Monday, 19 April 2010
How important is convergence to the Music Industry?
Music Players
- 1870s-1980s- earliest music player
- Thomas Edison founded it
- Vinyl disc with grooves-had to turn by hand for it to play
- considered now to be 'retro' and collectable
- private music experience-created a culture-revolution in itself
- still used by DJs - 'decks'
- developed by 'Philips' who were also responsible for the CD
- pressure from Sony to license the format free
- portable music-Walkman and Boombox
- allowed transference of content users- first 'file sharing'-music piracy-frowned upon by music industry
- lots of people had one-popular
- new genre-'popular music'
- created underground scenes and politically radical movements e.g. punk and rock
- 1979-used to record sermons to encourage overthrow of government
- decline in early 1990s-CDs
- cassette players in cars
- Philips and Sony -created it together
- early 1980s
- hold more info
- first came out-only play on Sony CD player - vertical integration
- data storage product -revolution of other data form
- better than cassettes - easily scratched
- died in early 2000s -mp3
- rising interest in cassettes-fashion and aesthetics to portable music -late 1970s - amplifier, tuner
- died because of the Walkman
- technology and hardware have greatly influenced both music institutions and audiences over the last four decades.
- the issues present today (file sharing, piracy,ownership control) have been around for decades.
- what is important is that the music industry responds and adapts to these issues and changes.
- don't need to rely on a label
- fan based demo tapes
- global village
- web 2.0
- self produced
- myspace site (web 2.0)
- social networker
- webcast from home
- global village
- social networker
- web 2.0
- self produced
- created own record label (ambush reality)
- web 2.0
- global village
- USB mixtapes (convergence and digital technology)
- web-based news exclusives-social networkers
- global village principle
Tuesday, 23 March 2010
Domino Records
Soul Jazz Records
Wednesday, 10 March 2010
Production, Distribution and Consumption
Production:
· Wider media affecting source of music e.g. ringtones, video games.
· More competition due to variety of approaches available.
· Don’t need funding.
· Changes in popular genre.
· Record labels- doesn’t need one – D17 approach.
· New technology - new genre and music scenes including niche markets.
· Charts no longer required, or have to change to reflect listening trends.
· No musical talent needed – quality of music could be reduced.
Distribution:
- · Industry forced to think wider distribution methods e.g. games, live music, apps.
- · Physical sales (CDs, tapes, records) becoming rarity/in decline.
- · Hire of music now common practices e.g. spotify.
- · Possible growth of music industry due to promotion, instead of distribution.
- · Music is now seen as ‘free’.
- · Internet is now primary source of music (web 2.0)
- · Main problem: difficult to regulate distribution.
- · Downloads can be illegal because of unregulated Internet access.
- · Illegal downloads are seen to cost industry money because people are not paying money (however can be used as promo techniques)
- · Ownership of music is ‘virtual’
Consumption:
- Music now experienced through multi-media approaches e.g. music videos, guitar hero games.
- · User trend: downloads. Record companies have to evolve to find ways of still making money.
- · Physical format becomes obsolete or can become rare and niche.
- · Bands also have to change their approaches to distribution.
- · Technology changes means access to music is different e.g. use of iPods, iPhones. Therefore music industry has to keep with these changes e.g. releasing tracks through apps and games.
Key Terms and definitions:
Production: How music is produced and recorded in the first place.
Distribution: How the music is released into shops, radio and downloads at different points of sale access.
Web 2.0: Second version of the Internet. It is responsible for change in distribution of music.
Convergence: A device in which has more than one function at the time, affecting the way we listen to music e.g. Mac -watch TV, iPlayer, MSN.
Consumption: How people get hold of CDs, downloads and consume them.
Vertical Integration: When a company locks in different levels of the products. Sony mp3- can only play music in the Sony format. Therefore, more Sony products means more profit.
Social Networking: Facebook, Myspace, Bebo etc
Snergy: creates the maximum profit for two or more companies teaming up e.g. NME and Domino, iPhone and O2.
Stafford (2007) Quote:
“The music industry can be defined as the organisation of the various activities associated with performing and recording music and distributing access to those performances around the world. Because the basis of music production is accessible to everyone with a modicum of talent, the industry is both more ‘open’ than filmmaking and less easily controllable than traditional broadcast television. This has led to a longstanding institutional difference between small and ‘independent’ music organisations and a large corporate mainstream.”
- Stafford suggests it consists of a worldwide production, distribution and consumption.
- More open-more freedom and access
- not financially draining
- les controllable-freedom-not regulated
- Music Industry divided by the type of record labels/institutions.
- Main Stream: Big Four: Sony, Universal, Warner Bros., EMI
- Stafford suggests the idea of a global village, where it has become easier to create music due to technology, so musical ability is no longer required.