
Given everyone loves music these days, why are artists still starving? Below is a theory I’ve been considering regarding the viability of various music industry business models. It helps explain recent business successes and failures, and provides a simple framework for evaluating and predicting future profitability.
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Theory: the perceived value of music related products and services is a function of the connection it creates between fans and artists. The “closer” the connection the higher the perceived product value and the more willing consumers are to pay for it. At the far left of the closeness scale (minimum) are recorded performances. CDs, radio, etc. To the far right is a face-to-face personal interaction with the performer. On the perceived value curve, recorded music is relatively low in value. Whereas a backstage pass is nearly priceless.
The curve looks something like this:
Specific examples of products and services in each closeness category include:
recorded performances: radio, mp3s, cds and dvds.
merchandise: t-shirts, dolls, underwear
anonymous participation: Tap Tap Revenge, Rock Band, remix contests
live performances: stadium concert, small venue show, bar gig
exclusive merchandise: limited edition albums, anything autographed
personal interaction: back stage pass, face-to-face conversation
Not surprisingly, record labels (and many artists) focus most of their effort on generating revenue from recorded music. Until recently this was a reliably lucrative part of the curve because labels control large catalogs of content that they market to massive audiences with a minuscule cost of goods sold. Sounds good, right? Well, it was.
So what’s changed to put record labels and their dependents in such a bind? Two things. For one, labels have effectively lost control of their content to rampant piracy. Listeners are simply unwilling to pay for something they can easily get for free. Secondly, their leverage with artists has greatly diminished as computers and the internet make self producing, marketing and distributing content easier than ever.
Looking at examples towards the other end of the closeness curve, it’s clear that music fans are still willing to pay a relatively high price for exclusive merchandise and live performances. Case in point, Trent Reznor of NIN recently hit one out of the park with the ultra-deluxe $300 album package for “Ghosts I-IV”, which sold out of all 2500 units in less than two days grossing $750,000. And judging from the price of a typical concert ticket these days (averaging around $100 for U2 or The Rolling Stones), I would argue the perceived value of live performances has only increased. The downside with these products is that their potential sales volume is inherently limited. In fact, scarcity is a big part of their perceived value.
Standard merchandise on the other hand is available in large quantities and is definately a solid source of revenue for bands. But these products suffer from relatively low margins mostly due to their production costs.
This leads us to anonymous participation. This is the category with the greatest growth potential. The sweet spot. Mass-producible, easily distributable, simulated closeness. The two standout successes in this category are the ridiculously popular iPhone app Tap Tap Revenge from Tapulous and the dangerously addictive video games Rock Band from Harmonix and Guitar Hero from Activision. Also in this category are remix contests and products that give fans an opportunity to interact with their favorite artists and music.
I expect we’ll see a fair bit of growth in the anonymous participation category as technologies advance and artists become more comfortable sharing the [virtual] stage with fans. We’ll also see a blurring of lines between anonymous participation and live performances as the real-time stream of web consciousness gains mainstream momentum.
I’m curious to hear what YOU think. Can this theory be extended to other industries? How about other intellectual property businesses like those based on newspapers, books, movies and software? Is there an analogous value curve for them?
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