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Showing posts with label Digital Distribution Platform. Show all posts
Showing posts with label Digital Distribution Platform. Show all posts

Friday, November 22, 2013

Digital services firm Trivone buys Godat Media





"The acquisition will enable us provide a full service offering in the digital space, ranging from content, design, application development, social media management to associated services, including inbound and outbound marketing," Trivone said in a statement here.

With a global client footprint across 20 countries, the Bangalore-based Godot provides digital content solutions, including development and distribution to help businesses build a strong online presence and engage their customers.

"We have long felt the need to complement our content offerings with associated services such as design technology and social media. As a technology-enabled content services platform, Godot strategically fits into our offerings," Trivone promoter L. Subramanyan said in the statement.

Godot, which pioneered the 'content as a service' concept in the US to serve its customers with its marketing solution, plans to offer additional content-based services worldwide.

"As we were looking to expand our footprint inorganically, we are excited to be a part of Trivone, which is an aggressive services organisation," Godot co-founder and chief executive Vishal Dutta said.

With capabilities to build digital media properties and offer managed services, Trivone is positioning to provide world-class content with Godot's domain expertise to customers of both entities in India and overseas.

"We believe that with our combined strengths, we will be able provide a gamut of digital content services," Subramanyan added.

As a market leader in providing content across online, mobile and social media platforms, Trivone manages seven digital media properties ranging from consumer tech, autos, movies, sports, small business, IT channel to CXO community.


Thursday, November 21, 2013

InComm Digital Solutions Partners with Ibotta, 125th Business-to-Business Distribution Partner







InComm Digital Solutions today announced a partnership with its 125thbusiness-to-business distribution partner, Ibotta, Inc. Ibotta is a free mobile application that allows consumers to earn cash for learning about and buying products in offline stores.




InComm Digital Solutions offers partners a robust management toolset and a large portfolio of prepaid products, including closed-loop gift cards, wireless products, financial services products and content/gaming cards. Companies partnering with InComm Digital Solutions, such as Ibotta, can leverage hundreds of prepaid products to power ground-breaking programs.

From shopping rewards programs and gifting apps to survey companies and TV loyalty programs, InComm Digital Solutions works with companies in a variety of industries that creatively incorporate stored value into their programs. Additionally, InComm supports digital online malls for the world's largest retailers and delivers solutions for large banking institutions, offering point conversion programs and commerce for their consumers through web browsers and mobile wallets.

"We're excited to partner with InComm Digital Solutions to help deliver our eGift card reward program," said Bryan Leach, CEO of Ibotta. "Connecting to the InComm Digital Solutions platform was easy and gives us access to a large catalog of prepaid products. Since our product is a mobile technology, our users expect rewards to be seamlessly integrated within our app; digital gift cards allow consumers to be rewarded instantly and offer the convenience of redemption straight from a mobile device."

"Innovative technology is the cornerstone of our business, so I'm thrilled we're in a position to partner with programs like Ibotta that continually redefine the ways consumers interact with prepaid products," said David Nelsen, GM of InComm Digital Solutions. "These companies push us to continue improving our services, ensuring we maintain a robust platform and impressive catalog of brands and products."

Tuesday, November 12, 2013

Digital Distribution in Gaming











With the increased accessibility of high-speed internet and consequential rise of digital distribution within the last console cycle, odds are good that this an upward trend we will see continuing through the release of Sony's and Microsoft's next-gen hardware.

Analytics firm IHS projects that digital will account for up to 34 percent of games spend on PlayStation 4 and Xbox One by 2017. It sees this as a natural continuation of digital's growth through the lifespan of the PS3 and Xbox 360, shooting from 7 percent in 2008 to its current, considerable share of the market.

"it's clear that next-gen consoles will be more aggressively aligned to digital distribution and services than previous cycles," says IHS games director Piers Harding-Rolls. With the growing popularity of 'day and date' digital releases coinciding with packaged retail launches, Harding-Rolls says, "By 2017 new releases could be enjoying up to 18 percent digital sales depending on geography."

There are five key factors behind the growing adoption of digital distribution, according to the report.

Content and services: The increased availability of day-one digital releases for console games, as well as the prevalence of DLC, in-game purchases and free client software through which to deliver these, will continue to drive adoption of digital. "While digital distribution of full games will drive the transition as it has in the PC sector, experimentation with new content and service models... will help accelerate the switch to digital consumption," says the IHS report.

Pricing: "The nature of the 'closed' console platforms means that competition on pricing is inevitably less developed, but this is slowly changing," says Harding-Rolls. With digital marketplaces now beginning to price games aggressively against packaged retail, it seems natural this will be an ongoing and growing trend, leading to lower list prices for consumers.

Accessibility: "Especially relevant for high-end games, the ability to access content rapidly or even instantly would accelerate digital adoption significantly," says the report, citing in particular the PlayStation 4's ability to stream PlayStation 3 titles. "How these are built and rolled out will impact digital distribution adoption."

Discoverability: With more populous digital marketplaces, the inevitable issue of discoverability will crop up, as it has done on popular mobile platforms such as Apple's app store. On this vector, Sony and Microsoft's ability to build "effective discovery tools and recommendation engines" will deeply affect adoption rates by both customers and developers.

Monetization: While the outgoing console generation has seen DLC become a normalized fixture of games' business model, IHS foresees the adoption of mobile-styled microtransactions and hybrid retail/digital models to propel spending on next-gen consoles.

"There is no doubt that this is by far the most competitive consumer electronics climate that Sony and Microsoft have launched consoles into," concludes the IHS report. "However... the shift to digital consumption coupled with lower up-front investment in console hardware design and custom components will lay the foundation for stronger profitability for the platform holders [Sony and Microsoft] across the next generation."

Monday, November 4, 2013

Free Digital Distribution And 90% Royalties To Artists & Labels














AMAdea Music is a UK registered company that provides an optimum solution for digital distribution of your music content.

We at AMAdea believe that we should not only work as a standard service company but help artists, labels and distributors adapt to and develop in the ever-changing music industry.

Our team consists of people who like to work in the world of music. This motivates them to give their best to make our customers happy and well taken care of.

Digital Distribution General Points:

- Free distribution, no hidden cost, no upfront cost, no annual cost
- 90% Royalties of all sales through all stores
- 97% coverage of the world, over 70 countries
- more than 500 stores
- you can manage stores where you want to go your music
- delivering to mainstream portals - iTunes, Amazon, Spotify, Emusic, Rhapsody and etc.
- delivering to all important dance portals - Beatport, Traxsource, Juno, Trackitdown and etc.








Reference: http://www.mi2n.com/press.php3?press_nb=168987

Wednesday, October 30, 2013

Digital Cinema Distribution Coalition’s Platform Goes Online





Satellite distribution to theaters has become a reality, with the Digital Cinema Distribution Coalition (DCDC) finally launching its satellite and terrestrial digital distribution platform. The DCDC announced today that Randolph Blotky had been appointed CEO of the venture, which now serves 17,000 screens at 1,200 theatrical venues via satellite or fiber optics.

"DCDC represents the culmination of years of incredibly complex work, as well as the extraordinary contributions of so many visionary executives throughout the film and television industries. They've succeeded in creating a groundbreaking venture that, simply put, turns the digital content distribution model on its head."

Satellite distribution will significantly reduce content-delivery costs versus the current paradigm that sees feature films delivered to cinemas on USB hard drives, and DCDC said the price will continue to fall as more studios and exhibitors sign up. DCDC will provide satellite dishes and other required hardware to theaters; the primary service provider is Deluxe/EchoStar, with installation and maintenance handled by Hughes, and the platform is powered by technology from Kencast.

By the end of 2013, DCDC said, it expects to distribute a total of 31 films, with plans to expand the program to more screens in 2014. The DCDC platform will also provide promotional and pre-show material, as well as stream live events to theaters.

Founding partners in the venture are AMC Theatres, Cinemark Theatres, Regal Entertainment, Warner Bros., and Universal Pictures. Customers include The Walt Disney Company, Sony Pictures, 20th Century Fox, Paramount Pictures, Lionsgate, Southern Theatres, and National Amusements.

- See more at: http://www.studiodaily.com/2013/10/digital-cinema-distribution-coalitions-platform-goes-online/#sthash.qsi5giIM.dpuf










Reference : http://www.studiodaily.com/2013/10/digital-cinema-distribution-coalitions-platform-goes-online/#sthash.qsi5giIM.dpuf

Friday, September 27, 2013

Kalypso Media Launches ‘Digital First’ Label - KOBALT GAMES




The Kalypso Media Group has further strengthened its portfolio of digital entertainment with the creation of the new Kobalt Games label. Released under the tag line: ‘Digital. First. Quality. Gaming’ Kobalt Games will publish high quality titles for PC, XBLA, PSN, MAC and Linux at a mid-price level, with a maximum price of £24.99, €29.99, $29.99, primarily via digital distribution channels.

The first title in the Kobalt Games line-up will be ‘Blood Knights’ from the renowned developer Deck 13 Interactive, whose worldwide distribution rights were recently acquired by dtp entertainment AG. The distribution rights include all planned platforms: Windows PC, XBLA and PSN with a release scheduled for Q4 2013.

"With the founding of our new ‘Digital First’ Division, Kobalt Games, we create a clear and direct-to-consumer purchasing channel,” said Simon Hellwig, Global Managing Director of Kalypso Media.. “The Kalypso brand will continue to publish premium full-price titles such as ‘Tropico 5’ and ‘The Dark Eye – Demonicon’ which will be released simultaneously via digital distribution and boxed retail, while Kobalt will offer mid-priced, high quality titles to our audience.”

"With ‘Blood Knights’, we have our first title in the Kobalt Games line-up. We are sending a clear signal that we are committed to publishing high quality titles in the mid–price range, “added Stefan Marcinek, Global Managing Director of Kalypso Media

Reference: http://www.gamasutra.com

Thursday, September 26, 2013

Valve brings beta of shared game libraries to digital distribution platform Steam



The venn diagram depicts sharing, I think








Valve is adding a new feature to its digital distribution platform, Steam. The feature, calledSteam Family Sharing, will allow users to share games with those who share your computer but have their own Steam account. Essentially, if you want to share your Steam game library with someone you share a computer with, you can authorise the computer, which will allow others to play the game on the computer using their own Steam accounts, giving them their own achievements and Steam Cloud saves.





There are some catches, though. For example, both the owner of the Steam library and whoever it is being shared with can't access the library at the same time. The original owner will always have access to the library, though, whether it's on the shared computer or another one entirely. The person using the shared library will get the option to buy the game or quit if the original owner tries to access their Steam game library. The Family Sharing feature can be used on up to 10 devices per account.

As it currently stands, not all games are compatible with it. Since it’s in beta and there are still some kinks to work out, Steam Family Sharing only works with some games right now. Others games that use an additional third-party key, for example, can’t be shared. Borrowers will also be able to play DLC on the shared library. They can’t, however, buy new DLC for the shared games library. They will instead have to buy their own copy of the game and then buy the DLC.

Reference: http://tech2.in.com

Wednesday, September 25, 2013

Genius Brands Partners With Pacific Digital Distribution to Launch Baby Genius(R) Streaming Service


Pacific Media Technologies, Inc.





SAN DIEGO, Sept. 25, 2013 (GLOBE NEWSWIRE) -- Genius Brands International, Inc. (OTCQB:GNUS), developer and marketer of entertainment products including the award-winning Baby Genius® line of music and edutainment products and characters, today announced it has formed a strategic partnership with Pacific Media Technologies' Pacific Digital Distribution (PDD) division to bring the entire catalog of Baby Genius® video, music and digital content to a global audience.

PDD, a digital video services company dedicated to the distribution of content to broadcast, cable, Internet and mobile video platforms, will connect consumers to Baby Genius® content through its proprietary Cloud Video On Demand WAVE platform. WAVE is an enabled content management system that includes an e-commerce model for online payment gateways and manages digital distribution to any end-points including all mobile and connected devices, and content models including VOD and subscription rentals.

The new Baby Genius® streaming service will be available to consumers beginning in October 2013 at a monthly subscription rate of $5.99 for immediate access to 125 Baby Genius® videos and 500 Baby Genius® songs. Additional digital content including Baby Genius® ebooks and Baby Genius® apps will be added to the service in 2014.

"The WAVE platform provides our customers with tremendous value and a compelling entertainment experience. Consumers are looking for inexpensive and hassle-free ways for their children to view educational and fun shows, and PDD's Wave platform meets that need head-on. Instead of shifting from service to service to enjoy individual titles, subscribers will be able to create custom playlists for hours of enjoyment almost anywhere," stated Genius Brands CEO and Chairman Klaus Moeller.

"We are excited to partner with Baby Genius® and assist with the VOD delivery of their brilliant catalog of children's educational products and media," said Bill Hynes, CEO of Pacific Media Technologies. "Our WAVE platform connects directly to today's Smart TVs and mobile devices using an Internet connection to deliver Blu-ray and DVD-quality video instantly. Baby Genius® customers can now choose from an enormous selection of shows, music, games and e-books while streaming from the cloud without the need of a DVD player."

"The launch of PDD's WAVE Video On Demand Cloud platform and Baby Genius® products demonstrates PDD's commitment to creating an opportunity that instantly delivers the entertainment consumers want directly to their Smart TVs and mobile devices," said Ruben Garcia, PDD Director of New Media.

About Genius Brands

Genius Brands International, Inc. is the developer and marketer of entertainment products including the award-winning Baby Genius® line of music and education-based products and characters. The Company is developing and marketing a growing line of Genius branded products that entertain and educate the whole family. Baby Genius®awards include: Mom's Choice Award, The National Parenting Center Seal of Approval, The Toy Insider Best Toddler Toys, Dr. Toy 100 Best Children's Products, NAPPA Honors Award, iParenting Excellent Product Award, Creative Child Preferred Choice Award, Latino DVD Awards, iParenting Media Award, Film Advisory Board Award of Excellence, Kids First! Quality Children's Media Endorsement, Parents Magazine 2002 "Video of the Year," and Best "Under 3" QSR Program 2004/2005 from Restaurant Magazine. Baby Genius® products are available at most major retailers and have international exposure in over 40 countries. For brand information please visitwww.babygenius.com. For Company information please visit http://ir.stockpr.com/babygenius/overview.

About Pacific Digital Distribution

Pacific Digital Distribution (PDD), a division of Pacific Media Technologies, is a digital video services facility dedicated to customization, duplication, and distribution of short and long form content to broadcast, cable, Internet, and mobile video platforms. The Company excels in both analog and digital ad distribution for major Direct Response TV companies. PDD also provides world-class encoding, digital asset management, and content storage solutions. The Company's digital deliverables include: customized editing, repurposing content, archive preservation, and multi-platform international distribution. More information about the Company can be found at www.pmtmedia.tv.

Forward-looking statements

This release contains forward-looking statements made by or on behalf of Genius Brands International Inc. All statements that address operating performance that the Company expects will occur in the future, including statements relating to operating results for fiscal 2013 and beyond, revenue growth, future profitability or statements expressing general optimism about future operating results, are forward-looking statements. These forward-looking statements are based on management's current views and we cannot assure that anticipated results will be achieved. These statements are subject to numerous risks and uncertainties, including, among other things, uncertainties relating to the Company's success in judging consumer preferences, financing the Company's operations, entering into strategic partnerships, engaging management, seasonal and period-to-period fluctuations in sales, failure to increase market share or sales, inability to service outstanding debt obligations, dependence on a limited number of customers, increased production costs or delays in production of new products, intense competition within the industry, inability to protect intellectual property in the international market for our products, changes in market condition and other risks and uncertainties indicated from time to time in our filings with the U.S. Securities and Exchange Commission (SEC) available via the SEC's website at www.sec.gov. Readers are cautioned not to place undue reliance on forward-looking statements and are encouraged to consider the risk factors that could affect actual results. The Company disclaims any intent to update forward-looking statements.


Reference: www.globalnewswire.com

Tuesday, September 24, 2013

Pandora Falls 10% as Apple ITunes Radio Draws 11 Million









Pandora Media Inc. (P), the biggest Web radio service, fell 10 percent after Apple Inc. (AAPL)said it attracted more than 11 million unique listeners to its new iTunes Radio service.

Pandora, with 72 million active listeners, slid to $24.26 at the close in New York. Shares of the Oakland, California-based company have more than doubled this year.

Apple is seeking to challenge Pandora and Clear Channel Communications Inc. (CCMO)’s iHeartRadio for listeners and advertisers after adding the radio feature in updated iOS operating software for its iPhones and iPads. Customers downloaded the iOS 7 software on more than 200 million devices since its Sept. 18 release and snapped up a record 9 million new iPhone models over the weekend, Apple said today in a statement.

“Whenever Apple decides to get into a business, it has proven to be a huge disrupter,” Paul Sweeney, an analyst with Bloomberg Industries, said in an interview.

Pandora is looking to vie with radio stations for a larger slice of $15 billion in local advertising and has opened sales offices in 29 U.S. cities. Earlier this month, it named digital advertising veteran Brian McAndrews as chairman and chief executive officer. Last week it priced an expanded stock offering and has raised an estimated $378.8 million to finance growth.

The company sold 15.7 million shares at $25 each in the offering led by JPMorgan Chase & Co. and Morgan Stanley. Crosslink Capital Inc., the largest shareholder, sold 5.2 million. The sale is expected to be completed on Sept. 24, Pandora said last week.

Apple, based in Cupertino, California, rose 5 percent to $490.64.


Reference: www.bloomberg.com

Friday, September 20, 2013

Pac-12 Networks sign digital distribution deal



Larry Scott





You may remember that broad distribution of thePac-12 Network is being held up by DirecTV, which has balked at assigning bandwidth to the upstart sports network. Only the Big Ten Network has managed to make a profit running its own network, and other BCS conferences – most notably the SEC – have turned to big-time partners like ESPN to ensure distribution.




Going it alone, the Pac-12 may do battle with DirecTV for a while yet. But they have added a major piece of the distribution puzzle this week, signing on with AT&T U-verse today. There was no standing on ceremony, either. The network went live on AT&T U-verse immediately, so more homes were able to tune in today’s football games.


From the official press release:


With the deal, Pac-12 Networks now is available on four of the top six distributors in the U.S., and more than 50 television providers overall. Existing partners continue to launch Pac-12 Networks in more markets around the country including Comcast in Chicago, Time Warner Cable in the Midwest, and Cox in New England and the Washington DC area, among others.




As always, football is driving the bus on this deal, but a couple of months from now, college hoops fans on the left coast will have more opportunities to see their favorite teams lace ‘em up.




One of the most interesting aspects of the U-verse deal is the plan to make the Pac-12 Network available on mobile devices such as phones, tablets and PCs. Sneak-watching sports at work just gets easier every day.




Saturday, September 8, 2012

Rumors of Apple New Radio Shakes the Internet Radio Market...Starting with Pandora Radio


http://topnews.net.nz/data/Apple-Logo_0.jpg     http://www.ppcgeeks.com/wp-content/uploads/2011/04/pandora.jpg



Shares of Pandora Media plummeted as much as 21% on Friday after word leaked out that Apple has been in discussions with record labels to launch a competing streaming radio service.


Apple's proposed online service, first reported by the Wall Street Journal, would have the potential to disrupt both Internet and traditional radio providers.

Cupertino, Calif.-based Apple is seeking a more flexible type of music license from the record labels than the one Pandora has. It would allow Apple to select whatever song it wants to play next and tailor selections based on albums in listeners' iTunes music libraries, according two industry executives with knowledge of Apple's plans for the service.

Such features would give Apple the ability to customize its music to individuals, which traditional radio can't do, without having to ask them what they like or restrict how often a single song can be played, as Pandora must.

Pandora's stock plunged as much as 21% in trading Friday, dipping below $10 in the morning before recovering slightly. It closed at $10.47, down 16.7%.

Apple's stock, meanwhile, marched up $4.17 Friday to close at $680.44 -- a new all-time high for the company.

A Pandora spokeswoman declined to comment, and Apple did not return calls seeking comment.

Why did Wall Street have such a dramatic reaction?

"This is Apple," said Michael Pachter, an analyst with Wedbush Securities. "If Apple wants to compete with you, then you got a problem."

For years, Apple and Pandora had a symbiotic relationship. After launching its Internet radio service on Apple's iPhone in 2008, Pandora's application skyrocketed in popularity, becoming one of the most-downloaded applications for the device.

Pandora, which had struggled to reach listeners on personal computer Web browsers, saw its audience explode, enabling the company to stem its losses by selling more advertising on its service.

Apple benefited from having one of the most well-liked entertainment services on its phones and tablets without having to spend a cent to develop the product. Now, however, Apple is negotiating deals with music labels for its planned radio streaming service.

"The big open question is: Why is Apple doing this now?" Pachter said. "The answer is that they fully intend to make a lot of money from this, and the way to do it is to sell more songs. The record labels embrace this because they see Apple can integrate iTunes downloads into the radio offerings in a much more compelling way than Pandora can."

Still, Pachter said, if Apple proceeds with launching a radio service, Pandora isn't necessarily toast.

"They have a big install base, and they’re on Android," he noted. "They’re not going to just lose all their customers overnight. I’m sure they’ll keep at least three-quarters of their customers or more, if Apple follows through. It'd be more of a setback as opposed to total devastation, but they’ll recover."

Pandora, which had a rocky time since going public last year, looked as if it may be turning the corner last quarter. Its shares jumped as much as 12% immediately after it reported that second-quarter revenue. That was up 51% from a year earlier to $101.3 million in the quarter that ended July 31.

Executives of the Oakland, Calif., company also said that third-quarter revenue probably would come in as high as $118 million -- higher than the $114 million that financial analysts had expected -- and that it would probably break even in the third quarter or even make a penny a share.


Reference: www.latimes.com

Monday, January 30, 2012

SnagFilms Adds $7M In Equity And Loans, Looks To Be Netflix Of Indie Film





 









Washington, DC-based SnagFilms, which offers access to a library of about 3,000 indie movie titles for viewing on over 100 types of digital devices, took another step in that direction Monday when it announced an additional funding and financing to the tune of $7 million.

The infusion marks yet another expansion of a four-year-old company that has quickly grown into perhaps the most potent digital distribution force in indie film today. Few companies in the movie business beyond the major studios have the ability to distribute through as many digital VOD and streaming channels.

The company’s emergence has coincided with the roiling of the independent film sector, which has seen production funding and traditional theatrical and TV distribution channels dry up in the global economic downturn. There is now an ample supply of inexpensively produced indie film in need of some kind of distribution, and companies like SnagFilms and New Video have positioned themselves to be the ones to lead the charge in releasing this content into streaming and VOD channels. Unlike, say, New Video, however, SnagFilms has its own streaming destination that plays on pretty much every digital device.

Rick Allen, SnagFilms’s CEO, said the money will be used to further expand the company’s library and market its films. It also will be used to augment its technology. “Going up on more than 100 devices and platforms was not an inconsiderable task,” Allen told paidContent, noting that the company plans to begin streaming to Apple’s iPhone within the next 90 days.

SnagFilms’ viewing module now plays on 95 percent of tablets, including the iPad and Kindle Fire, all Android smart phones, and connected TV devices including Roku and Boxee. The company also conducts distribution to a wide range of cable/satellite VOD service providers, as well as digital and electronic sell-through services.

“The question really is what will become the premiere destination for independent film, and Snag has been making some very smart moves,” said Marc Schiller, founder and CEO of BOND Strategy and Influence, which consults producers and entertainment companies on digital marketing.

SnagFilms’ viewership is still in the “low millions” in terms of unique monthly users, Allen said. But Schiller thinks that given its reach and growing catalog, the company has the opportunity to establish a brand presence in indie-movie streaming similar to what Netflix has built in the realm of mainstream film. “Netflix only is the only company that I can think of that’s available on this many devices and platforms,” Allen added.

All of SnagFilms’ current investors participated in this latest round, including chairman Ted Leonsis, and Steve and Jean Case’s Case Foundation Ventures LLC. Meanwhile, veteran media executive Terry Semel, who joined the company’s board last week, also participated.


External Reference: www.paidcontent.org

Monday, January 23, 2012

IndigoBoom Pioneers Flat Rate Digital Distribution

 












If you’re an independent musical artist, getting your music out on iTunes, Amazon, Spotify and all the major music retailers is key for connecting to your audience. Until now digital distributors, who act as middlemen to facilitate distribution and royalty collection for artists not signed to the majors, have been offering a complex maze of coded rates, designed to confuse, and suck more cash out of the starving artist.

No Nonsense
Enter IndigoBoom, a brand new company, whose mission statement reads: “Your Music Everywhere”. The goal is simple: What you see is what your get. For $59 a year, you get to distribute all of your music in all relevant digital music stores. This takes the hassle out of trying to figure out complicated pricing structures, allowing the artist to get back to what they love to do, making music. Artist have varied needs. For some it’s all about being heard on the major streaming services. For others, downloads pay the rent. IndigoBoom gives the artist total freedom to choose territories and services for every single release.

Money For Nothing
Using the YouTube “content ID” system, music released by IndigoBoom is recognized, so the system also tracks and matches any music uploaded to YouTube, even uploads done by other YouTubers of your music. In this way, royalties are calculated based on a pro rata calculation of advertising revenues, as offered by YouTube. This is how the stars have been earning money, from other people uploading their tracks to YouTube for some time now. Here’s a system that gives every artist that exact same possibility! The world is truly advancing for content creators these days! So start creating. The audience is listening, and Indigoboom is there to make life easier.


External Reference: www.webwire.com

Monday, January 9, 2012

Zinio to Distribute Global Digital Magazine Newsstand on Ultrabook

zinio 









Zinio, the world's largest and most popular magazine marketplace today unveiled a distribution relationship in which Ultrabook owners can access Zinio's library of more than 5,000 digital magazine titles through Intel AppUp(SM) center. Announced at the Consumer Electronics Show in Las Vegas, the Zinio reading app will give Ultrabook owners access to thousands of magazines in multiple languages from around the globe, and the ability to explore top articles across all genres of interest for free.

"Intel is leading the push in Ultrabook devices, which are transforming the mobile computing experience; while Zinio continues to propel the digital reading experience forward, pioneering new ways for people to read and interact with digital magazines wherever they are," said Zinio President and CEO Rich Maggiotto. "The distribution relationship for Ultrabooks expands the broad lineup of device and platform availability for Zinio, and enables Ultrabook owners to easily read and explore their favorite magazines."

The innovative relationship gives consumers one-click access to an immense library of global reading options on a powerful and portable device. The new Ultrabook devices are sleek, at less than one inch (21 millimeters) at its thickest point, are incredibly responsive and offer more than five hours of battery life. This extreme mobility allows users to access and enjoy their Zinio library on the go, with serious computing power for ideal display of graphics and interactive features.

"Intel is leading the industry to re-invent the personal computing experience and offer people access to the best, most innovative products on the market," said George Thangadurai, general manager of PC Client Services division at Intel Corporation. "Introducing the Ultrabook and following with collaborations with top notch content providers like Zinio improves the experience of consumers."


External Reference: www.sacbee.com

Sunday, January 8, 2012

Gaming and Digital Distribution

FarmVille





For most people who grew up with games, getting the latest title generally meant queuing up at the shop to grasp that shiny box in your mitts. To a large extent, this is still true, but equally many games are now being played without the user ever touching a plastic container, or browsing an instruction manual. Xbox Live Arcade, the PlayStation Network and Nintendo Wii Store are all growing in prominence, but also Facebook, Apple's iOS, Google Android and OnLive are fast coming front-and-centre. So what does this all mean? Is games retail as we know it about to die a slow death?

Well, UK revenue from sales of software, hardware and accessories was down 13% in 2011, at £2.52bn, but it's rather premature to call in the bailiffs. Instead, we are seeing a step change in the industry, in which the old model of publishers making boxed products and selling them to customers (via retailers) is being challenged by new routes to market. Developers are increasingly 'cutting out the middle man' and taking their games direct to the players. Digital Spy investigated how Finland is at the cutting edge of the latest innovations in video gaming distribution.


Finland has one of the fastest growing games industries in the world, increasing its revenues from 105m euro in 2010 to 165m euro last year. Famous Finnish studios include Max Payne and Alan Wakedeveloper Remedy Entertainment and social games maker Playfish, which was bought by EA in 2009 for £160m. But what has most dramatically put the country on the map is Rovio, the company that became a multi-million dollar behemoth on the global success of Angry Birds.

So how has this tiny Nordic country of just 5.4m people become such a player on the global gaming scene? Well, perhaps the situation is best summed up best by Timo Koski, the late chief strategist of Finnish mobile phone giant Nokia in the 1970s and '80s. Koski once said that when an aspiring US inventor opens his door, he sees the biggest technology market in the world. But when a Finnish entrepreneur does the same thing, all he sees is snow.

This witty adage demonstrates that developers and technologists in Finland have had to work harder to innovate. A studio like Rovio would have had little chance to challenge the video games giants in the days of purely physical products. But the new means of digital distribution on mobile, social networking and online allow the firm to compete. For example, Zynga - the US maker of Facebook games such as Farmville and CityVille - recently floated on the stock market, attracting a value that made it the third-biggest American games company based on stock market value, just behind EA and Activision.


Ville Vesterinen is the co-founder and chief executive of Grey Area, the Finnish developer behind Shadow Cities, an iOS game that turns mobile maps into real-time battlegrounds. The game is essentially an MMOPRG, involving two teams of players fighting a fantasy war for territory, engaging in weekly battles to earn XP, unlock spells and take more of the map.

"What we have done is combined mobile gaming with the real world," said Vesterinen. "Shadow Cities pushes what games are in the modern age by turning the world around you into a battleground." Vesterinen feels that we are now seeing a "paradigm shift" in the way games are delivered, as the previous concept of purchasing a boxed product in a shop increasingly feels outmoded for many people. The same trend is being seen across music, film and TV; users have sophisticated devices such as smartphones and tablet computers that are always connected to the web, and they expect to access entertainment, content and games on them.

Speaking at a recent event arranged by Nokia in London, Vesterinen said that a crucial part of gaming on these new digital platforms is the concept of shared emotions. He pointed to the most watched non-music video on YouTube, a short clip called 'Charlie bit my finger...again', featuring a baby biting a boy's finger, which has been watched a staggering 394m times. It seems strange that such a simple video should attract such attention, but Vesterinen feels that is missing the point.


The video is popular because it connects to such a broad range of people, in whatever way. This, says Vesterinen, is what is making some online games work. With Shadow Cities, he said that location is the "shared anchor" that brings people together, but also crucially keeps them playing. "They form relationships through the gameplay," he said. "There is regional rivalry between people, which makes it feel alive and real. They can level up, unlock spells and keep competing in weekly battles. But it is the social that brings them together."

The success of Finland's gaming industry has not gone unnoticed by investors. Rovio recently attracted $46m of fresh investment and Supercell, creator of the Gunshine browser-based game, has pulled in $15m. A note should be made here, though, to the support from the Finnish government, which has very much got behind the industry and offered significant funding grants for new projects, as well as tax credits. This fact provides further evidence for the case brought by UK games industry trade body Tiga, which has consistently lobbied the British government to introduce support for our studios to help them compete with other state-backed global industries.

That gripe aside, there are many things the world can learn from Finnish innovation. Supercell chief executive Ilkka Paananen said that Finnish studios were given confidence by the success ofAngry Birds, which he feels "raised the bar" for everyone. Gunshine is free role playing game available through browsers and Facebook, in which players come together to form clans, fight battles and conquer bases. It has a heavy focus on social interaction, a feature many games are now embracing as it makes players more engaged and also more likely to purchase additional content (something particularly important in free-to-play titles). But also, such an open user experience throws up some interesting player behaviour trends.



Paananen gave an interesting example of this in Gunshine. When the RPG came out of public beta last year, the players who had already become fans decided to celebrate the landmark with a party. With no input from Supercell, they gathered in a place called The Pirate Bay nightclub (which Paananen noted has no other function in the game than decorative) and had a virtual knees-up. They got together, they chatted, they pole danced (!), and even used spells that they had paid for to liven up the atmosphere. "Here's the key point - we did not design that in the game," Paanenen noted. "It was the users who invented it. They created it and it was a social experience."

Remedy Entertainment is one of the more established studios in Finland, having sold 10m physical units over the years, generating $500m in revenue. Alongside blockbuster releases likeMax Payne and Alan Wake, the studio has also joined others in embracing the new digital platforms.

The company offers the Death Rally combat racing game on iOS devices. Despite being priced at just 99 US cents, Death Rally recouped its original investment in just three days and has since generated $1m in revenue from its 3m players. The studio is so keen on digital distribution that it has opted to release the next instalment in its flagship franchise, Alan Wake's American Nightmare, exclusively on Xbox Live Arcade.

Aki Järvilehto, executive vice president at Remedy, said that digital distribution is having a "major impact" on the industry as it is enabling studios to "do things that were not previously thought possible". He said that studios previously viewed the publishers as their customers, but they are now increasingly fostering direct relationships with the consumers of their games.


Independent developers now no longer need to bow to the whims of the publishing overlords, and can self-publish new titles with considerably-reduced upfront costs and hassles. Järvilehto noted, for example, that getting games on Android is a "single-click process" in some cases. There are issues that must be beared in mind with developing for digital platforms, such as that average playtime of Facebook games is only 3.4 minutes and many people would baulk at paying more than £2.99 for a mobile game, but Järvilehto feels that the more level playing field makes up for these drawbacks.

"People tend to vote with their wallets on the Apple App Store," he said. "Ad campaigns have a major impact on physical sales, but it's not the same for the digital channels. Its more about getting to the top of the Apple charts, and the only way to do that is by making a kick-ass game that people buy, update and recommend to others. As an indie developer, that is a really great thing."


External Reference: www.digitalspy.co.uk

Thursday, December 22, 2011

POW! Marvel, DC and the other comics publishers finally go digital











On behalf of what must be hundreds, or dare I even say thousands, of comic book readers who also own phones, tablets, and even our own home computers, it is my pleasure to finally welcome the comic book industry into the 21st century. Each of the big four comics publishers (DC, Marvel, Image, and Dark Horse) have committed to releasing every issue of every comic for digital download on the same day that the physical comics ship to retailers.

Well, okay: Marvel’s only announced their plans to bring the rest of their titles to same-date-digital by April. But I’ve been eager to write that sentence ever since I got my first iPad.

Why is “same date delivery” important? Particularly when casual readers don’t necessarily rush out every Wednesday to pick up their comics fresh off of the UPS truck?

It’s more symbolic than anything else. The true significance is that the distribution of digital columns is no longer going to be selective or strategic. In music and books, you can freely assume that anything you can buy as a physical object can also be bought digitally. I stand at the intersection of Comic Book and Tech Geekdom and even I couldn’t get myself interested in digital comics before now. The whole concept was like that awful comic book shop that I drive past on my way to my usual shop: the owner orders very small quantities and only orders books that he himself likes. If I’ve no idea what he’ll have, why waste my time there?

Now, the big four are in the game.

It sure took them long enough to come around, didn’t it? Granted, a comic page is probably the least-malleable form of content there is, and thus the hardest to adapt to electronic devices. The page is exactly so high and so wide, and has art panels of no fixed size and shape that can follow practically any sequential path from the top-left to the bottom-right. Each panel is a mixture of words and imagery . . . and a smirk in the corner of a character’s mouth can be more important to the story than the words he’s speaking. The words of F. Scott Fitzgerald’s “The Great Gatsby” obligingly reflow to fill any screen. The sinuous and sumptuous artwork of P. Craig Russell in issue #50 of “Sandman” would be horribly diminished by even the slightest adjustment.

It was clear that publishers would make their move when they thought the time was right to go all-in by publishing their complete line of comics digitally the same day they shipped to comics shops. But I was surprised that they left such deep and frantic clawmarks in the floorboards. They only got here after being dragged into it by increasingly-loud Agents of Change:

1) Apple created iOS, the first mobile operating system that could even handle such a complex piece of media. The iPhone begat the iPad -- a device that’s only marginally-less than the perfect digital comics reader -- and also legions of multitouch phones that could, at least, work credibly-well in that role.

Marvel introduced a comics app for their own titles on the day of the first iPad’s release, but they did little with it. Nearly all of the comics they released were years-old, and it was painfully clear that the main role of this app wasn’t to sell this week’s titles, but to drive people to the stores. It was just dull, damnable marketing.

2) Apple created an App Store for iOS that solved most of the tedious transactioning and discovery problems associated with distribution.

3) Multiple digital comics distributors -- most notably, iVerse and Comixology -- established themselves and built great storefronts and reader apps for multiple platforms, which transformed the publishers’ problem from “we need to create a whole new digital factory, distribution channel, and editorial team” to “we need to pick a partner.”

4) The iPad was released and sold so monstrously-huge (particularly among the sort of people who buy comics) that it didn’t really matter that it was the sole successful tablet on the market.

But maybe most importantly:

5) DC comics closed its eyes, commended its soul to God -- or perhaps the New Gods, considering -- and took the leap. They went all-in. And I mean allllll the way in. They didn’t just flip a switch and suddenly spit the same comics out through two spigots. They spent all of 2011 methodically setting a torch to every last one of their ongoing titles and restarted them all in September. Batman, Wonder Woman, Superman, and the Justice League are how you remember them -- mostly -- but every book started with zero backstory. Someone who bought their very first DC comic in September was on exactly the same footing as someone who’d spent the past quarter-century arguing about whether or not Power Girl actually crossed over from the multiverse as it existed before the events of the “Crisis On Infinite Earths” 12-issue limited series.

What a move. One of the problems that digital distribution addresses (from the publisher’s point of view, anyway) is that there are far fewer places to buy physical comic books today. If you want to buy a comic that was released this week, you won’t find it in a corner convenience store and you probably won’t even find it at one of the few national retailers left that still stocks comics next to the rest of their periodicals. You’ll have to find a comic book shop within driving distance and in many towns, such a beast simply doesn’t exist.

(See for yourself: visit comicshoplocator.com and punch in your zip code.)

Turning every home and office with an Internet connection into a comic book store gives publishers a new reach . . . and possibly a new lifeline. DC was smart to realize that “people who don’t have a comic book shop nearby” are practically by definition “people who haven’t been regular comic book readers for a long, long time, or perhaps never were to begin with.”

So: DC made new readers happy by giving them a zero-backstory entry point to every title the company publishes. They made existing readers happy by introducing the company-wide New First Issues as a major crossover story event. We complain about these things, but the sales figures also prove that we buy these things. It was such a huge event that DC Comics grabbed the full and high-definition attention of every form of mainstream media you could name. DC must be happy; sales are through the roof and (according to DC) November will mark their third consecutive month as the #1 comics publisher, after perennially sitting behind Marvel.

Although DC has yet to disclose sales figures on digital sales of what’s termed “The New 52.” They’ve only said that sales have exceeded expectations. Good, but we still need some numbers.

And, not incidentally: these are fantastic comics. In the past three months, DC has published some of my favorite comics of the past five years.

So lots of people are happy with the new digital initiative. How about those bricks-and-mortar retailers?

The reactions of the shopkeeper of my own regular store -- a Boston-area shop that’s been in business for more than two decades -- match up with the bulk of the anecdotal tales coming in across the Web. He sees it as a huge win. Business is way up and everybody’s buying: people who’ve never stepped into a shop before, customers who stopped coming in years ago, and even his regular customers are opening their wallets.

Moreover, he’s selling more Marvel comics and more Dark Horse comics and more Image comics and more independents.

This anecdotal stuff is backed up by DC’s executive VP of Sales, Marketing and Business Development. In an interview with comics news site Newsarama.com, John Rood cites an as-yet-unpublished Nielsen NRG survey that DC commissioned, which claims that business is up at the retailers. Well, of course: they’re benefitting from the relaunch event.

Let’s see if retailers are still happy a year from now, when the “all in” initiatives of all of the major publishers have spun up and reached their full momentum. The comics business is still overwhelmingly based on wood pulp rather than electrons, so there’s time before the wheel truly starts to turn. But lines are already being drawn. Most publishers appear to be pricing “same day” digital releases the same as the print editions. This offers some protection to retailers. They also seem to be choosing to gradually lower prices on an issue as it gets older, which encourages digitally-inclined consumers to wait a month or two and save a dollar or two.

Brian Hibbs, owner of Comix Experience in San Francisco, writes a valuable column for ComicBookResources.com that talks about the comics business from the retailer’s point of view. It’s particularly valuable reading during this peculiar and interesting moment in comics history. Recently, Marvel decided to include a printed code redeemable for a free digital download of the first issue of “Avenging Spider-Man.” In a “Tilting At Windmills” column published in October, he explained his objections to the promotion and why he declined to order that comic.

Primarily, it came down to the fact that retailers weren’t given the choice of opting out of the promotion, and that this information wasn’t included in the original ordering information and thus could be considered a switcheroo. But there were other concerns that wouldn’t occur to a consumer: Hibbs raised the point that by printing download codes in the books he sold to his customers, Marvel was conscripting him into handing the company a list of his customers who were also interested in digital comics. And if a shop loses 10 percent of its customers due to digital alternatives and goes out of business, he wonders . . . what happens to the rest of those regular customers? Do they find a new shop, or do they leave comics for good? They disappear, he believes, citing the effect of multiple shop closings in the San Francisco area on his own business.

DC has also made at least one stumble, in striking a deal to offer their best-selling graphic novels (a whole storyline collected into one thick book) exclusively to Amazon Kindle customers for a limited time. Barnes & Noble was miffed -- they have a digital bookstore too -- and immediately pulled all of those titles from every one of their retail stores.

Consumers don’t have to focus on that stuff, of course. The current state of digital comics is in Fine condition and trending towards Very Fine.

The one area in which it truly falls down is in the fact that all comics from every major publisher ship with digital rights management, no matter where or how you buy them.

It’s unfortunate that publishers couldn’t unite behind a single, open standard that would allow the reader full control where they buy and how they read their comics. The current state of affairs is a strong vote to use Comixology. They’ve been most aggressive in both striking deals with the most publishers and also launching reader apps for the widest range of devices. And while no digital comics distributor is sharing sales figures, Comixology and Comixology-powered iOS apps regularly hold top spots on iTunes’ rankings of top revenue-generating titles. The other distributors are invisible.

Good for them. As for you, this all means that if you want to find the comic you came looking for, purchase and read it on any one device and then pull it down from the cloud and read it on anything else, Comixology is your best bet. The company has released readers for iOS (iPhone and iPad), Android, Windows Phone, Kindle Fire, and an online reader that works in any desktop browser.

Like other digital comics distributors, Comixology does its best to wire up digital comics so that they’re readable on almost any screen size. A bullpen of editors inside the company’s offices take the digital files provided to them by the publishers and maps out a series of “camera moves” from point to point that moves the viewer through the page and the story. As you tap the screen, your view shifts from panel to panel, image to image, text to text, occasionally fading the words out to allow the artwork to take center stage, presenting the story elements in their intended sequence.

It’s an effective presentation. But I’m a conventional comics reader. I’m grateful that Comixology comics can also be viewed fullscreen, one page at a time, and that I can manually zoom. But the across-device syncing works well. So long as the Kindle Fire version of the Comixology app and the iPad version are both logged into my same account, I’m always working with the same pool of content.

There’s one bit of confusion, however: most publishers maintain their own independent comics apps. You can download the Comixology app, the Marvel app, or the DC app. In a sense, they’re all connecting you to Comixology. Why not just maintain a single, consistent storefront?

This week’s big news for Comixology was a new partnership with IDW, a publisher known for its comics based on popular TV franchises like True Blood, Star Trek, Doctor Who. Jeff Webber, IDW’s digital chief, cited the broader reach of Comixology over iVerse, the company’s previous digital partner, as a main attraction for the move.

The changeover is meant to be painless for existing customers -- they download a new version of the app, it simply adds their purchased comics to their Comixology collection -- and IDW titles will be available directly from the Comixology app.

But IDW is still going to maintain separate storefront apps for each of their 8 major licenses. Weber explained that it’s all about discoverability. A fan of “Transformers” isn’t necessarily an existing comics fan and might not go searching for a comic book app and then for Transformers titles. A dedicated app reveals itself in an app store search for practically any character in that series.

It points to the resilient trope of digital marketing: today, your customers are coming in from God knows where so keep a cash register at every door and window you’ve got.

Wednesday is also the day when Dark Horse Comics begins selling their entire line digitally on the same date as the newsstand editions. They’re not using Comixology (their reader is noticeably less-polished) but I welcome them for just one reason: they publish “Usagi Yojimbo,” probably my lifetime-favorite comic series.

You could, in fact, call Usagi my “anchor comic.” Trends in comics come and go. “Fantastic Four” was once among my most highly-anticipated books; now, I absolutely can’t stand it. I used to have no interest in the “Avengers” or “Batman” books. Now, they’re at the top of my list. But month after month, the one week when I’ll almost definitely come down to the shop is the week when I can pick up a new issue of Stan Sakai’s masterpiece of action and political intrigue and adventure set in 17th-century feudal Japan. I usually buy other stuff while I’m in the shop, too, but that’s what brings me in.

If “Usagi Yojimbo” ever ended . . . would I keep coming back to the shop?

Prrrrobably. But not nearly so frequently. I love the comics on my regular reading list, but I also loved “King Of The Hill” and “The Shield.” I got along just fine without them when those shows went out of production. I did keep watching TV, sure, but do keep in mind that this set is right here in my office.

What happens when something -- whatever it might be -- severs that connection between regular comics readers and their retail stores? Do they move to digital? Or do they just move on? From one point of view, the worst danger comic book publishers have isn’t the Internet and it isn’t piracy . . . it’s that any move might crack the fragile ongoing relationship they have with their readers.

To be more optimistic, in a perverse way: it’s possible that the concept of the conventional, printed comic book just gracefully and gradually decline and fade away, while its current fans age out of the system (IE, die) and the youngn’s, who are naturally more drawn to other forms of entertainment or maybe just newer ways of articulating that concept, fail to move up to replace us. That there’ll never be a transition from print to digital; just a transition from print to dust. And thus, this whole argument is a pointless waste of time.


External Reference: www.suntimes.com

Monday, December 19, 2011

Mexico's Film Industry is Going Digital



Mexico's national film institute Imcine is going digital with two deals aimed at VOD and YouTube distribution.

According to Imcine director Marina Stavenhagen, the agency has pacted with Google to present 71 Mexican shorts on YouTube and has also entered an agreement with Cablevision, the main cabler for Mexico City, to present the same shorts as well as 59 features via VOD.

"The future of Mexican cinema is in digitalization, Internet and social networks," said Stavenhagen at a press conference with the local media.

"We are going to see how it works. We think that it is an interesting alternative for release and for the impact on audiences, and we are going to see how it goes for us," she later added.

The films being released are stand-outs spanning several decades. The shorts include Cannes Golden Palm winners "El Heroe" (Carlos Carrera, 1994) and "See Rain" (Elisa Miller, 2006).

The features coming out with the Televisa-owned VOD outlet, and possibly YouTube at a later date, include: Alberto Isaac's "Nest of Virgins" (El rincon de las virgenes, 1972); "El cobrador: In God We Trust" (2006) by Paul Leduc; and Victor Avelar's 2008 "Como no te voy a querer" among others.

Imcine's government coin programs Fidecine and Foprocine help produce most films in Mexico, which has churned out approximately 70 movies since 2006. Next year, they are budgeted to provide another $50 million in funding.

External Reference: www.variety.com

Wednesday, December 14, 2011

Star looks to do a Hulu with Indya.com









Television broadcaster Star India Pvt. Ltd plans to convert its website Indya.com into a digital distribution platform beaming all kinds of content, including that from rival broadcasters, and generating revenue largely through subscriptions.

Star India says it is in talks with Zee Entertainment Enterprises Ltd (ZEEL) and Multi Screen Media Pvt. Ltd (MSM) on the commercial terms of bringing their content onto Indya.com, which will be styled on the lines of Hulu.com, one of the largest digital distribution platforms in the US.

Consumers would be able to access the content on any device, whether it’s a smart TV or a smart phone, from the platform, which could be a potential game-changer in the way television is consumed in this country.







Hulu, which shows movies, episodes of TV series and music videos, is a joint venture of News Corp., NBC Universal and the Walt Disney Co. On one platform it provides content from various networks such as NBC, Fox, ABC, Nickelodeon, deriving its revenue from subscriptions and advertising.



Digital experts say Star had earmarked Rs. 40-45 crore for the digital project, but is likely to spend a lot more because a bigger investment is required for both front-end and back-end operations. The broadcaster had been expected to launch the platform in October-November, but the plans have been pushed to the first quarter of 2012.

Star is working with various technology partners—July Systems, Autonomy Interwoven and the video platform Ooyala, among others—for this project. It is expected to use AdTech’s ad-serving technology. Agencies that are helping with the design and campaign include OgilvyOne, G2 Interactive, and Law and Kenneth (Digital).

Star India’s chief operating officer Sanjay Gupta said the broadcaster had big plans in the digital space for India. The first part of the plan has already been executed with episodes of television shows, or mobi-sodes, being created for mobile phones, and the launch of applications for the iPad and iPhone. The move made it the first general entertainment channel to enter the iTunes app store.

“What we are doing is building a digital ecosystem, through which consumers can access content on their preferred device,” Gupta said. “Bandwidth continues to be a problem in the country, which is why we are collaborating with a lot of third-party companies (technology partners) so that we are able to deliver faster videos and a good interface.”

“We want the technology to be perfect before we go ahead with the launch,” Gupta said, adding the plan was to bring some top television networks onto the platform. “The more the numbers, the better it is,” he said, because the idea was to position the site as a one-stop destination for content.

Gupta cautioned that much of the project was a work-in-progress; it may start in a small way and be built up along the way.

He said it was premature to comment on whether Star would monetize all the content on the site and what revenue-sharing model it would adopt with its partners. The business model would be largely subscription-based, although advertising could contribute a part of its revenue.

He added that the current distribution contract with Zee did not cover this venture. “We are in fresh discussions with Zee on this matter,” Gupta said. He did not comment on how much money would be invested in the venture.

Danish Khan, vice-president of marketing at MSM, remained unavailable for comment. An MSM spokesperson said the company was not in a position to comment. A ZEEL spokesperson did not respond to Mint’s email and phone queries.

Prasanth Mohanachandran, founder of digital company AgencyDigi, said Star will have a sizeable first-mover advantage once the project gets off the ground.

“Competing networks could very well think of starting a similar venture themselves,” he said. “But it would take them a window of one-and-a-half years in order to put it together. If they choose not to come on board the Star platform, they lose the money-making opportunity, and plus it’s a year or more of waiting.”

Mohanachandran added that there isn’t much Indian online video content currently, let alone paid-for content.

“The audio-visual format bridges the barrier of literacy. Indian producers would have avenues to put in content and generate money from that content,” he said.

Mohanachandran says it’s a misconception that people will not pay for online content. “People using iPhones are already used to paying for content. Even in tier-two cities, there are SIM cards with pre-loaded content,” he said

Mahesh Murthy, chief executive and founder of digital marketing firm Pinstorm Technologies Pvt. Ltd, said any general entertainment channel would want to expand its base and reach out to the people migrating online.

“They want to follow the YouTube success story. But the thing that’s worked for YouTube is that it’s quite democratic in the content that it puts out. For instance, it does not give precedence to a soap versus a Kolaveri and that’s led to its popularity. There’s every form of video content available.” The reference is to Why this Kolaveri Di, the Tamil music video that’s been watched by millions since its YouTube debut last month.

L.K. Gupta, chief marketing officer at LG Electronics India, said digital expansion is a logical move for media companies.

“As of now, only YouTube is structured and geared to provide huge video content, but it is everything for everyone. A focused approach guarantees quality video content,” he said.

India has less than 200,000 smart TV sets, but over 10 million smart mobile handsets, Gupta said. “Add to this premium-end tablets and there is an audience,” he said, “but is doubtful whether users would be willing to pay for content given a profusion of free videos.”

Abdul Khan, senior vice-president at Tata Teleservices Ltd, shares Gupta’s doubts about the revenue model.

“It’s a networked world and eventually everything’s moving to an open-source model,” Khan said. “Star is ahead of the curve but I have doubts on the business model. There haven’t been too many successful subscription models online.”

External Reference: www.livemint.com

Friday, December 9, 2011

FilmBuff Signs Streaming Pacts With 5 International Distributors
















The film sales representative has struck streaming and rental pacts with YOU On Demand (China), Nyoo TV (India), Voddler (Sweden), BigPond (Australia), FetchTV (Australia) and Rogers On Demand Online (Canada).

FilmBuff has previously expanded into the international market, signing distribution agreements with LoveFilm, blinkbox, iTunes UK, iTunes Canada and YouTube Canada.

“We are excited to bring our films to a much larger audience and expand FilmBuff’s worldwide reach as a curator for independent content,” FilmBuff’s International Programming Manager Rebecca Sosa said in a statement.

Upcoming FilmBuff international releases include Banksy’s new documentary "The Antics Roadshow," Harry Shearer’s documentary, "The Big Uneasy," and the Polish Brothers’ drama "For Lovers Only."

External Reference: www.reuters.com

Wednesday, December 7, 2011

Library Wars: Amazon and Publishers Vie for Control of E-Book Rentals




As the digital era unfolds, the role of libraries in the distribution of e-books has emerged as a significant issue of contention. While print books are still the mainstay of most libraries, and audiobooks are accepted as a regular feature, there is considerable uncertainty about how to handle e-books. Among the six largest trade publishers, only Random House has been selling e-books to libraries without restrictions, and a spokesman said that it is now "actively reviewing" its position. Macmillan and Simon & Schuster do not sell e-books to libraries at all. Hachette and Penguin withhold their newest titles, and HarperCollins caps the number of times a book can be loaned at 26 after which, in principle, it needs to be repurchased.

The soaring popularity of e-books and the dominance of Amazon and its proprietary Kindle reader have apparently made these publishers wary of the impact on sales. Smaller publishers and academic presses share those concerns and recognize that e-books could, over time, replace print books as the format of choice among students and scholars, which would seriously undermine their revenue model. About two-thirds of libraries across the country now offer some access to e-books, mostly working through OverDrive, which is the leading provider of digital books to institutions. Initially, Amazon did not make its Kindle e-books available to OverDrive. When Amazon changed that policy this past September, library patron access to e-books substantially increased, and publishers privately expressed concern that substantial numbers of e-book buyers would become borrowers instead. Steve Potash, chief executive of OverDrive, told the New York Times that connecting libraries to the Kindle "is going to bring millions of readers to the public library."

Libraries are a valued pillar of the book business, but the prospect of widespread downloading of e-books unnerves publishers because digital files can be easily shared and used in perpetuity, and because Amazon has proven to be an especially tough negotiator over terms in other aspects of the book business. Announcing before Thanksgiving that it was limiting the sales to libraries of new titles in e-book formats, Penguin said that, "due to new concerns about the security of our digital editions, we find it necessary to delay the availability of our new titles in the digital format, while we resolve concerns with our business partners." In response, Carrie Russell, director of the American Library Association's Public Access to Information program, said "Penguin says that they have security concerns with library sales which we find puzzling. There is no evidence that security breaches have been tied to public libraries or library users. One would think this is more of an issue with everyday consumers or hackers who do not want to pay for ebooks."

In fact, the publishers' real concern is turning over an ever greater share of business to Amazon; in particular, its recently launched Kindle Owner's Lending Library, which when linked to public libraries through OverDrive could enable remote access to books. "Now with the right credentials," Jeffrey Van Camp wrote on the website Digital Trends, "a person could technically get on his or her computer and start borrowing new books and not paying for anything with relative ease. Of course library lending must have always been a source of contention for publishers as users don't pay for rented books, but this new service makes it more convenient, which may scare Penguin and other publishers."

Driving home the point, the post continued, "Amazon has been known to be pushy about new features, usually for the betterment of its users, but sometimes to get an edge on the competition." A number of publishers have complained that their books have turned up among the offerings on the Kindle Owner's Lending Library, even though they have chosen not to participate in the program. Publishers Weekly made a similar argument, asserting that Penguin's move, as well as the stance of the other large publishers, "is yet another sign that despite considerable talk of librarians and publishers coming together to work out solutions, tension over digital content is in fact escalating. In 2011 alone, two major publishers have scaled back their policy on library ebooks; [and] the Authors Guild is suing university libraries over its plan to digitize out-of-print and orphan works for use in an educational setting."

Librarians, encouraged by the dramatic increase in e-book borrowing since the September launch of OverDrive's library lending program for the Kindle, are eager to refute the publishers' complaints. OverDrive executives say that e-book checkouts have tripled this year over 2010, with two million new users signed up as digital borrowers. According to Publishers Weekly, Ruth Liebmann, director of account marketing at Random House, made the best case on behalf of the libraries earlier this year. "A library book does not compete with a sale," she said, "A library book is a sale." Libraries are comparable to independent booksellers as a percentage of business, and they "never send books back." Liebmann said that Random House's goal was to have books in libraries in multiple formats, as they are in retail. That may well turn out to be the long-term position, but in the meantime, as the spokesman said, the company's policy for library e-book sales is under active review.

Digital Trends sees the dispute as a tug-of-war between publishers and Amazon, in which the libraries are caught in the middle. "Is this an industry squirming because times are changing or is this Amazon pushing its power too far?" The question is an intriguing one.

External Reference: www.theatlantic.com