Recently in Global Market Category

Advertising on internet soars as world follows British lead-Business-Money-Broadband-TimesOnline  Annotated

The internet will overtake radio by next year and become the world’s fourth-largest advertising medium, a year earlier than forecast.

Global spending on internet advertising increased from $18.7 billion in 2005 to $24.9 billion (£12.6 billion) last year, according to ZenithOptimedia, the media-buying agency.

— Google unveils its first big assault on television today through a deal to supply adverts to EchoStar, the US satellite network. The internet giant will run auctions for advertising spots on channels such as Discovery, CNN and MTV, which are carried by EchoStar to 13 million US households.

World’s ten fastest-growing advertising markets

Predicted percentage growth from 2005 to 2009

Qatar 304.2

Egypt 220.7

Moldova 185.7

Romania 160.4

UAE 154.8

Pan Arab 146.8

Russia 143.2

Saudi Arabia 113.5

Kuwait 113.2

Slovakia 106.4

Source: ZenithOptimedia

United Press International - NewsTrack - Entertainment - 'Spider-Man 3' opens in China before U.S.  Annotated


As international day-and-date releases have become more popular, the openings for U.S. films released in China, instead of trailing U.S. opening dates by months, have moved steadily closer to simultaneous release.

Hollywood studios are choosing to open anticipated blockbuster films in China on or near their worldwide premiere dates to thwart piracy efforts, Yuan said. Despite government crackdowns, pirated DVDs of first-run movies are widely available on China's streets for less than $1 a copy.
 

"America has never been less influential, and nobody needs to understand that more than Americans."
-from Frontline World, "News War"

According to Greg Barker, the U.S. State Department has 30,000 employees, of that only twenty are fluent in Arabic and another 150 conversant. Television is as much entertainment as it is a weapon, and television networks complete for market share as much as they compete for political influence.

Assuming the trend toward long tail marketing comes about, effecting the growth of a plethora of content niches and fluid distribution, tell me, how will this effect the social dimension and disruptive factional power of art and ideas?

Lest we forget, creative content has a social impact as well as an economic value. I have always argued on this site, that media and entertainment sectors are undervalued assets in the American consciousness (both in terms of the economy and in terms of their social benefit in a global war of ideas).

"The latent causes of faction are thus sown in the nature of man; and we see them everywhere brought into different degrees of activity, according to the different circumstances of civil society. A zeal for different opinions concerning religion, concerning government, and many other points, as well of speculation as of practice; an attachment to different leaders ambitiously contending for pre-eminence and power; or to persons of other descriptions whose fortunes have been interesting to the human passions, have, in turn, divided mankind into parties, inflamed them with mutual animosity, and rendered them much more disposed to vex and oppress each other than to co-operate for their common good. So strong is this propensity of mankind to fall into mutual animosities, that where no substantial occasion presents itself, the most frivolous and fanciful distinctions have been sufficient to kindle their unfriendly passions and excite their most violent conflicts. But the most common and durable source of factions has been the various and unequal distribution of property. Those who hold and those who are without property have ever formed distinct interests in society. Those who are creditors, and those who are debtors, fall under a like discrimination. A landed interest, a manufacturing interest, a mercantile interest, a moneyed interest, with many lesser interests, grow up of necessity in civilized nations, and divide them into different classes, actuated by different sentiments and views. The regulation of these various and interfering interests forms the principal task of modern legislation, and involves the spirit of party and faction in the necessary and ordinary operations of the government." -Publius, Federalist No. 10, Federalist Papers

Cable television is undergoing worldwide expansion, especially in the Arab world. 

I have previously spoken on The Second Sight about "cultural crossover content", in other words, the growing market for, say Bollywood movies, in western countries including the United states - first from immigrant and first generation Indian Americans - followed by the trend towards becoming part of mainstream culture.   See NYT's article on the  red carpet, New York opening for the recent Bollywood release, Guru. American children take globalization for granted.  Japanese anime is as much a part of their pop culture as it is to children in Japan.

I firmly believe this trend towards "cultural crossover content" will increase as the game generation ages and media firms continue to exploit emerging foreign markets.  I have highlighted some of this under the catagory (of the same name) here at The Second Sight.

More specific to this entry's title, I was recently informed of a wonderful Arab media and entertainment link sahafa.com .  More on that market later.

According to the Financial Times, Fox News Corp is looking to establish a social networking site for the mainland Chinese market with local partners. 

Here are excerpts from related articles:

MySpace China planned by Murdoch's News Corp

The local partners - which could own up to 50 per cent - would help make the content suitable for a Chinese audience, Murdoch said, though it was unclear whether any particular aspects of the site might have to be curtailed due to government restrictions.

MySpace eyes mainland market

"MySpace is expanding beyond the United States market to Europe and Asia, and is investigating and assessing opportunities in various markets including China," said Chen Yonghong, public relation director for News Corp's Beijing representative office. "It is still at a very preliminary stage."

MySpace in China is likely to have local partners, who would own around 50 percent of the Chinese version, deal with complaints and ensure suitable content for Chinese audience, reported the Financial Times. MySpace is adding about 1.5 million users globally a week and has more than 100 million registered subscribers.

Before News Corp, Paris-based meetic.com, Europe's largest social networking Website, set up its Chinese version in July by working with YeeYoo.com, one of China's leading social networking service providers.

YeeYoo has more than 6.5 million registered users in China.

According to The Hindi Business Line, UFO Moviez (a subsidary of Apollo International) intends on rolling out digital cinema into 2,000 screens by 2008. The company plans to invest invest close to $40 million for said rollout. 

Acording to Raaja Kanwar, Vice-Chairman and Director, UFO Moviez, the expansion is not restricted to India:  "We plan to be present in around 1,000 screens in India by March 2007, and in 1,000 screens outside India. As far as the international foray is concerned, we would be mostly looking at markets which have a large segment of NRI population."

In August it was reported that the company had acquired a 51 percent stake in susidary DG2L Technologies.  This enabled UFO Moviez to acquire worldwide rights to MPEG 4 cinema.  As blogger Pilgrim of Digital Cinema Matters put it when posting on the August buy out: "I like the term "near-2K", which I guess means 1920x1080 standard full HD resolution, not to mention the exclamation mark, which is not something you see often in US digital cinema press releases."

According to a Moneycontrol India, this development will enable the largest unified digital cinema chain in the world.  From the piece:

"India is on the forefront of the digital cinema revolution and with this deal bringing together the two titans of this revolution UFO Moviez, the world's largest integrated digital cinema network and Chennai based Pyramid Saimira Theatres Limited (PSTL) for the digitization of 1000 (PSTL) theatres over the next three years all over India will create the largest integrated digital cinema chain in the world. UFO Moviez shall be providing end to end digital cinema solutions for the theatres in the Pyramid Saimira chain at a cost of Rs.150 Crores."

and

"Mr. Sanjay Gaikwad, Executive Director/CEO, UFO India Pvt. Ltd. said, "We anticipate that this tie up with Pyramid group will chart the way for the digital revolution happening in the field of cinema exhibition. A single integrated chain of 1000 digital cinemas all over India will provide producers and distributors a unique opportunity for saturated wide spread release in the week of release itself. Worldwide, there is tremendous excitement about this technology which is being hailed as the next great leap in film distribution and exhibition"."

NYT's writer Laura M. Holson elucidates on Hollywood's dependence on foreign box office, and its effect on a movie's creative and marketing appraoch.  While the piece does not mention digital cinema blogger Pilgrim from  Digital Cinema Matters makes an astute point: "Digital cinema will only accelerate the trend of global day-and-date and put more pressure on overseas distributors to better understand the global audiences the better to adapt the marketing campaigns for local markets."

Excerpts:

More Than Ever, Hollywood Studios Are Relying on the Foreign Box Office - New York Times


"Hollywood increasingly looks to global markets to bolster the bottom line. Movie attendance has declined in the United States over the last decade, forcing studios to cultivate a wider audience."

Businessofcinema.com - Cinema Business News and Information

Excerpts:

"Digital cinema is on the rise and how. According to a recent study done by Research and Markets, there will be more than 17,000 D-cinema screens in the world by 2010. Research and Markets’ study throws light on the global market for D-cinema."

"The number of D-cinema screens globally doubled in the second half of 2005 and there were 849 D-cinema screens by year end 2005. Close to 97 film titles were released globally in D-cinema standard during 2005."

"Of the top five leading cities by number of digital screens deployed, four are in Asia and one is in the USA. North America is the leading region for D-cinema screens, followed by Asia and then Europe."

"According to the study, while Christie dominates the market for D-cinema projectors in the US market, Barco dominates in Europe and Asia."

Bollywood rising...

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Bollywood dreams grow bigger : HindustanTimes.com

For several months, I have mentioned the growing swell of interest in cultural cross over content between the U.S. and Bollywood.  Saibal Chatterjee gives us the run down of the latest deals and production slates for co-productions between the two largest movie markets:

Excerpts:

For years, the Bollywood production sector has been laying claims to imaginary global conquests.
[A] couple of Mumbai film production houses seek to expand their universe by going in for tie-ups with important Hollywood players.

Coupled with the fact that several Hollywood majors – Paramount and Sony Pictures among them – are eyeing India as a production base, the move by the likes of Adlabs and UTV Motion Pictures to globalise their business points to a welcome rise in Bollywood’s confidence levels.
UTV, which is already in partnership with Fox Searchlight for Mira Nair’s The Namesake, has now entered into a formal co-production deal with the Hollywood company to co-produce a slate of films.
UTV has also inked an agreement with actor Will Smith’s Overbrook Entertainment and Sony Pictures for the production of films for worldwide distribution.
Sony Pictures Entertainment will distribute the UTV-Overbrook co-productions, two live action films and one animation feature, worldwide, with the exception of India. As the Bollywood dreams grow bigger, the world is destined to become smaller.
Another Indian company that has made rapid strides in the attempt to reach key global markets is the Reliance-owned Adlabs. It has a five-year 50-50 co-production arrangement with Ashok Amritraj’s Los Angeles-based Hyde Park Entertainment for a spate of films.
The first one in that line-up, Asylum, is all set to role with director David Ellis (of Snakes on a Plane fame) at the helm. Adlabs is also getting into the animated motion picture business, while setting up offices in the US and the UK in order to distribute 20-odd films globally every year.
The Hollywood majors, too, have begun to see the advantages of growing out of the distribution-only mode and entering the full-fledged film production business in India. Tom Freston, CEO, Viacom, had said at the Ficci Frames conference in Mumbai earlier this year: “We want to produce films here; we don’t want to just distribute.”
The Viacom/Paramount Pictures has already set up a production office in India to pursue plans to make films in this country and distribute them worldwide. Sony Pictures is co-producing Sanjay Leela Bhansali’s youthful love story, Saawariya.

News From broadcastbuyer.tv - MediaSys Becomes Quantel Partner For GCC Gulf States


Excerpt:


Dubai Media City-based post production systems specialist reseller and integrator MediaSys has become Quantel’s reseller partner for most of the GCC Gulf states, Qatar, Oman, Saudi Arabia, Bahrain and UAE.
“We’ve been actively looking for high-end post products to complete our portfolio and with the anticipated growth in DI and the Post market in the GCC, Quantel’s products are a perfect fit,” said Bejoy George, MediaSys Managing Director.

The future MySpace brand

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MySpace cowboys - September 4, 2006

Patricia Sellers writes in Fortune on the founders of MySpace, the zeitgeist of social networking and the past and future brand of the biggest website on the planet.

Excerpts:

With Murdoch's backing, the site has an astonishing number of projects underway: a Google pact to sell text ads on the site; a MySpace Records label; a VoIP feature to let users call one another; international sites in Britain, Australia, France - with nine other countries in Europe and Asia coming soon. DeWolfe counts 20 new products in the development pipeline. "We think we can extend MySpace around the world and it can be a major force globally," says Murdoch, whose Internet ambitions have helped drive News Corp.'s stock up 18% this year.
Most likely fresh from reading Joe Studwell's China Dream, an anonymous Hollywood executive was quoted by LA Times writer Bruce Wallace in December 2005, saying, "People have been waiting for China to open up since Marco Polo."  " It is wrong...to assume that just because the Communist Party is slowly relaxing its grip over its markets that China will someday become an open media market. 'People forget...It's not just a Communist Party thing. It's a Chinese cultural thing.'"  China will never buy from you.  They'll copy your IP and sell it to their own markets. 

In the same article Wallace goes on to say:

Rupert Murdoch, who in early 2004 gave a speech proclaiming that "the potential for China to become a new global center for media and entertainment is slowly becoming more real." By last September, one month after Beijing's decision to re-tighten regulatory controls on foreign media, Murdoch was publicly lamenting that News Corp.'s China business had hit a "brick wall." When it came to foreign media, he complained, China's political leadership was "quite paranoid about what gets through."
All this reminds me of what Simon Cowell remarked to Larry King in March this year when asked about the prohibition of "American Idol" like shows in China.  Says Cowell:
 
"Well, because it's a democracy, isn't it? You know, I mean, it's the public voting. So you can understand why they're getting slightly nervous about it. Because it wasn't our show in China, it was the laughing cow, so-and-so, so-and-so competition. And the public got to vote. And suddenly there were demos, and it was democracy. And I think the government went, we don't want this. So then they put out a stupid comment like that. You know? It's that we must control the public. Crazy.

I am not a China believer, yet.  AP reports on Chinese TV stations rampant piracy.

Chinese filmmakers accuse TV stations of film piracy

Excerpts:

BEIJING — Chinese moviemakers are accusing Chinese TV stations of becoming part of the nation's thriving movie piracy industry.The Chinese Movie Copyright Association says TV stations here air up to 1,500 pirated Chinese movies a year, costing studios up to $9.4 million in lost revenues, the official Xinhua News Agency reported Sunday.
Indiantelevision.com's interview with UTV Founder & CEO Ronnie Screwvala

Excerpts:

UTV founder-promoter Ronnie Screwvala has shown again and again that he is a smart dealmaker. He got a string of private equity funds and News Corp. to invest in his TV content company which had successfully expanded into a diversified media model

But nothing can get him more excited than the latest deal he cut out with Walt Disney. The buyout of Hungama TV ($30.5 million) and a 14.9 per cent stake in UTV ($14 million) has given him the potential to build a war chest of Rs 5 billion. "In media, that offers lots of opportunities," he says.

On Screwvala's expansion plate is not just movies and animation but also new media content including gaming. The fun, as he says, is playing in a bigger field.

In an interview with Indiantelevision.com's Sibabrata Das, Screwvala talks of the business model he has carved out for UTV's second phase of growth and the script his company plans to write with Walt Disney.

East West Magazine - India Ink

    Excerpts:

    Picture this: A global pop-culture renaissance out of India.  Headquartered in New York and Bangalore, a small army of writers and artists unleashes a new breed of India-infused comic books and Asian-edged animated film.These works captivate the world on a scale previously achieved only by Hollywood, Japan or rock and hip-hop. They shape new mythologies for the 21st century.
      That’s the vision behind Virgin Comics and Animation, a media company founded by an unlikely group of business partners:  Deepak Chopra, the renowned self-help author; Richard Branson, whose Virgin Enterprises business empire covers travel, entertainment, mobile phones, lifestyle products, and, recently, space tourism; filmmaker Shekhar Kapur; and South Asian comics publisher Gotham Entertainment Group. The joint venture also includes Chopra’s son, Gotham.

        krish.jpgDigital trail on silver screen

        Excerpts:

        Hrithik Roshan’s latest flick, Krish seems to have opened a new digital window for Bollywood. As it mopped up Rs 70 crore in the first week of release – considered the biggest opening in the history of Indian cinema – it is leaving a trail behind.

        Analysts predict a big part of tinsel town’s growth, expected to touch Rs 15,000 crore by 2010, will come from digital cinema and multiplex boom in the country.

        News Corp. sculpting bold plan for growth

          Late in July, Diane Mermigas wrote a multipart series on Fox News Corp that included an interview with Ruport Murdoch.  Her second piece focused on how the media firm is leveraging its branded content and traditional distribution organs to both build a digital distribution model based on consumer interactivity and to develop its presence in emerging international markets. 

          Excerpts:

          News Corp. in the past 12 months has been forging media's future by buying and riding the likes of social networking leader MySpace.com and video gamer IGN to meteoric heights while also enjoying record performance levels at its core broadcast and cable television, film and print operations, even as they struggle to reinvent their business models.
            homecoming.jpg

            One of my favorite jobs of all time was as the Key Electrician on the Bollywood film Aa Ab Laut Chalen (1999) directed by Rishi Kapoor and shot in New York City.

            Besides one other American Key Grip, the entire crew was comprised of Indian men and who all referred to themselves as Camera Assistants. At first, they were quite skeptical about having a lady technician on set, but with the assurance of my male compatriot, they warmed up to me immediately. I had a blast. They were lovely to work beside and the footage was beautiful. I love Bollywood films, and if my comparable wages in rupees were enough to live and thrive, I would have moved to India in a heartbeat long ago. Alas, I did not. Luckily, the Eagle Theater in Jackson Heights keeps me up to speed. The latest of which was Krish thoroughly enjoyed by both my cousin and myself.

            Of all the films that I have watch as an adult Bollywood cinema still can captures me in much the same way most movies did when I was a child. This fascination dates back to a summer I spent in Ireland as a child. I was in Waterford with not much to do except bake cookies with Auntie Annie and watch Indian cinema on BBC 2. These heavenly days were finished with the network premier the Thorn Birds miniseries in the evenings. While the Thorn Birds no longer holds my fancy quite the same as it did back then, Bollywood cinema does.

            Here is an interesting article on the cross over reality and potential for Bollywood content now and in the near future:


            The Hindu News Update Service

              Yash Raj Films, one of India's largest film producers and distributors, has reportedly said in September 2005 that Bollywood films in the US earn around 100 million dollars a year through theatre screenings, video sales and the sale of movie soundtracks.

                News From broadcastbuyer.tv - GDC Technology Delivers Monster House In Digital 3D In Asia

                  Excerpts and Highlights:
                  GDC Technology says its proud to be the first to deliver Columbia Pictures’ Monster House in 3-D on its flagship SA1000 DSR Digital Film Server in Asia.

                    Business Standard - Disney in India

                      Rajat Jain is the managing director of World Disney Company (India) Pvt Ltd.  According to an interview with the Business Standard Mr. Jain has big plans to build the Disney brand in India. The acquisition of Hungama TV and a strategic stake in UTV is only the beginning. Here are some excerpts from the interview:

                      How soon shall we see a Bollywood film made by Disney?

                      It’s a matter of time but not in the too distant future. Our intention is to make Disney-branded clean family movies for the entertainment of the local Indian market. But we have to first make sure that it works for the Indian audience, then this will go to the Indian audience around the world. If we make two to three movies in the next three or four years, I think it is a good beginning. We have recently hired P S Shyam, the executive director for Rakesh Mehra’s Rang de Basanti. He is head of studio production in India and currently looking at scripts, ideas.

                      There are roughly 130 million television households in Western Europe.  In the United there are roughly 99 million.  However, Western Europe is not a unified market, while the U.S. is.   U.S. broadcasters can benefit from the economies of scale and therefore the  U.S.  dominates cultural copyright exports to Europe with its sizable trade surplus.

                      Will the growing segmentation and narrowcasting of television and the Internet erode this dominance?   How will the  intermix of television and the internet contribute to this?  I ask myself these questions.

                      I believe U.S. media and entertainment are undervalued assets in the American economy.  It trendy to say that American films are of poor quality and that our media is valueless.  Certainly, the media may deserve criticism for becoming in some respects the "un-ratified fourth branch" of American government.  However, outside the context of THAT discussion, U.S. media and entertainment industries are the only U.S. sectors that boast a surplus balance of trade with nearly every nation in the world.  That deserves some attention, consideration, and respect.

                      Creative copyright industries will always engender debate as to their cultural and social effect.  Since these industries are at the core of the emerging global creative economy we can expect these discussions to become more heated as time goes on: whether the topic be American movies, Disneyland, or cloning.  The point I want to make is this:  These debates about cultural effect  can also overpower our discussions about these sectors' legitimate economic benefit.  Many countries may also use these debates as smoke screens to cover up their protectionist policies. 

                      Media heir wants 'Airbus of the web' - Financial Times - MSNBC.com

                      Excerpts:

                      Christoph Mohn, the heir to the Bertelsmann media empire, has called for Europe to create an Airbus of the internet, to compete with US giants such as Google and Ebay.
                      "So far, we have not built up a sizeable internet company in Europe," he said. "It's not good for the European Union. Nano-technology, biotechnology and the internet are the growth industries but in most of these the position is not good for Europe."
                        Mr Mohn endorsed the controversial Franco-German plan to build a state-funded European search engine called Quaero, saying: "It's a little bit like Airbus Industries. I don't think it requires consolidation [of Eur-ope's internet industry] but it needs co-ordination."
                          Quaero was launched this year with initial funding of €1.7bn ($2.2bn) to develop voice-based and picture-based search technologies. "[Quaero] is not just about 'let's beat Google'," Mr Mohn said. "It's 'let's build up a competitive internet industry'." Bertelsmann and Lycos Europe are members of the Quaero consortium, which includes Siemens, Deutsche Telekom, Thomson and France Telecom.

                            Murdoch surprised by MySpace growth | Tech&Sci | Internet | Reuters.com

                              The Hollywood Reporter interviewed Rupert Murdoch, chairman and CEO of The News Corp. 

                              Excerpt:

                              The Hollywood Reporter: DO YOU THINK THAT WILL BE A CHALLENGE GIVEN WHAT YOU HAVE BEEN UP AGAINST BEFORE?

                              Murdoch: Probably not. It will be a little bit different in each country. The English-speaking world will be easy. We will have to think about going with a slightly different model or architecture in Japan or Germany or some other countries. It will be driven by exactly the same principles. Young people are the same everywhere. They are curious. They want to take control of things. They want to live in their own world.

                              The Hollywood Reporter: THIS IS A REMARKABLE TIME. YOU HAVE CALLED THIS THE GOLDEN AGE OF MEDIA. WHAT WILL IT EVENTUALLY MEAN TO THE INDUSTRIES YOU ARE IN AND TO YOUR COMPANY?

                              Murdoch: There are new capital advantages to get things done. You go to these conventions and see all the new technologies being rolled out. But they are all meaningless unless they have content. There is going to be more and more demand for content, and there will be more ways for us to develop more content. And we've got to use these platforms to monetize all of our existing content.

                              Here is a summary of upcoming pieces in my four part series on digital technology and emergent media trends for 2006:

                              The second installment will focus on the changing nature of our industry’s below-the-line labor market vis-à-vis digital acquisition and post, and how newer technologies are transforming our industry’s culture and training cycle. I will illustrate how our industry is moving from a culture of apprenticeship to a culture of technicians, and how this development fits into the larger context of globalization and the creative economy.

                              The third piece will focus on growing demand for greater clarity and efficiency in the way that Hollywood and other creative industries do business. I see the viability of digital technology as part of an emerging trend in Hollywood towards solving the endemic vagueness around creative financials that are symptomatic of our outmoded ideas about creativity.

                              The fourth piece will focus on emerging markets and the changing nature of content that is resulting from these newer technologies and other generational and economic trends.

                              Cheers,

                              Alexa D. O'Brien

                              A specter is haunting America - a specter of the creative economy.  Its expressions are the lifeblood of our nation's economic muscle, and the metamorphoses of our social and economic organs are symptoms of its manifestation.  Yet, we are largely unaware of its existence, and its ideation remains unarticulated in our public discourse - obscured as it were by the rapping bare knuckles of narrow-minded extremities on the left and right hands of our cultural divide.  The more opposable of left-handed thumbs call the phantom menace capitalism and condemn the corporatization of art and the commodification of culture.  On the right, all fingers - except pinkies - point to the sun setting in the West and call the umbrage Hollywood.  For it is better, that one of your fingers should perish rather than have your whole hand cast into Gehenna. 

                               

                              I have reduced these analogue dubs into binary code - comprised of the numeral zero and - for the increasing number of this magazine's bilingual readers - the numero uno.  I then filtered out discordant noise using compression algorithms that preserved each sound bite's ideological fidelity, but I scrambled the signals so that left and right channels reversed stereophonic polarity.  Presto change-o!  At zero decibels, the human ear perceives near silence - or the sound of both hands clapping for the "no brow" culture of today's youth. The canine ear, however, would still detect the looping chant of hippies asking if that is freedom rock they hear, and if so, that the volume be turned up.

                               

                              Friends, country/city men/women!   Before you hand cyanide to the old man behind the curtain - excuse me, 35mm camera - or have postmodern nightmares of movie executives screaming, “What are our theaters now if not the tombs and monuments to Film?” Before you condemn the blasphemy of Technicolor's "technology agnostic" e-cinema rollout; or become a digital Bolshevik, shooting at the heart and mind of film's aristocracy with your web clips of skateboarding dogs; before you write that long-procrastinated blog manifesto on the weak social capital of myspace friendship; or, better yet, one to educate our Prince de’ Medici; keep in mind: This is no joke.  Call it what you will, but the creative economy is here, and our nation's and your region's wealth depend upon it.

                               

                              Our means of production is no longer capital, natural resources, or labor, declares economist Peter Drucker. It's information. Yet, one in four IT jobs and ten to twenty percent of financial services jobs in the United States and Europe will be offshored by 2010.  Forrester Research estimates that from 2000 to 2015 some 3.3 million white-collar jobs and $136 billion in wages will shift from the U.S. to lower-cost countries like India, China, and Russia.  Manufacturing bore the brunt of outsourcing in the past.  Today, the service sector, which employs four-fifths of the labor force, is increasingly affected.[1]

                               

                              “In the old days," says computer scientist Vernor Vinge, “anybody with even routine skills could get a job as a programmer.  That isn’t true anymore.  The routine functions are increasingly being turned over to machines.”[2]  Appligenics, for example, a small British company, has created software that writes software.  The application is "up to 500,000 times faster than human programmers and completely error-free," says Jim Close, the company's business development director: "That means whereas a human would consider four hundred lines of computer code a good day's work, our software writes that in under a quarter of a second."[3]  Even online à la carte legal services have made inroads into the legal industry.  Analysts say, "As online resources grow, the demand for traditional services force lawyers to lower fees."[4]

                               

                              More provocative than outsourcing, is the magnitude of convergence between telecommunications, digital technology and industry.  This development has hastened the transformation of our economy from one based largely on information and knowledge to one driven principally by creativity.   John Howkins categorizes the creative economy to include fifteen creative sectors - such as research and development, software, design, and content industries like film, music, and video games  - that produce intellectual property in the form of patents, copyrights, trademarks and proprietary designs.  The annual global revenue for Howkin’s fifteen identified sectors was $2.24 trillion in 1999.  The U.S. share represents forty percent of the market with revenue totaling $960 billion.  The U.S. share also accounts for more than forty percent of research and development, forty percent of television and radio, and thirty percent of film.  Howkins calculates that core copyright industries will be worth $6.1 trillion internationally in fifteen years.  U.S. dominance in these segments - more than productivity improvements related to new technology and new manufacturing methods - is responsible for much of the nation’s global economic competitiveness since the nineteen-eighties.[5]

                               

                              core_industries.jpg

                              The creative economy suggests more than technological progress or the growth of media and entertainment.  However, the latter development is important to emphasize.  Most of us are oblivious to the considerable role that content industries play in job and wealth creation - not only in terms of regional economic development and growing high-tech industry, but also in terms of our nation's global economic competitiveness.  In fact, the media, entertainment, and cultural copyright sectors create new jobs at a rate three times faster than the remaining economy.  In 2002, these sectors employed 5.48 million workers and accounted for six percent of U.S. gross domestic product.  These sectors also generated $89.26 billion in export revenue - surpassing every other category including automotive, aviation, agricultural, as well as chemical and allied products.[6]  Foreign sales of motion pictures alone totaled $17 billion in 2002.  The motion picture industry is the only U.S. sector that boasts a surplus balance of trade with every other country in the world; and the international sale of filmed entertainment plays a significant role in our nation's overall trade surplus in services.[7]  U.S. sales of entertainment software also totaled $8.2 billion in 2004, and U.S. game designers exported an additional $2.1 billion the same year. [8]    Deutsche Bank forecasts that global revenue for game software will grow at thirteen percent annually over the next four years, while PricewaterhouseCooper projects that the U.S. media and entertainment industries will be worth $690 billion by 2009.[9] 

                               

                              U.S. regions are increasingly unable to compete against places like Bangalore, India or other lower cost localities for the routine information and knowledge jobs considered to be the holy grail of economic development.  Emphasis is frequently placed on attracting and growing high-tech to the exclusion of all else.  In reality, the high-tech sector does not grow in a vacuum.  It certainly will not grow without the creative forms of the content industries that drive technological advance for fields as diverse as real estate and medicine, and that also add high-value to technology products and consumer goods in today's glutted marketplace.  “You can’t have high-tech innovation without art and music," writes urban planner Richard Florida: "All forms of creativity feed off each other."[10]  Ultimately, high-tech requires a creative social milieu - what Florida has termed "the creative ethos".  This chief ingredient underpins the entire creative economy and those fertile regions that establish tangible high-tech hubs.

                               

                              Even firms cannot compete exclusively with technology in today's global market.  Technology is cheap and ubiquitous until it acquires the high-value-added context of creative forms like branding, content, and design.  “At Sony, we assume that all the products of our competitors have basically the same technology, price, performance, and features," says Norio Ohga, former chairman at Sony. “Design is the only thing that differentiates one product from another in the marketplace.”[11]  Global competition has pushed quality so high and prices so low that the pressure to add value is intense.  “We can’t compete with the pricing structure and labor costs of the Far East," remarks Paul Thomson, director of the Cooper-Hewitt Museum in New York City. “So how can we compete?  It has to be with design.”[12] 

                               

                              Stock from companies that place a heavy emphasis on design outperform their counterparts by a wide margin.[13]  For every percentage of sales invested in product design, a company’s profits increase by an average of three to four percent.[14]  In 2001, Whirlpool introduced its Duet line of washers and dryers.  By 2003, the company had nineteen percent of the front-loading washer market, up from zero, two years before.  "If you looked four or five years ago, the average life of a washing machine was something like thirteen years," says CEO, Jeff Fettig: "We're surveying owners and finding out a lot of people are replacing their washing machine with the Duet after five, six, or seven years because they want it, not because their old machine broke or wore out."[15]  Coleman Coolers was long considered the industry standard until competition began to erode the company's market share.  In 1999, Coleman redesigned its coolers.  Two years later, the company's cooler sales increased by forty percent and Coleman led its product market for the first time in years.[16]

                               

                              “Jeff Grady, CEO of Charleston based DLO,” remarks Director of the Charleston Digital Corridor, Ernest Andrade, “was smart enough to figure out that you've the iPod, but you don't have the little accessories to go along with it.”  Design also has the powerful capacity to create new markets - whether for ring tones, medical devices, or cutensils.  “Abundance, Asia, and Automation turn goods and services into commodities so quickly,” explains business writer Daniel Pink, “that the only way to survive is by constantly developing new innovations, inventing new categories.”[17]  “Every product from sneakers to software is constantly being upgraded," writes Florida, “and everything from mutual funds to potato chips now comes in an ever-proliferating variety of types - because the Creative Economy is largely based on selling novelty, variety, and customization.”[18]  "Design has expanded its definition to include creating, recognizing, and developing opportunities to build business," says Tim Brown, president and CEO of IDEO, a design firm based in Palo Alto.[19]

                               

                              While the creative economy does not represent the first time application of the high-value-added context of creative forms to technology products or consumer goods, it does embody the large scale and pervasive use of this methodology - what Virginia Postrel has termed the "aesthetic imperative" - and the considerable bearing that this approach has on the profit margins of every major industry sector.  “Manufacturing and technology generate wealth only when they make matter and information serve human desire," writes Postrel: “Desire is the true source of economic value.”[20]  When The New York Times asked GM Vice Chairman, Bob Lutz how his approach differed from his predecessors, Lutz responded, “I see us being in the art business.  Art, entertainment and mobile sculpture, which, coincidentally, also happens to provide transportation.”[21]

                               

                              Branding, like design, can distinguish a product from the glut of global competition, but firms today cannot succeed with a brand strategy based on awareness and identity alone. “Mastery of design, empathy, play, and other seemingly, 'soft' aptitudes," explains business writer Daniel Pink, is “the main way for individuals and firms to stand out in a crowded marketplace.”[22]  "It may seem odd to hear a designer discuss brand positioning," writes John Tanz in Fortune: "Get over it.  No longer the wacky freethinkers whose work may never exist anywhere beyond their sketchpads and computer screens, designers are developing serious business chops, becoming better versed in the concerns of the manufacturing, finance, and marketing departments."[23] 

                               

                              When I asked media-christened branding expert, Rob Frankel, how companies protect brand in the digital age with its lower barriers to market entry, he responded: "Most of these guys confuse 'brand' with identity or product. Identity is one small fraction of brand and products are merely 'proof' of your brand's promise."  Frankel distinguishes himself from "old school" marketing consultants like Jack Trout and Al Ries "by redefining brand in a way that impacts the bottom line."  "Branding," Frankel continues, "is not about getting your prospects to choose you over the competition.  It's about getting your prospects to see you as the only solution to their problem. Everyone makes a PC, but why do some people insist on a Mac, when it costs more and ostensibly has less software?"

                               

                              When you look at the size and scope of the global advertising industry, you can appreciate how creativity factors into our economy.  Zenith Media estimates that global expenditure on advertising totaled $403 billion in 2005.[24]  According to economists Deidre McClosky and Arjo Klamer, persuasion, advertising, counseling, and consulting account for twenty-five percent of U.S. gross domestic product.[25] Economist Gillian Doyle also notes that when “expenditure on advertising is calculated as a percentage of GDP, the pattern that emerges indicates that as the national economy has grown over time in real terms, advertising has not just grown in parallel, but has grown even faster.  So the amount of advertising activity in an economy is related to the size and growth rates of the economy itself, and advertising has tended to account for a progressively more significant portion of GDP as time goes on.”[26] 

                               

                              The convergence of digital technology, telecommunications, and industry has also eroded product market boundaries.  Sectors that were once distinct and unrelated now overlap through their shared use of media and information technology.  "What we do in medicine now relies on digital imaging.  It also relies on high-resolution, high-speed data processing," says Dr. John Raymond, Vice President for Academic Affairs and Provost at the Medical University of South Carolina.  So do digital cinema and entertainment software.  "MUSC was one of the first institutions in the U.S. to have a sixty-four slice CT scan that gives amazingly high-resolution pictures of the heart," continues Dr. Raymond, "Some people believe that this technology may even supplant doing cardiac catherizations for diagnosing cardiac disease.  But trying to enhance the images, learn how to use computer algorithms to read them correctly, or transfer the data rich files to a distant site to be read by an expert; those are issues we have to deal with, that we haven't dealt with adequately."  

                               

                              The CELL based Mercury Computer blade server is a perfect example of a direct technology transfer from entertainment software to medicine.  Video games rely on powerful CPUs for the high-speed data processing required to render 3D images in real time.  As gamers demand a more heightened experience and greater realism, the data rich digital graphics and audio require more processor speed. Advanced scanning techniques - like the one described by Dr. Raymond - lead to huge amounts of data.  Using a traditional computer processor, reconstructing an image takes two seconds per slice, or over five minutes for a full image, but using the CELL processor, a central processing unit developed and optimized for gaming and broadband by Sony, IBM, and Toshiba, an image is processed in seconds. 

                               

                              Digital cinema technology has repercussions for any application where the display and transmission of high-speed high-resolution data rich images are required: for example, high-resolution satellite imagery or telemedicine.  Consequently, the National Institute of Standards and Technology developed scientific measures and test materials to assess image quality and the effects of compression for the display and transmission of digital content in collaboration with the Digital Cinema Initiatives LLC - a consortium formed by seven major movie studios to create a digital equivalent to 35mm film.  Before a cinema can screen digital movie content, the presentation is compressed using high-speed high-resolution algorithms, encrypted, and transported to theaters via satellite, broadband, or hard drive.  In the end, "networks don't care what kind of data you are sending over them," says Bob Gibbons, Director of Marketing and Communications at Kodak Digital Cinema.

                               

                              Military surveillance, targeting, and weapons testing also use technology that was developed for motion pictures and entertainment software.  The U.S. government currently employs Panavision's 300x compound zoom lens for military surveillance.  The lens made its television debut during ESPN's coverage of the Mercedes Championship in Maui this year.  Applying Panavision's lens technology with a high-speed high-resolution digital camera like the Panavision HDMAX - that incorporates the QuadHD CMOS sensor - detailed images of test missiles or objects of interest can be captured for analysis or target verification.  The Mercury Computer’s CELL based blade server can also handle the requirements of sonar and radar computation for military or scientific applications, because of its ability to process real time data streams.  “The Cell BE processor was originally designed for the volume home entertainment market," says Craig Lund, chief technology officer of Mercury Computer Systems, "but its architecture of nine heterogeneous on-chip cores is well-suited to the type of distributed, real-time processing that will power tomorrow's digital battlefield.”[27] 

                               

                              Hollywood and video games drive the development of high-speed high-resolution digital image capture, management, transmission, and display that have implications for fields where these advanced technological applications would be economically unviable to develop on their own.  Digital Light Processing technology (DLP) from Texas Instruments uses Digital Micromirror Device light modulators (DMD).  DMD technology has made significant inroads into both the home and theatrical digital projection display markets, but the technology also has applications ranging from volumetric display, holographic data storage, lithography, scientific instrumentation, and medical imaging.  Entertainment software has lead to faster introduction and deployment of processors, broadband networks, and high definition disks like HD-DVD and Blu-Ray. The “media richness demanded by gamers and game developers drives progress in graphics and audio for the entire PC industry,” notes John C. Beck and Mitchell Wade in their study of the game generation's influence on organizational values in business.[28]  “IBM places value on chips made for entertainment software that goes beyond revenue and profits," says Dr. John Kelly, senior vice president and group executive for IBM Technology Group: "These chips help drive technology in other areas."  Online gaming and game downloads are one of the fastest growing uses for bandwidth connections, and entertainment software stimulates the demand for third and fourth generation cellular telephony with broadband speed capability.  PricewaterhouseCooper projects that wireless games in the U.S. will grow from $142 million in 2003 to $2.8 billion by 2008.[29]  

                               

                              Despite a prima facie assumption regarding technology's cardinal role and inherent value in our local and national economies - technology, while an important catalyst, is not the central driver of long-term economic growth.  Although, we are not used to "thinking of ideas as economic goods," writes economist Paul Romer, "they are surely the most significant ones that we produce." Unlike traditional goods such as raw materials or machines that diminish or deteriorate with repeated use, ideas offer us increasing returns and actually grow in value the more they are used.[30]  The increased competition and shorter product cycles of the global market, however, have made time a scarce commodity.  As Florida writes, "Time is literally worth more than it use to be."[31]  Therefore, sustained and consistent creativity is the keys to deriving durable economic growth in today's economy.  The "only way for us to produce more economic value-and thereby generate economic growth," continues Romer, "is to find ever more valuable ways to make use of the objects available to us.”[32]  

                               

                              The changes in our economic, social, and cultural organizations that have been developing for decades and define the landscape of the creative economy are not the result of new forms of technology.  Technology, innovation, and creativity are the products of these broader and deeper shifts; because, it is these structures, and not technology, that consistently support and elicit the very conception, production, and transmission of ideas that generate economic wealth.  The “most important ideas of all are meta-ideas," writes Romer, “ideas about how to support the production and transmission of other ideas.”[33]

                               

                              Creativity is expensive and time consuming.  The production of commodities in the creative industries, which include film and television, is said to suffer from "Baumol's disease":  Costs in these sectors tend to climb faster than the rate of inflation, chiefly because creativity is dependent on highly specialized human capital and inherently labor intensive. Labor costs in the creative sectors also tend to rise more rapidly than others do. [34]

                               

                              Conventional creative sectors - like high tech and entertainment - have always fallen under the traditional research and development model with its characteristic high production and low replication costs; intrinsic risk; and dependencies on intellectual property and human capital.[35]  Once the first generation of a pharmaceutical like Lipitor or a movie like Episode III: Revenge of the Sith is produced in its expensive and lengthy R&D phase, it costs comparatively little to reproduce and supply it to extra customers.  In the United States, the period from development, to FDA approval, to market for a new prescription medicine is ten to fifteen years, and typically costs $802 million.[36]  While corresponding data for the time it takes an average feature to make it to market varies, the industry slang "development hell" is frequently used to emphasize the notoriously long periods projects can remain in development before they are finally scrapped or "green lit."  Spiderman, for example, was announced as a film in 1986 but not released until 2002.  In 2005, the cost of an average feature released by MPAA members was $96.2 million. About thirty-seven percent of, that was spent on marketing.  The norm for expenditure on an hour-long television episode is $2 million, not counting development costs.[37]  Console game development costs between $3 million to $10 million per title,[38] with time from inception to market ranging from one to four years.[39]  Meanwhile, costs are projected to rise as demand for third party intellectual property becomes more desirable to game companies looking to mitigate escalating risks from fewer profitable titles.  Along with the increase in licensing fees from proven sports and movie franchises, development costs for three dimensional graphics, artificial intelligence, and enhanced voice and sound effects for the next generation game consoles are also projected to rise.

                               

                              Creativity carries tremendous risk.  Only five of every five thousand medicines tested, according to the Pharmaceutical Research and Manufacturers of America, make it to clinical trials.  Based on research by the Tufts Center for the Study of Drug Development, only one of these five is eventually approved for patient use. Of the roughly forty thousand feature scripts that are written on spec in any given year, three thousand are optioned and a mere fifty actually made.[40]  In 2005, new releases totaled five hundred and forty-nine.  One hundred and ninety-four or roughly thirty-five percent were released by the majors and the other three hundred and fifty-five or sixty-five percent by independent distributors.  According to media analyst Christopher Gasson, only two out of every ten films made by even the most successful Hollywood studios, make a profit. [41]   Most films lose money.  "It’s a very frustrating process," remarks Megan Wolpert, Executive Vice President of Spyglass Television, "In terms of television very little work is done on spec.  Development has a seventy-five percent failure rate every year and that’s part of the game.  You buy eighty projects knowing that fourteen will be good enough to shoot.  Then of that fourteen, six will be on the air, and the rest just go away."  In 2004, three percent of PlayStation 2, Xbox, and GameCube titles accounted for 30 percent of the firms' combined 2004 revenues.  The total market for games included 1,751 separate titles, of which 91.3 percent sold fewer than 500,000 copies.[42]

                               

                              Writers like Thomas Friedman and others have referred to the flattening or horizontal effect of globalization on business.  The trend is fundamentally a direct result of the emergence of the creative economy.  Urban planner Richard Florida notes how the formal venture capital system, high-tech startup phenomenon, and rise in research spending have now combined with the creative factory and subcontract-manufacture systems - translate outsourcing - and a new creative social milieu to form an “age of pervasive creativity that permeates all sectors of the economy and society.” [43]   Focus on creativity, while outsourcing or automating production, provides firms with the most efficient division of labor.  According to Timothy Sturgeon of MIT’s Industrial Performance Center, this model has another benefit; subcontracted manufacture can also capitalize on risk spreading and economies of scale.   “I think that quality wins in the long run.  Now, quality can also mean that it is downsized that means that you may be the best but you’re not the biggest," says Bob Harvey, Vice President of Worldwide Sales at Panavision: "I believe that Panavision is the best but we are not the biggest.  We manufacture everything here in this country for the most part.  That isn't fair with digital obviously, but we design everything here.  That is fair with digital.”

                               

                              Despite our old-fashioned notions about creativity as something relegated to the fringe, or worse, the elite, creativity is mainstream.  More Americans work in art, entertainment, and design, than as lawyers, accountants, and auditors.[44]  In the United States, professional artists, writers, and performers have increased three hundred and twenty-five percent from 525,000 in 1950 to 2.5 million in 1999.[45]  Graphic designers outnumber chemical engineers by four to one, and more Americans are directly employed in film production than in the steel industry.[46] 

                               

                              Corporate recruiters visit graduate art schools looking for talent, and design schools emphasize corporate skills along with draftsmanship.  Northwestern's Master's program in product development at the McCormick School of Engineering and Applied Science includes courses in basic accounting, marketing, conflict resolution, statistics, and ethics. Design programs at Stanford and the Illinois Institute of Technology are also adding business courses to their curriculums.[47]  The “MFA is the new MBA,” writes Daniel Pink, because, in today’s Creative Economy, “the high-concept abilities of an artist are often more valuable than the easily replicated [left brain] directed skills of an entry-level business graduate.”[48] 

                               

                              Meanwhile, firms in the gaming industry, the fastest growing entertainment sector, search for gifted grads with degrees like Carnegie Mellon’s new Masters of Entertainment Technology or MET.  “The larger FX houses are constantly asking us about our students," says Professor John Kundert-Gibbs, Director of Clemson’s Digital Production Arts Program - whose alumnae work for the likes of ILM, Pixar, EA, and Nintendo.  As one game developer put it to columnist Tom Loftus, “Changes in the way games are built indicate less of a future demand for coders, but more of a demand for artists, producers, story tellers, and designers.” [49]    

                               

                              Film and video games are to this generation what journalism was to Bob Woodward’s.  Media and art programs are busting at the seams.  Enrollment at the Savannah College of Art and Design has increased fifty-two percent in the last five years.  “When I arrived at USC in 2000,” says Susan Hogue, Media Arts Instructor at the University of South Carolina and documentarian,  “there might have been two-hundred and twenty majors in Media Arts, and now it’s over four hundred.”

                               

                              In his prescient and aptly titled book, The Rise of the Creative Class, urban planner Richard Florida identified the emergence of the new economic and social class of “thirty-eight million Americans roughly thirty percent of the entire U.S. workforce,” whose creativity is the driving force of our nation’s economic growth. [50]   The key difference between the Creative Class and other classes lie in what they are primarily paid to do.  Those in the Working and Service Classes are primarily paid to execute according to plan.  The core of the Creative Class includes people in science and engineering, architecture and design, education, arts, entertainment, and the media whose economic function is to create new ideas, new technology, or new creative content and intellectual property.[51]  Around this core, exists a broader group of creative professionals in business, finance, law, health care and other related fields, who engage in complex problem solving that involves a lot of independent judgment and requires high levels of education or human capital.[52]   Today in the United States, the Creative Class is larger than the traditional Working Class.  The Service Class, totaling fifty-five million workers or forty-three percent of the U.S. workforce, is the largest of all.  The growth of the Service Class, according to Florida, is also largely a response to the demands of the creative economy.  “Members of the Creative Class, because they are well compensated and work long and unpredictable hours," writes Florida, “require a growing pool of low-end service workers to take care of them and do their chores.”[53]

                               

                              Our collective blackout about the central driver in our economy flows partly from the intoxicating polemics of the previous generations’ culture war that eclipse most public discourse about the shifting boundaries of our social geography and economic life.  On the left, critics bemoan the commodification of art and corporate America’s cooption of the symbols from the former bohemian and newer alternative counterculture.  “Hip is how business understands itself," writes Tom Frank, suggesting that the emerging culture is just another aspect of capitalism.[54]  On the right, detractors echo related themes about the devolution of society.  David Brooks describes the members of today’s generation as “The Organization Kid," part of the “Future Workaholics of America, obsessively career conscious and deferent to any authority that will get them ahead."  Brooks argues that the game generation lacks defining concepts of “character and virtue," because they have "been reared in a country that has lost, in its frenetic seeking after happiness and success, the language of sin and character-building."  "When I asked about moral questions they often flee such talk and start discussing legislative questions," writes Brooks: "These young people are not part of an insurrection against inherited order. They are not even part of the conservative reaction against the insurrection.  It's not that they reject one side of that culture war, or embrace the other. They've just moved on.” [55]    

                               

                              Yes, they have, and the notion illustrates a fundamental difference between today’s generation and the boomers.  The latter are wired to view creativity as a choice between “selling out" or “sticking it to the man”, and the quest for the great society as a battle between the mediocrity of r