Paper prepared for
BUMA/IViR Symposium: Copyright and the Music Industry: Digital Dilemmas,
July 4, 2003, Amsterdam.
As a consultant in the
Digital Rights Management (DRM) space, I have worked with organizations
that look at DRM from different points of view: media companies,
technology vendors, licensing collectives, standards bodies, and
attorneys. These various factions have agendas that are often difficult
to reconcile, yet they must be reconciled if music and other media are
to have a viable future online.
DRM-related technologies
could theoretically evolve to the point at which they satisfy most of
the concerns of media companies, digital media hardware and software
vendors, and consumers. There will always be disagreements over such
things as the definition of "fair use" or "fair dealing," but technology
can get better and better at enabling uses of content that meet
consumers' reasonable expectations without denying creators of content
their due compensation. Hackers will always be following closely
behind the developments in technology, resulting in threats to
legitimate offerings that help ensure that media companies give
customers reasonable value for their money.
Yet rather than outline
a Utopian vision of the future of DRM technology, this paper will focus
on the one factor that can really make or break the future for music
companies as well as other segments of the media industry. This issue
is one that receives scant attention in the press compared to stories
about the latest free file sharing service, piracy arrest, or DRM
technology announcement. The issue is: who will pay for DRM?
No grand vision of the
DRM-enabled future stands a chance of becoming reality if no one will
pay for it, yet that is exactly what is happening now. This paper will
explain why this is a central problem and how the status quo came to be,
and it will offer some suggestions for how the problem can be solved for
the long-term health of the music industry.
Why Media Companies Won't Pay
There are many aspects
of DRM that cost money, including:
-
Invention and
development of appropriate technologies.
-
Development and
promulgation of standards (whether open or de facto) that promote
interoperability among different content distribution and playback
components.
-
Design of products
based on good technologies and standards.
-
Unit costs of playback
devices or software that contain DRM technology.
There are also four general types of entities that
could possibly pay for some or all of the above:
-
Content owners.
-
Content distributors, including internet service
providers.
-
Vendors of playback technology, whether software
or electronic devices.
-
Users.
The above are listed in
descending order of incentive that they have to pay for DRM. Content
owners have by far the most incentive, but even they have expressed
reluctance to pay. Many DRM vendors have come and gone since the field
came into existence in the mid-1990s. They came to media companies with
solutions that may not have worked very well, but even if they did, the
media companies did not adopt them (beyond small pilot projects) for
several reasons.
First, the technology
was often "raw" and required lots of customization and integration to
work properly, and -- especially in the U.S. -- media companies did not
have the internal resources to do the integration, nor did they want to
spend the money to hire outside firms to do it. Some DRM vendors tried
getting around this problem by acting as service providers -- that is, by
running the server software that does the content packaging, delivery,
and payment processing for the media company. The cost structure for
operating this service is high, and many of these service providers
tried offsetting it by charging media firms a significant percentage of
transaction revenue. Media companies generally refused to give a vendor
a portion of their profit margins, so that model didn't work either.
Another reason why media
companies didn't adopt these early DRM solutions was that usability was
a problem, and usability concerns usually took priority over technical
ones, except in extreme cases of highly valuable and time-critical
content. Of course, this attitude began to shift in the entertainment
industry as piracy became more of a problem. But the final reason why
entertainment companies refuse to pay for DRM is a feeling that various
executives have expressed, that vendors should be required to protect
against piracy and that charging media companies to do it is tantamount
to blackmail.
There are really two
reasons why media companies should be interested in DRM. Piracy
deterrence is one, of course, but the other is to enable new ways for
the public to consume entertainment and information, giving media
companies new ways to make revenue and content creators new ways to get
exposure for their work. Lately, the music industry in particular has
been focusing on the former and giving short shrift to the latter.
Paying for Anti-Piracy
As far as piracy and DRM are concerned, media
companies should look at them from a purely financial standpoint. They
should be asking themselves how much money they really lose to piracy,
and how much, in comparison, it would cost to subsidize the spread of
DRM so that piracy is sufficiently reduced. That is the only financial
calculation that makes sense, yet there is little evidence that music
companies are doing it.
Current estimates of
revenue loss due to piracy need improvement. IFPI's figure of US $4.3
Billion (EUR 3.7 Billion) per year has little credibility outside of the
industry, there are no good estimates available of revenue loss due
specifically to Internet piracy, and on the other side of the issue,
there are no credible figures backing up the occasional claims that
online file-sharing leads to increased legitimate purchases. While it
is true that such estimates are hard to calculate, the entertainment
industry trade associations need to work harder to produce better
figures and publish them fearlessly, regardless of their magnitude.
Only then can music companies get a good idea of how much money is worth
spending to combat piracy -- through technological as well as
prosecutorial or legislative means.
The truth is that music
companies are also already spending money on technological solutions to
piracy, whether they admit it or not. They spend money on the DRM
technology that supports such record-company-owned online music services
as MusicNet. In addition, they are paying vendors to develop technology
that detects pirates' activities online, and they pay for other vendors
to hamper Kazaa and other file-sharing services by putting decoy
versions of popular music tracks up on them.
Music companies' money
would be better spent on research and development of DRM-based music
distribution technology that actually gives users a reasonable
experience for their money and makes them want to consume music online.
Music companies don't do this; instead, most are content to let R&D be
done by technology vendors who have little incentive to build the right
solutions and less than ideal knowledge of content owners' needs. We
need look no further than CSS encryption for DVDs as an example of what
happens when R&D is left in device makers' hands. CSS was invented by
Toshiba and Matsushita, two device makers. Its chief virtue for them
was low unit cost; it was poorly designed and easily hacked.
Alternatively, media
companies lobby governments to create laws mandating or restricting
technology, like the legislation introduced in the U.S. in 2002 at the
behest of Disney and News Corp. (the Consumer Broadband and Digital
Television Promotion Act), which fortunately did not pass. These laws
are either too specific, meaning that they become quickly outdated, or
too broad, meaning that they unfairly hobble technology companies and
stifle innovation; plus, they are very hard to administer fairly.
Music and other
entertainment companies should form a consortium that does the R&D and
makes it available in the form of open standards and other freely
licensable intellectual property, where possible. I am not aware of the
laws regarding the formation of such entities in Europe, but U.S.
antitrust law contains specific carveouts allowing such consortia to
form. The best-known example in America is CableLabs, the research
consortium for the cable television industry. The phrase "where
possible" refers to the fact that a lot of core DRM intellectual
property is covered by patents held by companies such as Sony, Philips,
IBM, Macrovision, and ContentGuard, the latter being a company that spun
off from Xerox in 2000 and is part-owned by Microsoft.
An R&D consortium could address a number of
technical hurdles to the adoption of DRM, such as:
-
Network identity: consumers, when they
purchase digital content, reasonably expect to be able to play it on
all devices they own and through all services to which they
subscribe. Giving each consumer a single ID that works with all of
his or her devices and services would help solve this problem, but
consumers want to ensure that no one entity controls all such IDs, for
privacy reasons. The Liberty Alliance, led by Sun Microsystems, is
defining a solution to a more general form of this problem that is
very difficult to solve in a practical manner. An R&D consortium
could help solve this problem in ways that are specific to music
companies' needs and more practical to implement.
-
Personal networks: how does one define
"all the devices they own" in the above, when cars can be driven by
multiple people and the stereo is in the family room of the house?
How can devices share identities and content use licenses? The
industry needs models to help device vendors sort this out. There is
some promising technology from IBM's Almaden Research Lab (xCP, or
eXtensible Content Protection), but it is years away from practical
application. Without coordinated research, the industry will get de
facto standards from the likes of Sony and Microsoft.
-
Rights descriptions: devices for playing
and copying content should be able to read descriptions of content
rights that include the rights on offer, the types of users to whom
they are being offered, and the consideration (e.g., money) required
to obtain those rights, all expressed in a standard format. There are
a number of so-called rights expression languages (RELs) in existence,
many of which are based on ContentGuard's XrML (which in turn is
derived from research done at Xerox PARC in the mid-90s), but
standards aren't really in place. A consortium could help ensure that
such standards are developed and enforced for music (and other media)
applications. Organizations representing sub-segments of the media
and telecommunications industries, such as the Open EBook Forum, Open
Mobile Alliance, and MPEG, are engaging in this type of activity
already, but not in coordination with each other.
-
License fee distribution: one of the major
obstacles to getting music and other content online in legitimate ways
is the enormous complexity of administering financial compensation
from various types of licenses, such as performance, mechanical, and
publishing. These licenses aren't going away, but some of the
complexity of administration could be minimized through automation. A
research consortium could help develop solutions that facilitate
proper compensation while minimizing transaction costs and making the
processes opaque to consumers. A handful of software vendors have
been developing solutions to this huge problem, but they are addressed
to individual media companies, not industry segments, which is where
they belong; furthermore, licensing collectives do not have the
funding or skills to solve these problems on their own. In Canada, an
organization called the Rights Clearing House is attempting to build a
solution to part of this problem.
Should media companies
also subsidize unit costs? Here the answer seems to be no. Although
there is some precedent for this -- early record companies selling record
players cheaply in order to sell more records -- it doesn't seem
practical, especially since media companies don't make playback devices
nowadays (one notable exception, Sony, notwithstanding). Device makers
do have some incentive to incorporate DRM: highly desirable content made
available only in protected formats will drive demand for DRM-enabled
devices.
Device Levies
The other choice is to
level the playing field by raising prices of non-DRM-enabled playback
devices through levies, the proceeds of which would be distributed to
content rights holders. Device levies are highly controversial, but
they may be the most reasonable alternatives. To ensure fairness,
levies should only apply to devices that don't include DRM, as was
suggested by the parties in the recent negotiation of the levy on PCs
sold in Germany. Device levies act as proxies for appropriate
distribution of proper payments for presumed uses copyrighted material
on devices that have no ways of metering usage, which DRM-enabled
devices presumably would. In this way, device levies would serve a
purpose similar to blanket licensing deals enforced by collectives like
Stemra for music reproduction and Stichting Reprorecht for text in the
Netherlands, or their U.S. analogs, the Harry Fox Agency and the
Copyright Clearance Center.
The big problem with
device levies, of course, is how to distribute the proceeds. Some
countries with levies, such as Canada and Greece, have had major
problems with undistributed or allegedly misdistributed funds. This is
a problem that will never have a good solution, but on the other hand,
it gives media companies incentive to see to it that DRM is included in
devices, because of its potential to track usage precisely and therefore
compensate rights holders accurately.
Assuming that levy
proceeds could be distributed fairly, how much would they actually help
achieve parity between DRM-enabled and non-DRM-enabled device costs? A
look at the recently introduced German levy on PCs shows that the answer
is mixed. This past February, the German Patent and Trade Mark Office (Deutsches
Patent- und Markenamt) decided on a levy of EUR 12 on all complete PC
systems sold in Germany.
There are two ways of
evaluating the appropriateness of this figure. One is to compare it to
the actual unit cost of effective DRM, which knowledgeable observers
would agree is well below EUR 12: so far, so good. The other way is to
compare it to the cost of consuming media through legitimate means
through one's PC. If one were to subscribe to an online music service
like Tiscali Music and download the occasional movie and eBook, one
could easily exceed EUR 12 in a matter of months -- making the non-DRM-enabled
PC the bigger bargain, assuming of course that most of the user's
desired content items were available through illegitimate means.
That brings us to the
other reason why media companies, and especially music companies, should
be interested in DRM: because it enables the development of new business
models that include new ways for the public to hear music.
New Business Models
Before the Internet age,
music fans had three choices: buy records, listen to the radio, or go to
concerts. Each of those choices locks one in to a set of features,
including how much choice one has in the music one hears, where and how
one hears it, and how one pays for it. The Internet and other digital
distribution networks allow music companies to explode those choices.
Webcasting, subscription services, and even free file-sharing networks
are examples of new sets of options for listening to music, and all are
exciting.
The problem is that the
public is very much used to the traditional ways. They can't be
expected to jump to these new ways of listening to music without them
being easy to use and without being told, over and over again, what
value they have. The new types of services appeal to early adopters,
those who are curious about new technology and willing to put up with
the inconveniences associated with immature products.
As a technically minded
person, media industry professional, and lifelong music fan, I am one of
those early adopters. I have accumulated over 2000 albums at home, but
the new online music services have helped change my listening habits to
the point at which the idea of "owning" music has little appeal to me.
I hardly ever listen to any of my albums anymore. My tastes are
eclectic, but I know what I want to hear when I want to hear it.
Commercial radio in New York City is horrible. So I pay for three
different subscription services: Listen.com's Rhapsody in the office, XM
satellite radio in the car, and Music Choice on digital cable television
at home. I would love to pay for one service I could access in all
three places, but that's not possible yet, at least not in America. I
have never burned a single CD in my life -- not because I don't know how,
but because I don't want to be bothered handling physical media
anymore. I have looked seriously at the new generation of
internet-enabled audio components, but I find them all over-engineered;
I am not interested in spending my time organizing a music collection on
a hard disk drive -- or anywhere else, for that matter. To be quite
specific, I am willing to spend money not to have to do that.
Meanwhile, the early
successes among new online music services are the ones that do little
more than emulate traditional ways of consuming music. Apple's iTunes
music service, which only allows simple downloads of tracks and some
entire albums, is really an online version of a record store. Satellite
radio in the U.S. is another example: it merely emulates traditional
radio, though with better music selection and fewer commercials.
One could reasonably say
that it is too early for mass marketing the subscription services,
because their feature sets and prices have not been field-tested long
enough. Yet music companies have failed by letting critics in the press
control the dialog, with their pejorative talk of "renting" vs. "owning"
music. It is not about renting vs. owning, it is about paying for a
service that gives people good value for the money by supporting their
preferred ways of listening. Selection, sound quality, service
reliability, recommendations, and artist information are all worth
paying for, and none are found on the free file-sharing services. It
will take the industry time to figure out what the right price is, but
in general, music companies should be spending money on marketing the
value of these services, and they are not doing so.
Digital rights
management is one of several enabling technologies for the new breed of
online music offerings. It facilitates delivery of music to
authenticated users, and it does so in a way that guards against piracy
and helps ensure that artists are compensated. The point is that part
of paying for DRM is paying to market new types of music offerings, so
that the public is interested in paying for them. It is a much bigger
change than moving to a different type of physical media for recorded music,
such as from LPs to CDs or from 8-tracks to cassettes.
Conclusion
Music companies have to
change their attitudes about paying for DRM in order for it to become
mainstream technology. Free file-sharing services may be stifled by
prosecution or technology, but they will always exist in some form. DRM
solutions designed by and for consumer device makers will never meet
media companies' needs, but that's what the media industry will end up
with if it does not control the research and development process
itself. Piracy will prevail, and both music consumption models and new
artist development will stagnate, if music companies do not offer
alternatives that are desirable for consumers and protect the interests
of artists and record labels.
Music companies must
control the design and proliferation of technology that meets their
needs. It is the control that costs money, not just the technology.
The amount that sufficient control costs is the real measure of the
impact of digital technology on the music industry's bottom line. It is
time to start calculating that cost and then paying it.