[A2k] NL study on p2p - English translation
Anne-Catherine Lorrain
aclorrain@gmail.com
Mon Mar 2 13:44:02 2009
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[ Picked text/plain from multipart/alternative ]
The English translation of the Dutch Ministry for Economics / SEO / IViR
study on the economic and cultural effects of file-sharing on music, films
and games has just been released.
This study tries to provide =91objective=92 figures and analysis.
It is available on the IViR=92s
website<http://www.ivir.nl/publicaties/vaneijk/Ups_And_Downs_authorised_tra=
nslation.pdf>(see
also attached document).
(see the executive summary below. Sorry for the bad formatting of the cut &
paste)
*Management Summary*
The main aim of this study is to identify the short- and long-term economic
and cultural
effects of file sharing on music, films and games. File sharing is the
catch-all term for
uploading and downloading. The short-term implications examined include the
direct
costs and benefits to society at large. In order to determine the long-term
impact, we
analyse changes in the industry=92s business models as well as in cultural
diversity and
the accessibility of content.
The study draws on existing sources of information to describe the structur=
e
and
operation of the film, games and music industries and discusses the most
important
changes in their business models. Digitisation has played a central role in
this process.
The trends and developments are subsequently analysed from a legal
perspective, with a
primary focus on copyright aspects. The empirical reality of file sharing i=
s
described
using data collected during interviews with heavy file sharers as well as
data from a
representative survey of 1,500 internet users in the Netherlands. Other
sources include
interviews with people working in one of the three entertainment industries
and, where
none were available, with industry representatives. Note that this part of
the study is by
no means a consultation of all parties concerned. The research findings are
subsequently
placed in a broader perspective using comparable scientific studies carried
out in other
parts of the world. This has enabled us to fill in the missing pieces and t=
o
take a closer
look at the impact of file sharing on the paid consumption of music, films
and games.
The research shows that the economic implications of file sharing for
welfare in the
Netherlands are strongly positive in the short and long terms. File sharing
provides
consumers with access to a broad range of cultural products, which typicall=
y
raises
welfare. Conversely, the practice is believed to result in a decline in
sales of CDs,
DVDs and games.
Determining the impact of unlicensed downloading on the purchase of paid
content is a
tricky exercise. In the music industry, one track downloaded does not imply
one less
track sold. Many music sharers would not buy as many CDs at today=92s price=
s
if
downloading were no longer possible, either because they cannot afford it o=
r
because
they have other budgetary priorities: they lack purchasing power. At the
same time, we
see that many people download tracks to get to know new music (sampling) an=
d
eventually buy the CD if they like it. To the extent that file sharing does
result in a
decline in sales (substitution), it usually entails a transfer of welfare
from producers to
consumers. With estimated welfare gains accruing to consumers totalling
around =80200
million a year in the Netherlands, music producers and publishers suffer
turnover losses
of at most =80100 million a year. These calculations are necessarily based =
on
several
assumptions and contain uncertainties as many of the underlying data are no=
t
precisely
known. Whereas comparable figures cannot be provided for the film and games
industries, they follow a similar logic.
Estimates of the volume of global unauthorised download traffic vary
strongly, but all
signs are that this involves many billions of files per year, constituting =
a
substantial
share of international internet traffic. The number of file sharers in the
Netherlands is
relatively high, which can be explained by the early introduction of
broadband in the
country and its high penetration. Music is by far the most frequently
downloaded
product. Based on a compilation of different sources, the number of music
downloads in
the Netherlands can be estimated at between 1.5 and 2 billion per year,
which would
amount to 7.5 downloads for each track sold. That said, not all downloaded
tracks are
TNO-rapport | Ups and downs
actually listened to as consumers tend to download a great deal more music
than they
listen to.
File sharing is a widespread phenomenon, with around 4.7 million Dutch
internet users
aged over 15 years having, over the past 12 months, engaged in downloading
without
paying on one or more occasions. Generally, file sharing and buying go hand
in hand.
Consumers who download tend to be aficionados of music, films or games,
which
therefore play an important role in their daily lives. Among music and film
downloaders, the percentage of buyers is just as high as among
non-downloaders;
among game sharers, the percentage of buyers is even higher than among
people who
do not download games. In addition, music downloaders have been found to go
to
concerts more and to buy more merchandise. Game sharers buy more games a
year than
gamers who do not download and film sharers tend to buy more DVDs on averag=
e
than
do non- file sharers. Most file sharers say they would not change their
buying habits if
downloading were no longer possible.
Legal framework
Downloading copyrighted content from file-sharing networks, websites and
other
sources for one=92s own use is permitted by law in the Netherlands. Games =
=96
being
computer programs =96 are an exception to this as they enjoy wider protecti=
on.
In the case
of peer-to-peer (P2P) networks, content is not only often downloaded by
users but also
made available again to others, usually automatically, in which case the
user is both
consumer and supplier. This file sharing is a more or less intrinsic elemen=
t
of P2P
networks. The uploading of files, whether automated or otherwise, without
the prior
consent of the right holders is a copyright infringement and may result in
both civil and
criminal liability. For the purposes of enforcement, intentionally
infringing copyright in
the course of a business or occupation is an aggravating circumstance.
Measures to combat the variety of practices encompassed by the term =91file
sharing=92 in
the Netherlands and Europe focus primarily on the uploading side. The law
provides
right holders with a range of means of enforcement under civil law. Recent
policy
developments indicate that criminal enforcement measures focus in particula=
r
on
uploading on a commercial and/or large scale. There is reluctance among
policymakers
at not only national but also European level to =91criminalise=92 individua=
l end
users.
Aspects of public interest are at issue in this connection (promoting legal
delivery,
proportionality, expediency, legal certainty, etc.). The possible role of
intermediaries,
both individuals and organisations, such as Internet Service Providers,
hosting providers
and (other) parties involved in P2P traffic, is increasingly a topic of
debate. They could
play a part in identifying and combating the unauthorised delivery of
content.
File sharing and the entertainment industry
The impact of digitisation on the various sectors of the entertainment
industry is
substantial. Traditional business models used by distributors in each of
these sectors and
most other actors upstream in the value chain (producers and creators) are
based on the
controlled access to the products created, in this case films, games and
music
(recordings). Copyright gives them control over the use and marketing of
their products,
for which they may charge consumers. The practice of file sharing, however,
is making
it increasingly difficult for them to maintain control over their works,
with the risk of
eroding their commercial foundations. Timely response to these changes is o=
f
the
TNO-rapport | Ups and downs
essence in order to safeguard their position. In some cases this will
necessarily entail a
redefinition of business models.
The music industry finds itself up against a shrinking market for its
products and the
ubiquitous problem of file sharing. It may well be that at least part of
turnover loss
directly reflects this sharing of digital music files, via P2P networks
among other routes.
The industry=92s defensive strategy has not succeeded in stemming the swell=
ing
tide of
music sharing and has failed to come up with an early answer to today=92s n=
ew
digital
reality. And so it has seen other players, such as Apple, claim key market
positions in
marketing and delivering digital music files. Charging for digital download=
s
has so far
not provided a definitive solution to the slide in sales. As the new market
is now unable
to compensate the industry=92s decline, business model reinvention is more
urgent than
ever. The fact that the total market for audio formats (physical and
downloads taken
together) is shrinking faster than Dutch record companies=92 total turnover
suggests that
the record labels have found new sources of revenue. This is in line with
the industry=92s
all-out efforts to tap new income sources. For established artists, new
marketing and
income-generating models are being developed where income is generated not
so much
directly by music recordings, but increasingly by live concerts,
merchandising and
sponsorship, which in turn are being secured by the industry with the aid o=
f
360-degree
contracts. Determining the extent to which these sources of income make goo=
d
the
losses in the market for audio formats is difficult on the basis of the
information
publicly available. That said, the new models still cater for music
recordings but show
that in the future the industry is not likely to be able to survive
profitably on music
recordings alone.
A different picture emerges for the film industry, which is still enjoying
growth in a
number of markets: cinema visits and DVD sales. By contrast, DVD rentals
have
slumped. This favourable trend compared with the record industry may reflec=
t
the fact
that film sharing has not taken off on as large a scale as music sharing. I=
f
this is indeed
the reason, increasing broadband penetration might eventually also cause
this industry
to record less growth or even to shrink. The urgency the music industry
feels to reinvent
its business model might then also take hold in the film industry. Films ar=
e
also at a
disadvantage in that it is not in the nature of film consumption for many
viewers to
quickly want to see the same film again. Free downloading is therefore more
likely to
result in substitution here than in the music business. And as the role of
file sharing to
get to know a product, which downloaders may subsequently buy, is less
applicable to
films, the industry should not allow itself to be lulled into a sense of
complacency by
still-increasing turnovers.
The games industry is a different story yet again. This business is showing
exuberant
growth, particularly at the console games and related hardware end, and the
spectre of
file sharing looms much less large in console games than in PC games, where
turnover
is now flat. The specific platform-restricted hardware-software-content
marriage makes
the official game release so attractive =96 compared with a music CD =96 th=
at
this industry
might well be able to better prevent or sidestep the file sharing that
besets the music
business. The hardware-software-content combine also gives large producers
and
distributors in the industry more scope to ensure profitable operations.
These
opportunities are sorely lacking in the music and film industries. Another
advantage of
the games industry is that concept design and product innovation are much
more
embedded in the gaming culture than in the music and film industries, in
particular now
that it is increasingly capitalising on the opportunities offered by the
Web. From this
vantage point it is less complex for the games industry to innovate, if nee=
d
be by joining
forces with the music industry as it is now doing in music games. Boasting
such a
TNO-rapport | Ups and downs
strategic advantage, it should not come as a surprise if the games industry
ends up the
winner in the battle for young consumers=92 spending money. This would seem=
to
lie
ahead given current trends in the joint film, music and games markets.
Whereas the size
of the entertainment market as a whole is relatively constant, the share of
music is
declining gradually and the share of games is showing explosive growth.
-------
Anne-Catherine Lorrain
Intellectual Property Policy Expert
The* **TransAtlantic Consumer Dialogue* (TACD)
80, rue d'Arlon, 1040 Bruxelles, Belgium
aclorrain@consint.org
Mob (Belgium): +32 473 99 97 92
Tel: +32 2 740 28 17, Fax: +32 2 740 28 02
www.tacd.org
www.tacd-ip.org/blog
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