Knud Böhle, Michael Rader, Arnd Weber, Dirk Weber

Looking Forward in the ICT & Media Industries

STOA Final Study 34 (IP/A/STOA/FWC2005-28/SC34). Brussels: European Parliament 2008
[Volltext/pdf / 1.485 kb]   [Executive Summary]


TABLE OF CONTENTS

List of Figures 3
List of Tables 3
List of Textboxes 3
List of Abbreviations 4
 
1.      Introduction 7
  1.1      Background: Computer-Based Networked Electronic Media 7
  1.2      Thematic Focus: Web 2.0 and User Generated Content 8
  1.3      Structure of the Report 9
  1.4      Some Further Remarks 11
  1.4.1      A short remark on the context of this study 11
  1.4.2      Thanks to the contributing experts 12
  1.4.3      Short remarks on sources, statistics and currency 12
2.      Technology Developments and Technology Visions 13
  2.1      Technology Developments 13
  2.1.1      Internet access 13
  2.1.2      Broadband 15
  2.1.3      Hardware 16
  2.1.4      Software and applications 17
  2.1.5      Next steps in innovation and research of Networked Electronic Media 20
  2.2      Semantic Technologies and the Semantic Web 21
  2.2.1      Introduction to semantic web technologies 21
  2.2.2      Research perspectives 25
  2.2.3      Vision No 1: The semantic search engine 27
  2.2.4      Vision No 2: Personalized intelligent software agents 30
  2.2.5      Semantic technologies and media industries 30
  2.3      Scanning the Horizon 32
  2.3.1      Virtual environment, virtual reality, and "immersive" media 32
  2.3.2      Further far reaching visions 33
3.      European Media Industries in Context 35
  3.1      European Media Industry Perspectives 35
  3.2      The Audio-Visual Sector – a Product of Technology 41
  3.2.1      The Shift to Digital 41
  3.2.2      The crisis of recorded music and the future of audio broadcasting 42
  3.2.3      Films and TV 45
  3.3      From the Fringe to the Mainstream The Economic Significance of Computer Games 48
  3.3.1      A Future on the Web 48
  3.3.2      Massive Multiplayer Online Games 50
  3.3.3      The Future: Casual, Mobile and Pervasive? 51
  3.3.4      Online-games as a paradigm for educational content 52
  3.3.5      Discussion 55
  3.4      Mobile Internet 56
  3.4.1      Global facts and figures for data and content 56
  3.4.2      Analysis of the European situation 59
  3.4.3      Analysis of the Japanese situation 60
  3.4.4      Discussion 61
4.      Web 2.0, User Generated Content and New Media 63
  4.1      Web 2.0 Basics 63
  4.2      User Generated Content and New Media 69
  4.2.1      Some empirical indications 69
  4.2.2      UGC-Platforms as new media 72
5.      About Exploitation, Remuneration and Copyright Policies in Web 2.0 Environments 75
  5.1      Open Innovation and Hidden Exploitation? 75
  5.1.1      Open innovation, open source, and outsourcing 75
  5.1.2      User involvement in networked electronic media value chains 77
  5.1.3      The risk of "exploitation" and the privacy threat 78
  5.1.4      Challenges for media professionals and media industries 80
  5.1.5      Bottom-line 82
  5.2      The Quest for (Micro)payments in Web 2.0 environments 82
  5.2.1      Alternatives to micropayments in Web 2.0 environments 82
  5.2.2      Signs of a renewed interest in micropayments in Web 2.0 environments 85
  5.2.3      How new micropayment systems might emerge 86
  5.2.4      Bottom-line 87
  5.3      DRM Technology and Copyright Policies in Web 2.0 Environments 87
  5.3.1      Introduction 88
  5.3.2      Concept and applications of forensic DRM in Web 2.0 environments 89
  5.3.3      Liability of service providers and forensic DRM 91
  5.3.4      Transformative uses and copyright 96
 
References 99
ANNEX 1:    List of Experts who Contributed to this Report 112
ANNEX 2:    Timeline of Policy Relevant Events 115
ANNEX 3:    Overview of Influential Studies Analyzed for the Report 119
ANNEX 4:    Glossary 121

 

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