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Digital Music Meets Mobile Music

Product Type: Market Research Report
Published by: Generator Research Limited
Published: September 2004
Product Code: R625-5
Description

This major undertaking running to 489 pages covers the digital music arena in detail, both fixed and mobile.

Our focus has been on providing a clear understanding of all the very latest developments and an in-depth picture of how this fascinating market will evolve in the coming years.

This report explains all the major developments and market trends in detail, providing for the first time a total picture that will be equally valuable to professionals working in the mobile industry, the music business as well as related industries.

You will find detailed profiles of the very latest developments in the digital music business up to September 2004 following a flurry of activity and announcements in 1H04.

We have built on these developments to explain in detail what the next wave of announcements are likely to be and, in addition, what this means for the various players in the market.

The report contains the results of a detailed test program carried on a wide range of digital music services in several categories both online and mobile that will allow you to clearly see how the various services work and how they compare.

Our test results are supplemented by in-depth strategic analysis drawing upon on many years of operational and consulting experience in the technology industry to provide you with a unique 'birds-eye' view of how the market will evolve.

The report contains detailed projections of the value of the digital music market as well as the proportion of this that will be realised via mobile devices.

In addition, we provide very detailed explanations of the basis for all forecasts that will allow you to clearly understand the market drivers.

Supporting the forecasts are numerous frameworks that clarify some of the most contentious and intractable issues in both digital music and mobile communications.

Because the mobile channel will have an increasingly important role as the digital music market develops, we have carried out a detailed analysis of the European 3G market over the next 10 years.

In addition, we address the mobile Internet and explain in detail how this will develop and what the implications will be for mobile operators and, in particular, WAP portals. With this one report you will be able compare projections for fixed and mobile broadband with smartphone rollout - and with 3G and digital music rollouts.

You will also be able to understand how these parallel markets are inter-related from the perspective of digital music.

We have gone well beyond the usual forecasting boundaries and provide many specific examples of how the digital music market will develop - both online and offline - even including in some cases actual product mock-ups.

This report will open your eyes to the most likely developments in the coming years so you can better identify business opportunities and assess the competitiveness of your own position in the market.

Table of Contents

1 INTRODUCTION



2 THE MUSIC BUSINESS: PHYSICAL FORMAT

2.1 Introduction

Record Labels: Late Starters, Quick Learners

Mobile Operators: Early Success, Now Doing Their Own Thing

2.2 Industry Operation

2.2.1 Writers: Songwriters and Composers

2.2.2 Performers: Artist, Acts and Talent

2.2.3 Agents and Professionals

2.2.4 Music Publishers

2.2.5 Record Labels

Talent Prospecting

Recording Contracts

Writing and Recording Songs

Manufacturing and Distribution

Tour Support

Marketing

Website

Clubs

New Media Channels

Media Relations

Television and Radio

Agencies

Advertisements

Formatting

Artist Image

Direct Mail

Store Events and Promos

Music Video

Retail Placement

Strategic Aspects of the Marketing Process

Investment Function

2.2.6 Manufacturers

2.2.7 Distributors

2.2.8 Retailers: Record Stores

2.3 Music Copyright

2.3.1 Creation of Musical Rights

2.3.2 Mechanical Rights

2.3.3 Sound Recording Rights

Soundalike Ringtones

2.3.4 Examples of Usage Rights: Mechanical and Sound Recording Rights

2.3.5 Additional Licenses: Performance Elements

2.3.6 Summary: License Rates for Various Music Formats

2.4 The European Music Market

2.4.1 Size of European Major Recorded Music Markets

Illegitimate Downloads

The Good News

2.4.2 Unit Sales: Total Songs

2.4.3 Structure of European Retail Market

2.4.4 Repertoire Mix: The Importance of Local Content

2.4.5 Music Videos

2.4.6 Consumer Demographics

3 DIGITAL MUSIC: OVERVIEW

3.1 Value Propostion: Digital Music

3.1.1 Comparison with the CD

3.1.2 Lack of Tangibility

3.2 Is Digital Music Simply Another dot.com Fiasco?

3.2.1 Strong, Proven Customer Proposition

3.2.2 Tangible Distribution Advantages

3.2.3 Large Market

3.3 Format Replacement: The Compact Disc

3.3.1 Successful Formats Offer Clear Consumer Benefits

Reduced Sound Quality

3.3.2 New Formats Are About Value, Not Price

3.3.3 Digital Music is Unique: Demand-Led Market

3.3.4 Summary

3.4 The Value of Music

3.4.1 Value Prespective 1: Absolute Value of Recorded Music

The Sony-BMG Case

Generator’s Analysis

3.4.2 Value Perspective 2: Underlying Need for Musical Entertainment Limits Demand

3.4.3 Value Perspective 3: Content Drives Demand, Not Price

3.4.4 Value Perspective 4: Price is a Secondary Consideration for Most Consumers

3.4.5 Value Perspective 5: High Margins Do Not Mean Prices Are Too High

3.5 Pricing: Digital Music

3.5.1 Long-Run Album Pricing

The Cost of CDs

3.6 Pricing: Benchmarking Digital Song Pricing

3.6.1 Per-Song Prices: Compact Disc Albums

3.6.2 Per Song Prices: Compact Disc Singles

3.6.3 Complicating Factors

Relative Worth: Hit Songs and Fillers

Differences Between Genres

The Effect of Digitisation on Product Formatting

Extra Value Offered by Digital Music

Price Plays: Bundling and Promotions

Commoditisation

3.7 Music Subscription Services

3.7.1 Consumer Benefits

3.7.2 Future Potential

3.7.3 Premium Pricing

3.8 The Role of the Player

3.8.1 Example: The iPod

3.8.2 Discussion

Corporate Priority

iTunes: A Simple Loss Leader?

Bundling

3.9 Evolution to Digital Movies

3.9.1 Players: Personal Media Centers

3.9.2 The Personal Movie Market

3.9.3 Comparison Between Portable Movie and Music Markets

Personal Market

Home Market

4 THE MUSIC BUSINESS: DIGITAL FORMAT

4.1 Consumer Experience

4.1.1 Discovering Music

Infomediaries: MP3 Blogs, Chatrooms, Messageboards

Equal Stakeholders

Trusted: Impartial

Quality

Intermediaries

Into Music

Artistlaunch

Vitaminic Buongiorno

Interent Undeground Music Association - IUMA

Peoplesound

Vitaminic

Soundclick.com

Textone

Magnatune

4.1.2 Obtaining and Consuming Music

4.2 Music Production

4.2.1 Tilly and The Wall

4.2.2 Impact on Established Record Labels

4.2.3 Impact on Wannabe Acts

4.2.4 Talent Supply

4.3 Industry Structure and Operation

4.3.1 Artists

4.3.2 Record Labels

4.3.3 New Entrants

Capital Providers

Artist Marketing Services

4.3.4 Virgin Music

4.3.5 General Retailers: Wal-Mart Music Downloads

4.3.6 Consumer Brands: Coca Cola

4.3.7 Event Organisers

4.3.8 Summary



5 THE RINGTONE MARKET

5.1 Erosion of The Ringtone Premium

5.1.1 Alternative 1: Use a Digital Song Purchased From an Online Store

Situation 1: Customer goes looking for a specific ringtone

Situation 2: Customer wants to use already-purchased digital songs as ringtones

Situation 3: Customer uses mobile to access an online digital music store directly

Situation 4: Operators’ bespoke digital music stores

5.1.2 Alternative 2: Visit Online Store to Buy a Ringtone

Possible Service Implementation

Pricing

5.2 Pricing

5.3 Changes in the Ringtone Value Chain



6 DIGITAL MUSIC SERVICES: ONLINE

6.1 Apple Computer

6.1.1 iTunes

Sync With the iPod

Importing Windows WMA Song Files

Party Shuffle

CD Jewel Case Inserts

6.1.2 iTunes Music Store (iTMS)

User Experience

Key Features

Music Videos

Movie Trailers

Audiobooks

Radio Stations

Value-Added Information and Features

iMix

Usage Restrictions

Catalog

Payment

New Updates: Direct Marketing

Additional Features of the Music Store

6.1.3 Accessories

6.1.4 Peripherals

6.1.5 iPod

Hard Disc Drive Storage Technology

Future Evolution: Enabling Technology

Possible Product Line Extensions

Personal Stereo Products

Home Entertainment Products

iMac G5: Analysis and Implications (Update 2 September 2004)

6.1.6 Summary

6.2 Microsoft

6.2.1 Platform Licensing or Retail Services?

6.2.2 Windows Media DRM10 (WM DRM10)

Outline Technical Description - WM DRM10

System Operation and Terminology

Key Licensing Features: WM DRM10

Protected Live Streaming

Superdistribution

Time-based Playback

Play Counter

Portable Device Transfer

Copy Limits

CD Burning

Different Licenses for the Same File

Discussion: Comparison With Mobile-Focussed DRM Solutions

6.2.3 Digital Music Jukebox: Windows Media Player 9

6.2.4 Digital Music Jukebox: Windows Media Player 10 - Beta (WMP10b)

Device Synchronisation

Digital Media Mall

Analysis - Microsoft Digital Media Mall (DMM)

Music Search

Music Search: The Bigger Picture

Reduced Entry Barriers

6.3 Sony

6.3.1 Online Store: Sony Connect

6.3.2 Jukebox: SonicStage

6.3.3 Usage Restrictions

6.3.4 Devices

MiniDisc (MD) Products

High Capacity MiniDisc (Hi-MD) Products

FLASH Products

HDD Products

Portable Media Players

Digital Music Players

6.3.5 Supplementary Services

Music Radio Services

Movie Downloads

6.3.6 Mobile Phones

6.3.7 Discussion : Why MiniDisc?

The History of the MiniDisc

Deciding on a Device Strategy for the Connect Music Store



6.4 Hewlett Packard

6.4.1 iPod

6.4.2 iTunes

6.4.3 Device Portfolio

6.5 Napster

6.5.1 Business Analysis

6.5.2 Marketing

6.5.3 Service Outline

Usage Restrictions

General Comments

6.6 Loudeye

6.6.1 The Digital Music Platform Business

6.6.2 Mobile Music Platform: Nokia Deal

Marketing Strategy

Technical Solution

6.6.3 Other European Digital Music Platform Providers

6.7 Real Networks

6.7.1 Rational for Inclusion

6.7.2 Current Business Focus

6.7.3 Importance of Subscription Services

6.7.4 Review of Music Services

Subscription Music Service: RealRhapsody

Subscription-based Streaming Music Radio Service: RadioPass

Analysis: Extension to Mobile

Subscription-based Streaming Music Video Services

Digital Downloads: RealPlayer Music Store

6.7.5 RealPlayer 10 (RP10)

6.7.6 Harmony

History and Rationale for Harmony

Analysis

Legal Challenge

Licensing of Harmony

Backwards Compatibility

A Zero Sum Game: Apple’s Loss = Real Networks Gain

Outline Operation

Significance for the Mobile Operators and Third Party Service Providers

6.7.7 Helix DRM

6.7.8 Mobile Offering: Helix Mobile Platform

Platform Description

Helix Mobile Producer

Helix Universal Server - Mobile

Helix Universal Gateway - Mobile

RealPlayer Mobile

Current Position in the Mobile Media Market

6.8 MusicMatch

6.8.1 Digital Music Jukebox - MusicMatch Jukebox

Device Compatibility

Portable Devices: Song Transfer and Synchronisation

6.8.2 Online Digital Music Store - MusicMatch Downloads

6.8.3 Internet Radio - MusicMatch MX

Genre Radio Stations

Artist OnDemand Radio

6.8.4 Marketing

Shipping Player with PCs and Smartphones

Purchasing Music



7 MARKETING: PROMOTION AND BRANDING

7.1 The Role of Branding in Digital Music

7.1.1 Apple iPod

7.1.2 iPod: Brand Leverage by Others

7.2 Promotion

7.3 Competitive Analysis

7.3.1 Brand Extension: Strategies Used in Other Industries

Alcoholic Beverages

Soft Drinks

Software

7.3.2 Brand Extension: Four Strategies Being Used in the Mobile Industry

7.3.3 Virgin Group

7.3.4 Nokia

7.3.5 Mobile Network Operators

Mobile Operator Brand Development

McDonald’s

Branding a MNO-Provided Digital Music Service: The Options

Summary



8 DIGITAL MUSIC SERVICES: MOBILE OPERATORS

8.1 MMO2: O2 Music

8.1.1 Technology

8.1.2 Service Outline

8.1.3 Service Test Methodology

8.1.4 Browsing

8.1.5 Song Downloads

8.1.6 Audio Compression

8.1.7 Music Management

8.1.8 Usage Restrictions

8.1.9 Pricing

8.1.10 Error Messages

8.2 Chaoticom

8.2.1 Orange (UK) Implementation

Service Outline

Player Download Process

Browsing Performance

Catalogue Depth

Previewing and Downloading Songs

Usage Restrictions

Pricing

8.2.2 Service Description - Eurotel Czech Republic

Pricing

Application Download

8.3 AT&T Wireless



9 MOBILE PREMIUM

9.1 Argument 1: The Intrinsic Mobile Premium

9.1.1 The Human Communication Process

Voice Calling

Text Messaging

Mobile Premium: Test Criteria

9.1.2 The Music Purchase Process

Customer Awareness

Initial Awareness

Developing Interest

Purchase

Effecting The Purchase

Product Delivery

Consumption

9.1.3 Other Factors

9.2 Argument 2: No Need for a Separate Player

9.2.1 The Argument

9.2.2 Analysis

Apples With Apples

Shifting Value Benefits Between Songs and Devices

Device Performance and Service Features

9.3 Summary



10 MOBILE OPERATOR PORTALS: MUSIC CONTENT

10.1 Events

10.1.1 Information

10.1.2 Ticket Purchase

SMS-Based Systems

MMS-Based Systems

10.2 Mobile Shop: CDs

10.2.1 Requirement

10.2.2 Summary

10.3 Video Material

10.3.1 3

Quality

Usage Rights

10.3.2 Orange

10.3.3 Pricing

10.4 Information

10.4.1 Album Reviews

10.4.2 Alerts

Current Activity

Potential Opportunities

10.4.3 News

Music News

Pay-as-you-go News

Text and Picture

MMS-based Slide Show Alerts

10.4.4 Interaction

10.5 Magazines

10.5.1 The Business Case

10.5.2 Customer Proposition

Quality: Rendering

Magazine Reading Process

Leverage of Channel-Specific Attributes

Usage Environment

10.5.3 User Experience

10.5.4 Summary

10.6 Artist Sites

10.6.1 Introduction

10.6.2 Results of Comparative Tests

10.6.3 Mobile Interent: Avril Lavigne Website Functionality

10.6.4 Music: Streaming and Downloads

10.6.5 Music Videos: Streaming and Downloads

10.6.6 Summary



11 RADIO

11.1 Introduction

11.2 Premium Music Radio Services

11.2.1 Key Differences: Commercial Radio Vs. Premium Music Radio Services

11.2.2 Commercial Radio and Premium Music Radio: Competitors?

11.2.3 Sony StreamMan

Outline Service Description

Billing and Pricing

Benchmarking with Online Alternatives

GPRS Usage-based Tarrifing

Mobile Premium

Product Enhancements

Discussion: Possible Future Developments

11.2.4 Other Developments in Premium Radio Services

Premium Radio Services: Transfer to Portable Devices Within the Home

Transfer of Vanilla Radio Stations

Transfer of Personalised Music Radio Stations/Playlists

Additional Evolution Paths

11.3 Digital Radio (DAB)

11.3.1 Introduction

11.3.2 Current Status

Europe

DAB: A Clear Growth Market

DAB: A Clear Early-Stage Market

Leading Receivers: Enabling Future Purchase of Digital Music

Comparison With Other Markets: FM Receivers and Smartphones

International Markets

11.3.3 Outline Description: DAB

Spectrum and Licensing

Available Capacity and Station Choices

Programme Associated Data

11.3.4 Analysis: The Role of Mobile Phones

Selling Digital Music

Premium Services

Using Digital Radio as a Means to Boost Ad Revenues

Other Considerations for DAB Stations

Conclusion

11.4 Enhanced Analogue FM Radio

11.4.1 GWR ‘Hear it Buy it Burn it’

Service Description

11.4.2 Future Developments

Put Affiliated Stations on the Internet

Porting the Service Concept to Mobile Phones

Hear it Buy it Burn it on Mobile Phones: Avoiding GPRS Charges

11.4.3 Nokia: Visual Radio

Outline Description

Usage Scenarios and Cost Implications

Comparative Analysis: DAB and Visual Radio

11.4.4 Sony: Any Music



12 MOBILE INTERNET

12.1 Introduction

12.1.1 Accessing Existing Web Resources

12.1.2 Third Party Services

12.1.3 Not More Hype!

12.2 Enabling Factors

12.2.1 Mobile Phone Operating Systems

Accessing Existing Web Resources

Enabling Technology

Operating Systems Standards

12.2.2 Internet Search Tools

12.2.3 Internet Browsers

12.2.4 Media Players

12.2.5 Mobile Broadband - 3G

12.2.6 Data Tariffing

12.2.7 User Interface: Displays and Data Entry

Display Size

Data Entry

12.2.8 Phone Technology: Memory and Processor Power

12.2.9 Smartphone Penetration

12.3 Market Timing

12.4 Implications for Mobile and Music Industry Executives



13 THE ROLE OF STANDARDS IN DIGITAL MUSIC

13.1 Industry Needs: Supply-side Drivers

13.2 Consumer Needs: Demand-side Drivers

13.3 Self Interest of Industry Players

13.3.1 Company Interests Vs. Consumer Interests

Toner Cartridges

Printer Driver Software

Console Games

13.3.2 Implications for Digital Music

Rival Platforms

Platform Convergence

13.4 Regulatory Intervention

13.4.1 EC Copyright Directive

No Big Issues

Copyright Control Technology Circumvention

13.4.2 Collective Licensing of Rights Relating to Digital Media

13.5 Summary

13.5.1 Wider Digital Music Market

13.5.2 Mobile Channel

13.6 Emergence of a Digital Music ‘Standard’?

13.6.1 The DRM Quagmire

13.6.2 Rival Technolgy Platforms

13.6.3 Real Networks

13.6.4 Apple Computer

13.6.5 Sony Corporation

13.6.6 Microsoft

13.7 Consumer View: Meaning of Digital Music Standards

13.7.1 Music Accessibility

Focus on a Niche

Provide Music Search Features

13.7.2 Format Compatibility

13.7.3 Device Interchangability



14 THE WILD CARD: COLLECTIVE LICENSING

14.1 Introduction

14.2 Arguments For and Against

14.3 Implementation Issues

14.3.1 Infrastructure

14.3.2 Copyright and Related Laws

14.3.3 Collecting Societies

14.3.4 Critical Mass

14.3.5 Tax Laws

14.4 Market Developments

14.4.1 Brazil

14.4.2 Europe

14.5 Making it Happen: Action Plan



15 MARKET FORECAST: DIGITAL MUSIC

15.1 Current Status

15.1.1 The U.S.

15.1.2 Europe

15.2 Overall Market Size

15.2.1 Industry Maturity

Format Replacement

Interesting Music

Improved Format

Digital Music

Criteria

Piracy and Illegitimate Downloads

Competition From Other Forms of Entertainment

Economic Fundamentals

15.2.2 Demand: The Desire to Listen to Music

15.2.3 Supply: Availability of Interesting Music

More Acts and More Songs: Effect of Digitisation and the Internet

Tools to Help Creative Process: Creative Commons

Music Search

Adoption by Intermediaries

Music Industry MO

Sampling

Product Formatting

15.2.4 Leakage

15.2.5 Pricing

15.2.6 Structural Changes in The Music Industry

15.2.7 Summary

15.3 Historic Adoption: Previous Recorded Music Formats

15.4 Future Adoption: Digital Music

15.4.1 Consumer Proposition

15.4.2 Consumer Behaviour

15.4.3 Fundamental Factors

15.4.4 Legacy factors

Content

Artist Marketing

Manufacturing

Distribution and Retail

Cross Industry Support

Standards: Device and Format Plug and Play

Industry MO

15.4.5 Format-Specific Factors

Fixed Broadband Penetration

Realtones

Various Mobile Options

15.5 Digital Music Forecast

15.6 Channel Mix

15.6.1 Today: Physical Format Retail Channels

15.6.2 Future: Digital Music Retail Channels

Music Retailing Moves into the Home

Convergence

Device Interaction

Channel Separation

Channel Separation: Sales and Product Delivery

15.6.3 Forecast: Channel Mix



16 MARKET FORECAST: 3G (WCDMA)

16.1 Status of Current 3G Deployments

16.2 3G Rollout Scenarios

16.2.1 Scenario 1: Consumer Pull

16.2.2 Scenario 2: Operator Push

16.3 Detailed Analysis - Scenario 1: Consumer Pull

16.3.1 Key Success Factors Affecting 3G Rollouts

16.3.2 Supply Side Factors

Service Coverage

Handset Maturity

16.3.3 Demand Side Factors

Customer Proposition

End User Pricing

16.3.4 Summary

16.4 Detailed Analysis - Scenario 2: Operator Push

16.5 Conclusion



17 APPENDIX

17.1 Download Speed: 2.5G - GPRS

17.1.1 Coding Scheme

17.1.2 Handset Class (GPRS Class)

17.1.3 Timeslot Allocation (Multislot Class)

17.1.4 Traffic Load Requirement

17.1.5 Summary - What it Means

17.2 Network Capacity

17.2.1 Offered Load

17.2.2 Available Network Capacity

17.2.3 Conclusion
Ordering and More Information
Price and Delivery Options



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