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After years of acrimonious back and forth between Apple and the major record labels, Apple has finally budged on its strict 99¢ per standard track pricing. Today, Apple announced three pricing tiers for its iTunes digital music store. Tracks will sell for 69¢, 99¢, and $1.29 based on a demand-based pricing system.

Ars readers will remember that when iTunes Plus was introduced, it offered higher-quality, DRM-free tracks for $1.29 each before Apple reduced prices back to 99¢ across the board. Today, Apple promised that by the end of this quarter, all 10 million iTunes songs will be DRM-free, and released at the higher-quality 256 kbps iTunes Plus bitrate. This policy change applies across the board to all four major music labels (Universal Music Group, Sony BMG, Warner Music Group, and EMI) as well as thousands of independent labels.

“We are thrilled to be able to offer our iTunes customers DRM-free iTunes Plus songs in high quality audio and our iPhone 3G customers the ability to download music from iTunes anytime, anywhere over their 3G network at the same price as downloading to your computer or via Wi-Fi,” said non-Macworld-attending Apple CEO Steve Jobs in a statement. The price change policy will take effect in April of this year.

The 69¢ price point will likely apply to back catalog tracks, while the $1.29 per track price will probably be linked to the newest releases and exclusive singles. Flexible pricing has long been expected as a condition of iTunes universally dropping its digital rights management (DRM) and it seems like today’s announcement represents a realization of that compromise.

So does this represent a win for iTunes customers? Certainly the move away from DRM is a step forward for all customers. As for the tiered pricing, it depends on how you shop for and listen to music. If you prefer to listen to the newest, hottest tracks, this move will likely represent a 30 percent hit on the pocketbook, albeit a DRM-free and (likely) higher-quality hit. For back catalog customers, the lower 69¢ per track price may prove welcome, although it’s unclear how album prices will be affected. Many album purchases, both recent and back-catalog, already have per-track prices that are significantly lower than 99¢/track.

The 30-year-old veterinarian is about to belt out “Call Me,” which Harry — fronting the group Blondie — released 28 years ago. Accompanied on fake guitars and drums by three Web programmers who drove in from the refinery-dotted coastal suburb of El Segundo, Hsuan launches in as a smoke machine puffs nearby.

They’re playing the video game “Rock Band 2,” which along with “Guitar Hero” is rocking bars and living rooms across the country. Many songs’ sales have more than doubled after release in one of the games, and well-known bands have started lining up to provide new music direct to the game makers. Now record labels — noticing what they are missing, and struggling as compact disc sales tumble — are looking for a bigger piece of the action.

Although labels get some royalties from the play-along games’ makers, they are often bypassed on image and likeness licensing deals, which the bands control and which account for a rising proportion of musicians’ income. Meanwhile, the Recording Industry Association of America pegged its U.S. members’ sales at $10.4 billion in 2007, down 11.8 percent from the year before, with a further drop expected for 2008. By comparison, sales of music video games more than doubled this year, hitting $1.9 billion in the past 12 months, according to NPD Group. And they’re expected to keep growing.

Aerosmith made more money off the June release of “Guitar Hero: Aerosmith” than either of its last two albums, according to Kai Huang, co-founder of RedOctane, which first developed “Guitar Hero.”

“The kind of exposure that artists can get through the Guitar Hero platform is huge,” said Huang, who remains RedOctane’s president, after it and the “Guitar Hero” franchise were taken over by Activision Blizzard Inc. in 2006. “Rock Band,” meanwhile, is made by Viacom Inc.’s MTV Games and distributed by Electronic Arts Inc.

Though Warner Music Group Corp. Chief Executive Edgar Bronfman Jr. bemoaned the “very paltry” licensing fees record labels get from game makers in August, the labels haven’t stopped sending their music to game makers.

That’s partly because they lack leverage. Even the largest label, Universal Music Group, controls just a third of the U.S. market, said Wedbush Morgan entertainment analyst Michael Pachter.

“There are literally probably 2 million songs out there, and fewer than a 1,000 were used in these two games combined in these last two years,” Pachter said. “If Warner wants to say we’ll take our 20 percent of the market and go away, a lot of bands are going to leave the label if they think they can get better exposure by being on these games.”

Artists from Nirvana to the Red Hot Chili Peppers have seen sales of their music more than double after being released on the games. Some bands are featured on special editions — like Aerosmith on “Guitar Hero” this year and, soon, The Beatles with MTV Games — and last month, The Killers released two new songs on “Guitar Hero” the same time their latest album came out.

“It’s a way to save the music industry,” said Grant Lau, a 40-year-old bar worker who started the play-along night at the Hyperion three years ago for a friend who owns the bar.

Lau points out the games protect artists and recording companies from piracy because buyers have to own the console equipment to enjoy new music, which they must purchase through sanctioned game sites or on special game-formatted discs.

“You actually have to buy the music,” he said. “You can’t just rip it and put it on (file-sharing site) Limewire.”

The addictive play-along games are a cross between karaoke and open-mike night. Players hear an approximation of a song and try to match colorful visual cues by pressing buttons on a guitar-like plastic game controller, pounding touch-sensitive rubber drums and singing into a specialized mike. Successful performances sound quite like the originals.

“As soon as you play it, you like it a lot more, and then you buy it,” said Tan Doan, a 26-year-old Web developer from Long Beach. While playing “Rock Band” at the Hyperion every Wednesday, he discovered The All-American Rejects, got hooked on the band and then bought its CD.

A new feature on this October’s “Guitar Hero: World Tour” allows users to create new songs and upload them for others to play, making the platform a place to discover music, as well as compose it.

Seeing more than 65,000 original songs uploaded so far, RedOctane’s Huang predicted that music video games will “become the biggest platform for music distribution in the world.”

“We still have great relationships with most of the (music) industry. We continue to really benefit each other,” he said. “At the end of the day it’s about creating a great game for the users. We’ll figure this stuff out.”

This holiday season is expected to bring even stronger game sales and, by extension, a still greater boost for the featured musicians.

Through November, some 22 million units of “Guitar Hero” had sold in the U.S. since its launch in October 2005, along with 5 million units of “Rock Band” since its debut in late 2007, according to NPD Group. The release of “Guitar Hero: World Tour” in October could boost revenue for the franchise some 40 percent over last year, according to analysts. At $189, the latest “Guitar Hero” costs nearly twice as much as last year’s version because it comes with a drum set and a microphone. The newest “Rock Band” — “Rock Band 2″ — costs the same with all the peripherals.

“They’re selling out,” said Cowen & Co. analyst Doug Creutz, who noticed resellers on Amazon.com charging a premium of up to $85 over the regular price for the full kit. “In the U.S., supply is a lot tighter than they were anticipating.”

The predecessor, “Guitar Hero III: Legends of Rock,” raked in $750 million between fall 2007 and this fall.

The revenues don’t stop there.

Users have downloaded game-playable songs more than 55 million times, some free but most around $1.99 each, since the games launched, and new titles come out each week.

Promoters have even brought the game into the real world with a “Rock Band Live” concert tour.

Concert tracking magazine Pollstar said 2,900 fans paid $25 to $36 each to rock the Event Center at San Jose State University on Oct. 11, one stop on a 26-stop tour by four bands — Panic at the Disco, Dashboard Confessional, the Plain White Ts and The Cab — who performed between renditions of songs played by local “Rock Band” contest winners.

“The tour was designed for our MTV audience,” said Paul DeGooyer, MTV’s senior vice president of electronic games and music. “It got a very good reception. In all respects, it points the way forward for ‘Rock Band’ to take its place in the musical ecosystem.”

The games’ appeal is clear for the amateur who aspires to a higher musical calling.

Alex Morsy, a 26-year-old Web developer who played backup last month at Hyperion on a number of tunes, said the games fulfill his interest in playing music notwithstanding his lack of talent.

“I’m tone deaf,” he said in a break between songs. “I tried learning piano one year but I totally sucked at it. I’m not very musically inclined, so this is fun.”

Bruce Springsteen is to release a greatest hits album exclusively through Wal-Mart.

Wal-Mart’s “Greatest Hits” is a Bruce Springsteen and the E Street Band collection, featuring 12 tracks including “Rosalita (Come Out Tonight),” “Born To Run,” “Dancer In The Dark,” “Born In The U.S.A,” “The Rising” and “Radio Nowhere.”

The album is released on Jan. 13 in the run-up to the 43rd Super Bowl in Tampa Bay on Feb. 1, where Springsteen and the E Street Band will perform at half-time. A new Springsteen set, “Working On A Dream” (Columbia), is released Jan. 27.

Wal-Mart will release the hits set at a low price: the Wal-Mat Web site is currently taking pre-orders for $10 compared to its list price of $12.98.

Meanwhile, f.y.e. stores will be offering Springsteen cards and posters to fans who pre-order the new album.

There also U.K. media reports that Springsteen will headline Glastonbury festival in June 2009, although there has been no official confirmation.

2009: The year of Re-Designing the Content Business

I am planning to dedicate a good chunk of my 2009 time and energy to this crucial topic: what are those new, web-native, social & inter-connected business models that will power the future of content creators and their industries?

In 2008, the disruptive force of the Internet has finally hit home, and – as is usually the case – it all came much later than we had estimated but the disruption is also much bigger than expected. A quick look at some trends in this context:

My hunch is that the Internet may well – and soon – bring us an utterly scary reduction of traditional content models that is somewhere in the neighborhood of 1:5, i.e. if you keep relying on the old ‘disconnected’ content revenues models you may eventually see only 1/5th of the financial returns that you had before. This could vary by industry, location and context, of course, but I would dare say that if you stick to your old models the future will be bleak, either way – and this goes for the actual creators but even much more so for the businesses that are build around them.

To me, the bottom line is that most of what used to work just fine in a disconnected world of ‘totally segregated consumers and producers’ will simply not work in the future.

Trade_pennies_for_dollars_quote_nbc

This is why I think 2009 will be year of:

  • Totally exploding consumer / user / fan / listener / viewer empowerment (yes, you ain’t seen nothing yet – wait until 2 Billion + people are wirelessly connected via increasingly smart and easy-to-use mobile devices)
  • Re-inventing content commerce (such as: charge for access… not just units, bundle content into access, freemium etc)
  • Re-evaluating copyright as that sacrosanct, sole, principal, or even main driver of revenue – the solution for what I like to call ‘digital payment-refusal’ aka piracy is not a technological issue but a business problem
  • Re-inventing advertising (since new kinds of advertising will no doubt be one of the future drivers of content commerce, as well)
  • Getting the telecoms and network operators aboard – for they can’t make it work without content, either!

I do have a hunch that this old Chinese proverb holds a part of the solution: “Tell me and I’ll forget; show me and I may remember; involve me and I’ll understand.”  Stay tuned for 2009 – this will be fun.

The ability to transfer digital copy from purchased Blu-ray and DVD disc to portable devices has potential to extend life of physical discs and increase time consumers spend with home entertainment, a survey says.Based on new consumer survey information from The NPD Group, U.S. consumers who have purchased a video on DVD or Blu-ray Disc (BD) are enthusiastic about Digital Copy, which is a new feature available on many new video releases. In addition to the ability to play the video on a DVD or BD player, Digital Copy provides owners with a legal digital duplicate of the content, which can be played on their iPods, smartphones and other portable devices, as well as on personal computers.

According to NPD more than half of DVD or BD buyers have watched a full-length TV show or movie on a portable device. One-third of DVD or BD buyers in the U.S. are aware of the Digital Copy feature. Three out of four DVD or BD buyers who view movies or TV shows on a portable device expressed interest in buying a physical disc with Digital Copy. More than 80 percent of consumers who have already purchased a Digital Copy version claimed they were interested in purchasing other titles published with this feature.

“At this point every major studio is offering video buyers the option for a portable, digital copy of films and TV shows,” said Russ Crupnick, entertainment industry analyst for NPD. “For consumers who don?t have the time or know-how to download full-length movies or TV shows, Digital Copy provides a flexible and safe solution for transferring a legal version from a purchased disc to a portable device.”

By large margins consumers prefer to receive a digital copy on a video they’ve purchased (79 percent), rather than by downloading from the Internet (21 percent) ,NDP saiid. Among consumers who are interested in the feature, 38 percent also pointed to the benefit of having the disc as a back-up for their Digital Copy. In addition, 27 percent of interested consumers said they’d be more inclined to buy a portable device, in order to take advantage of the Digital Copy feature.

“The consumer preference for moving their Digital Copies to other devices, as opposed to downloading via the Web, shows there are still opportunities for the industry to promote and extend the value of the physical DVDs and BD platforms,” Crupnick said.

NDP’s report is based on surveys of more than 1,500 U.S. consumers (age 13 and older) who had purchased a DVD or Blu-ray Disc within the past year.

In a bid to help novice downloaders jump-start their digital-music collections, Universal Music Group is offering “curated” playlists to Dell PC buyers.

Dell Inspiron 1525

The Dell Inspiron now comes with music.

Starting at $25, selected bundles 50 or 100 DRM-free songs can be added while building a custom PC on Dell’s Web site. The songs will come preloaded on the computer, ready to play as soon as it’s booted up.

The music option is available only on the Inspiron 1525, Studio 15, and XPS 1535 laptops and Inspiron 530, 530s, Studio Desktop, and XPS 420 desktops. The XPS One and Dell Mini 9 netbook are excluded from the offering.

The songs, all by Universal artists, are then playable on any device. You can see what bundles are available on Dell.com/musicandmovies. Track bundles include thematic playlists such as “Rock Titans,” “The Classics,” “Blues Masters,” and so on. The lists will be “refreshed” on a regular basis in the future, and available for purchase on Dell’s site.

Dell already does this with downloaded movies, but it’s the first time a major label has struck a similar distribution deal with a PC company. Universal’s tracks are already offered through a similar service on phones with Nokia and its Comes with Music program.

Social network and shopping site Musicane has signed licensing agreements with Sony BMG and EMI Music. Elements of the two majors’ digital catalogs will be sold in MP3 format at www.musicane.com and through the Musicane widget, which is embedded on various artist blogs, social network profiles and personal Web sites.

California-based Musicane reached an agreement with Universal Music Group earlier this year to sell its catalog in MP3 format.

“We are honored to be working with the largest labels in the music industry to help them reach their consumers more directly,” said Musicane president & COO Vikramaditya Jain in a statement.

“At Musicane, our core belief is that music is the unifying lifestyle driver, particularly online through fans’ social networks and related blogs. By partnering with the largest content providers and their artists, we have built a win-win business model for distributing and retailing products to today’s growing online communities.”

However, under the terms of the deal, the repertoire from the majors appears to be restricted. The service only claims “more than 100,000 tracks from EMI Music.”

Approximately 500,000 people have embedded Musicane widgets on their social network profiles, according to a company statement.

Nokia Home Music media streamerNokia, best known for being the world’s number one mobile phone manufacturer (and mapping company, and camera manufacturer, and…well, you get the idea!) have amazed the world today with the announcement of a new media streamer. Nokia have not exactly been visible in the music device market, but the new Nokia Home Music streamer could be about to change all that.

The Nokia Home Music is, first and foremost, a music streamer, pitched squarely at the likes of the Logitech Squeezebox. Nokia’s little number is slightly different, though. Whereas the Squeezebox sits between your PC and Hi-Fi, letting you stream your tunes from your PC and listen to them on your (presumably) better-sounding amp and speaker combo, the Nokia Home Music sits between pretty much everything and your Hi-Fi.

You can stream your tunes from your PC, your mobile phone (naturally!), an MP3 player (via USB) or even directly from the Web. In short, anything with a USB connector or that supports UPnP can connect with the Nokia Home Music System.

As far as connectivity goes, Nokia’s little box supports both Ethernet and Wi-Fi for Internet and PC streaming. It also comes with an FM receiver, and will connect to dozens of Internet Radio stations.

It has a great looking display, which will display the contents of the connected device, and you can control your playlist directly from the Home Music’s LCD screen via a remote control, rather than from the connected device.

There’s even an SP/DIF optical connector (for digital connections) and RCA line-out (for analogue connections) to hook up to literally any Hi-Fi ever made, a standard 3.5mm headphone jack, and, as if all that wasn’t enough, a 10W built-in speaker, just in case you haven’t got your Hi-Fi switched on yet and you really need to hear that new tune from Timmy Mallet!!!

Frankly, I’m in disbelief. This has to be the media streamer that has everything – looks, all the connectivity you could ever need, and exactly the right level of features to make it a must have. I’ve been after a media streamer now for some time, and I think I’ve just found it! Shame it’s not going to be available in time for Christmas, but I’m sure I can persuade the Easter Bunny to give me a Nokia Home Music system next year, rather than the half a hundredweight of chocolate he normally leaves!

I’ve been excited by Nokia’s new N97 phone that was also announced today, but this is just the icing on the cake!

December 11, 2008 7:46 AM PST

Pastebud to bring cut and paste to iPhone

Posted by Marguerite Reardon

A new Web service called Pastebud will soon let iPhone users copy and paste text from Safari into e-mail messages and between Web pages.

Since the iPhone was launched 18 months ago, many users have complained about its lack of cut and paste capabilities. Users were once again disappointed when the iPhone 3G debuted in July with that same omission.

Third parties have tried to create applications to add cutting and pasting to the iPhone, but most have failed. One such application called OpenClip, seemed promising earlier this year. But Apple’s iPhone 2.1 software, released in late summer, shut down the functionality.

Pastebud’s Web site hasn’t launched yet, but its creators have put a demonstration of the service on YouTube. And it looks like Pastebud might avoid pitfalls of other cut and paste developers. For one, Pastebud is a Web-based service. This means that users don’t have to download software onto their iPhones. It also means that Pastebud can bypass Apple’s App Store altogether.

The way it works, according to the YouTube demo, is through bookmarks that allow users to go between Web pages and e-mail. Then users are able to highlight text and hit a button to copy, flip to another page, and hit paste.

The catch is that Pastebud works only with the Safari browser and e-mail. But since those applications are the most likely to need cutting and pasting, it shouldn’t be a major limitation.

Of course, it’s too early to say how well the application really works. All that’s available is the YouTube demonstration. But even if it works moderately well, it could help satisfy some iPhone users clamoring for some kind of cut and paste functionality, at least until Apple comes up with a more elegant solution.

News of the new service was first reported on the gadget blog Gizmodo.