PUSH/PULL – THE EVOLUTION OF CONTENT DISTRIBUTION IN THE BROADBAND AGE 

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PUSH/PULL – THE EVOLUTION OF CONTENT DISTRIBUTION IN THE BROADBAND AGE . PATRICK SEAMAN VP Streaming Media Solutions AudioVideoWeb.com. AGE OF PRINT. - PowerPoint PPT Presentation

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  • PUSH/PULL THE EVOLUTION OF CONTENT DISTRIBUTION IN THE BROADBAND AGE PATRICK SEAMANVP Streaming Media SolutionsAudioVideoWeb.com

  • AGE OF PRINTThroughout the cycle of history, Civilizations have risen and fallen, taking accumulated knowledge with them. Knowledge, writing and books were tightly controlledMoveable type resulted in vastly cheaper books -- and an explosion of available titlesThe choice of which books were printed and distributed was on a "push" basis the choice of which books were to be published was, mostly, in the hands of a very few peoplePush

  • PUSHContent is designed and created by a small group of people with specialized skills and technical infrastructure, and distributed to an audience that has little input into what is being published or how it will be consumed.

  • AGE OF MEDIA (Radio/TV)Print, Radio & TV are expensive to produce requiring expensive infrastructure and specialized professionals and technicians. After production, media required complex distribution infrastructureAdvances in technology drive a rapid drop in production costs. New content is produced on an inverse curve.Later, advances in computer technology enable desktop publishing and an accelerated drop in production costs for other mediaThe proliferation of mailed newsletters created by interest groups expands the availability of media, followed in the last 20 years by the expansion of talk radio, granting a voice to the common man.

  • DEMIGODS"It used to be that a handful of editors could decide what was news-and what was not. They acted as sort of demigods. If they ran a story, it became news. If they ignored an event, it never happened. Today editors are losing this power. The Internet, for example, provides access to thousands of new sources that cover things an editor might ignore. And if you aren't satisfied with that, you can start up your own blog and cover and comment on the news yourself." Rupert Murdoch News Corp, MySpace.com, The Wall Street Journal

  • INFLECTION POINTTechnology is "allowing the little guy to do what once required a huge corporation Matt Drudge has succeeded in challenging all the leading media companies of our day -- including mine. And he has done it with minimal start-up costs: a computer, a modem and some space on a server." Rupert Murdoch News Corp, MySpace.com, The Wall Street Journal

  • PULLContent continues to be published by small groups with large production budgets but is now also being produced by a much larger array of small, independent publishers leveraging cheap technology to produce content of more vertical interest. Consumers are able to pick and choose from a rich array of static or interactive content, as well as choose how, when, and where it will be consumed.

  • AGE OF NEW MEDIAThe newsletter/talk radio movement transitions to the Internet. Matt Drudge, blogs, podcastsCorporations attempt to use PUSH agenda to drive their message but find consumers will PULL what they wantMusic & Movie industry similarly attempt to continue PUSH distribution model and are slow to adapt to consumer demand to PULL resulting in consumers Pulling the content anyway and creating an adversarial crisis with RIAA prosecuting consumers

  • P2P IS A SYMPTOMThese are aggressively attacked by large media concerns as facilitators of theftConsumers want content so much theyll create their own infrastructure to compensate for how poorly large media concerns have adapted to the opportunities of New MediaConsumers are criminalizedMeanwhile, content is being distributed without cost to the content publisherContent publishers must learn to take advantage of these changes and intrinsically embed their advertising and sponsorships in content so that it does not matter how content is distributed.

    Consider Napster, BitTorrent, and other P2P music and movie file sharing networks:

  • Interactive (Pull) -vs- PushSource: Ibisworld.com 2008 Reports 2007 Video Game Industry Revenue: $35.5b 2007 Movie & Video Industry Revenue: $36.8bUS Video Game Market -vs- Movie & Video

  • YIN / YANGThere will always be a demand for PUSH content. Large live sporting events, mega movie titles, coverage of major global news events, disasters, elections, and overall transcendent content and the natural human tendency to want to veg out and be a couch potato.

    OTOH, the above have rapidly growing audiences for blogs, podcasts and independent coverage in general. Combined with interactive content and the explosion of business, entertainment, news, opinion, political, and other content, there is a level of balance between PUSH and PULL.

  • DELIVERY TO EVERYWHEREBroadbandWiFi3G wireless & competing networksin parksconcertsshopping mallsoffice buildingsairplaneskiosksstoreshomeAnywhere & Everywhere Content is being consumed everywhere

  • IMPLICATIONS OF PULLInteractive and Pull content have obvious long term implications for Latency The bidirectional nature of delivery networksNext-gen IP networks must evolve more efficient integrations IP data, service, voice, and video applications over broadband infrastructure

  • IMPLICATIONS OF PULLInternet neutrality Some proposals to address Internet neutrality concerns involve tiered throughput and allowing networks to self-regulateJust as the PULL market dynamic bypassed legacy music distribution models, leading to P2P file sharing, tiered networks may well lead to new, unanticipated adaptations to connect consumers with the content they want, forcing demand to find another path, like a river shifting banks

  • CONTENT STRUCTUREContent restructuring strategies:

    Googalize content. Enabling tangential interactivity eg: the image of a Dell or Mac computer as part of the content is clickable and can lead to multiple targeted tangential results, like you would experience in search engine results. Also called TelescopingSome popular content may return to a 1950s/1960s style of sponsorship with a single sponsor or sponsor group intrinsically embedded in the programming. Once done, the sponsor message is preserved regardless of how the content is distributed.

  • TIVO EFFECTContent structure example:

    Business and other content publishers tend to follow the examples of popular content. In Television & Radio, content is formatted for delivery within fixed time slots. Consider commercially sponsored content, such as nightly TV shows. An hour-long show is actually closer to 40 minutes of content and 20 minutes of advertising. Its no wonder Tivo and DVR users are fast-forwarding through content. It is clear the model needs to evolve to get ahead of consumer expectations. It remains to be seen how this will impact IP infrastructure.

  • PIRATE DOWNLOADSEvery day, copies of popular content are downloaded P2P on BitTorrent:

    Example: New episodes of the popular TV show HEROES are downloaded/shared over a million times. The current top downloads:# 1: Heroes# 2: Prison Break# 3. Dexter# 4. House# 5. Desperate Housewives

  • FREE DISTRIBUTIONEvery day, copies of popular content are shared online:

    Example: New episodes of the popular TV show HEROES are downloaded/shared over a million times. The current top downloads:# 1: Heroes# 2: Prison Break# 3. Dexter# 4. House# 5. Desperate Housewives

    So, if a million copies are being shared, that means that the publisher did not have to pay to get it in front of a a million pair of eyeballs.PIRATE DOWNLOADS

  • FINAL THOUGHT(Adapt or die)

    To quote Rupert Murdoch one more time:Stop whining about the challenge of new technology and get out in front of it".

  • PATRICK SEAMANVP Streaming Media SolutionsAudioVideoWeb.com [email protected]@patrickseaman.com http://www.audiovideoweb.comhttp://www.patrickseaman.com

    Linkedin: http://www.linkedin.com/in/patrickseaman

    U.S. Industry ReportVideo Games http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1 Industry Revenue$35,555.1 Jul 23 2008 Movie & Video Production http://www.ibisworld.com/industry/retail.aspx?indid=1245&chid=1 Industry Revenue$36,757 Aug 18 2008 U.S. Industry ReportVideo Games http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1 Industry Revenue$35,555.1 Jul 23 2008 Movie & Video Production http://www.ibisworld.com/industry/retail.aspx?indid=1245&chid=1 Industry Revenue$36,757 Aug 18 2008