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 |