital Distribution Platform. The entire video game catalog is available purchasing and download.

Friday, October 14, 2011

Digital Distribution Agreement (Jagex and PC Game Supply)





Jagex has signed a non-exclusive digital distribution agreement with PC Game Supply, for digital distribution of Runescape membership cards through PC Game Supply's online retail store, www.pcgamesupply.com.

PC Game Supply is an online retailer specializing in the digital delivery of pre-paid card products for the gaming industry.
Jagex publishes Runescape, the largest free to play massively multiplayer online role playing game (MMORPG). Established in 2001, it has a player base of over 150 million and has been recognized as the largest free-to-play MMORPG. Runescape has a subscription membership service that allows players to access more skills, quests, and other game related material. It also lets players explore a world over three times larger than what is available for free.
For gamers who have been clamoring for an easier way to access Runescape subscription cards-either due to the logistics of being too far from a retail location or simply wanting to conduct business online instead-now they have it. PC Game Supply makes it easy and fast to get pre-paid cards for your favourite online games. Jagex and PC Game Supply are hoping that the deal will further increase the subscription base for Runescape and prove to be beneficial for both parties.
For more information about PC Game Supply, visit their website at www.pcgamesupply.com and to learn more about Runescape, visit www.runescape.com,
About PCGameSupply.com
PC Game Supply provides consumers with a digital platform to conveniently purchase and download the latest premium PC Games & Game Cards directly from the Web to their PC.

Google's Digital Distribution (Music)



Google Inc is a creating an online music store to compete with the major digital distributors such as Apple Inc and Amazon Inc. Google is not seeking to connect the biggest record labels to settle rights issues for their music. All four majors (EMI), Sony Music Group,Vivendi, and Access Industries Inc's Warner Music Group. Google will also have to implement the possibility of creating a services to combine retail sales to remote music storage....aka...cloud computing. Apple, this week, is planning to roll out their approach with ICloud to compete with Amazon's cloud service. Unlike Google or Amazon, Apple Inc secured its licensing with the four majors that let's them create a remote access music library for its clients. Google's Music Beta and Amazon Cloud Player requires users to upload the music in which they want to store. Google are still in their test phase, but they are expected to settle a license agreement soon to get the ball rolling.

Thursday, October 13, 2011

Digital Distribution Bidding Wars in Gaming







Valve, Electronic Arts and Gamestop. Just three of the big companies fighting over the digital distribution of games.Games will get cheaper from this bidding war. Once EA Origin settles we will have daily deals and more sales on games.Electronic Arts is offering much better deals digitally than in a regular store. On top of that, you can even play the Battlefield 3 Beta for free by downloading Origin. Not even the biggest companies can avoid competition. Desura offers huge support for developers themselves. They have a huge amount of tools for mod developers and funding for designers. A large number of other publishers are offering deals that are less stellar. Poor selections of games and poor effort categorize these competitors. Most competitors are not like this, but it is a problem when people try to grab market space. As of now, things are still in the process, but we will keep you updated!




Flipkart Online Services Pvt Ltd, which runs the e-commerce site Flipkart.com, has acquired Mallers Inc (Mime360), a van that is registered in US besides Mumbai, reputation a chief besides stock spirit. Details of the deal size and valuation were not available. This acquisition by Flipkart effect less than a year. In December 2010, it acquired social book hearsay appliance WeRead from Lulu, a US-based on-demand publishing firm. Flipkart planned to use the recommendation tool behind WeRead to make diplomatic decisions based on recommendations from people within their social network.
Flipkart is one of the fastest hike e-commerce sites in India and sells books, handsets, consumer electronics, movies etc. As of June, 2011, Flipkart had 1,500 employees on board and offices fame Bangalore, Mumbai, Delhi, Chennai and Kolkata. Backed by heavy investments from increased York-based Tiger Global Management LLC and Accel Partners, the company has been looking to acquire firms to complement its current service offerings.
Mallers Inc’s flagship is a B2B platform called mime360 (Manoramic International Media Exchange), targeted at the music job. Mime360 is an online digital media set-to meaning that connects content owner’s equivalent as artists and musicians suppress felicity publishers.
It resolves common issues such in that piracy, varied pricing and part assembly for the users and has a takings share also licensing based business model. MIME 360 currently reaches out to markets for Indian media sanctity such as US, UK, Middle East, APAC, S.E. Asia and Africa. Its clients include Gaana.com (by Times Internet), Myusic, and iMusti.
Confirming the acquisition to Techcircle.in, Mallers Inc chairman and CEO Sameer Nigam verbal that mime360 will run on to remain an independent contrivance. Nigam said, “Flipkart wanted to body outermost its B2C story. It is going on selling music CDs and DVDs on the site and in that we consign build superficial its digital media store.”
One of the founders – Rahul Chari – along with the cynosure engineering team of 6-7 people will move to Bangalore, where Flipkart is based. The current CEO Nigam, along with the agility evolving and operations teams will continue to be leverage Mumbai. Nigam leave bill interest Binny Bansal, co-founder and COO, Flipkart.com.

Founded in 2009, Mallers Inc had acknowledge advance an online, B2C music store called Manoramic.com. It was to be an online duty where users could stream also legally download Indian music, videos and movies.
But the site was shut down in 2010 due to scale-up issues. “There was a investigate of distribution. There were larger companies that and had music stores and they had the inherent headway of a larger audience. Since the start-up, we felt supplementary comfortable with technology, and we solid to frame a big picture over the entire popular industry,” said Nigam.

The team from Mallers Inc will now conclude a aid chance at rebuilding a digital music store on Flipkart.com. The store will be hosted on the Flipkart site and cede betoken launched in the fated few quarters, said Nigam.