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@ -34,7 +34,7 @@ The problem compounds the alignment challenge: even if safety research produces
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### Additional Evidence (extend)
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### Additional Evidence (extend)
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*Source: 2026-03-00-metr-aisi-pre-deployment-evaluation-practice | Added: 2026-03-19*
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*Source: [[2026-03-00-metr-aisi-pre-deployment-evaluation-practice]] | Added: 2026-03-19*
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The voluntary-collaborative model adds a selection bias dimension to evaluation unreliability: evaluations only happen when labs consent, meaning the sample of evaluated models is systematically biased toward labs confident in their safety measures. Labs with weaker safety practices can avoid evaluation entirely.
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The voluntary-collaborative model adds a selection bias dimension to evaluation unreliability: evaluations only happen when labs consent, meaning the sample of evaluated models is systematically biased toward labs confident in their safety measures. Labs with weaker safety practices can avoid evaluation entirely.
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@ -46,16 +46,10 @@ Agents of Chaos study provides concrete empirical evidence: 11 documented case s
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### Additional Evidence (extend)
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### Additional Evidence (extend)
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*Source: 2026-03-00-metr-aisi-pre-deployment-evaluation-practice | Added: 2026-03-19*
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*Source: [[2026-03-00-metr-aisi-pre-deployment-evaluation-practice]] | Added: 2026-03-19*
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METR and UK AISI evaluations as of March 2026 focus primarily on sabotage risk and cyber capabilities (METR's Claude Opus 4.6 sabotage assessment, AISI's cyber range testing of 7 LLMs). This narrow scope may miss alignment-relevant risks that don't manifest as sabotage or cyber threats. The evaluation infrastructure is optimizing for measurable near-term risks rather than harder-to-operationalize catastrophic scenarios.
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METR and UK AISI evaluations as of March 2026 focus primarily on sabotage risk and cyber capabilities (METR's Claude Opus 4.6 sabotage assessment, AISI's cyber range testing of 7 LLMs). This narrow scope may miss alignment-relevant risks that don't manifest as sabotage or cyber threats. The evaluation infrastructure is optimizing for measurable near-term risks rather than harder-to-operationalize catastrophic scenarios.
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### Additional Evidence (confirm)
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*Source: [[2026-02-23-shapira-agents-of-chaos]] | Added: 2026-03-19*
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Agents of Chaos demonstrates that static single-agent benchmarks fail to capture vulnerabilities that emerge in realistic multi-agent deployment. The study's central argument is that pre-deployment evaluations are insufficient because they cannot test for cross-agent propagation, identity spoofing, and unauthorized compliance patterns that only manifest in multi-party environments with persistent state.
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Relevant Notes:
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Relevant Notes:
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@ -50,18 +50,6 @@ Critical Role maintained Beacon (owned subscription platform) simultaneously wit
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Critical Role maintained owned subscription platform (Beacon, launched 2021) SIMULTANEOUSLY with Amazon Prime distribution, contradicting the assumption that distribution graduation requires choosing between reach and value capture. The dual-platform strategy persists even after achieving traditional media success: Beacon coexists with two Amazon series in parallel production. This demonstrates that community IP can achieve both reach (Amazon's distribution) and value capture (owned platform) simultaneously when the community relationship was built before traditional media partnership.
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Critical Role maintained owned subscription platform (Beacon, launched 2021) SIMULTANEOUSLY with Amazon Prime distribution, contradicting the assumption that distribution graduation requires choosing between reach and value capture. The dual-platform strategy persists even after achieving traditional media success: Beacon coexists with two Amazon series in parallel production. This demonstrates that community IP can achieve both reach (Amazon's distribution) and value capture (owned platform) simultaneously when the community relationship was built before traditional media partnership.
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### Auto-enrichment (near-duplicate conversion, similarity=1.00)
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*Source: PR #1448 — "creator owned direct subscription platforms produce qualitatively different audience relationships than algorithmic social platforms because subscribers choose deliberately"*
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*Auto-converted by substantive fixer. Review: revert if this evidence doesn't belong here.*
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*Source: 2026-03-01-multiple-creator-economy-owned-revenue-statistics | Added: 2026-03-16*
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### Additional Evidence (confirm)
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*Source: [[2025-11-01-critical-role-legend-vox-machina-mighty-nein-distribution-graduation]] | Added: 2026-03-19*
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Critical Role maintained Beacon (owned subscription platform launched 2021) simultaneously with Amazon Prime distribution. The coexistence proves distribution graduation to traditional media does NOT require abandoning owned-platform community relationships. Critical Role achieved both reach (Amazon) and direct relationship (Beacon) simultaneously, contradicting the assumption that distribution graduation requires choosing one or the other.
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Relevant Notes:
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@ -82,20 +82,6 @@ SCP Foundation demonstrates that worldbuilding-as-infrastructure can operate at
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Martin Cooper, inventor of the first handheld cellular phone, directly contradicts the Star Trek communicator origin story. Motorola began developing handheld cellular technology in the late 1950s, before Star Trek premiered in 1966. Cooper stated he had been 'working at Motorola for years before Star Trek came out' and 'they had been thinking about hand held cell phones for many years before Star Trek came out.' Cooper later clarified that when he appeared in 'How William Shatner Changed the World,' he 'was just so overwhelmed by the movie' and conceded to something 'he did not actually believe to be true.' The technology predated the fiction, making causal influence impossible. The only confirmed influence was design aesthetics: the Motorola StarTAC flip phone (1996) mirrored the communicator's flip-open mechanism decades after the core technology existed.
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Martin Cooper, inventor of the first handheld cellular phone, directly contradicts the Star Trek communicator origin story. Motorola began developing handheld cellular technology in the late 1950s, before Star Trek premiered in 1966. Cooper stated he had been 'working at Motorola for years before Star Trek came out' and 'they had been thinking about hand held cell phones for many years before Star Trek came out.' Cooper later clarified that when he appeared in 'How William Shatner Changed the World,' he 'was just so overwhelmed by the movie' and conceded to something 'he did not actually believe to be true.' The technology predated the fiction, making causal influence impossible. The only confirmed influence was design aesthetics: the Motorola StarTAC flip phone (1996) mirrored the communicator's flip-open mechanism decades after the core technology existed.
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### Auto-enrichment (near-duplicate conversion, similarity=1.00)
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*Source: PR #1449 — "worldbuilding as narrative infrastructure creates communal meaning through transmedia coordination of audience experience"*
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*Auto-converted by substantive fixer. Review: revert if this evidence doesn't belong here.*
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*Source: 2026-03-18-synthesis-collaborative-fiction-governance-spectrum | Added: 2026-03-18*
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*Source: 2015-00-00-cooper-star-trek-communicator-cell-phone-myth-disconfirmation | Added: 2026-03-18*
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*Source: 2015-00-00-cooper-star-trek-communicator-cell-phone-myth-disconfirmation | Added: 2026-03-19*
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### Additional Evidence (confirm)
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*Source: [[2025-11-01-scp-wiki-governance-collaborative-worldbuilding-scale]] | Added: 2026-03-19*
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SCP Foundation is the strongest existence proof for worldbuilding as coordination infrastructure. The 'conglomerate of intersecting canons' model with no official canonical hierarchy enables infinite expansion without continuity errors. Hub pages describe canon scope, but contributors freely create contradictory parallel universes. The containment report format serves as standardized interface that coordinates contributions without requiring narrative coherence. 18 years of sustained growth (9,800+ articles) demonstrates that worldbuilding infrastructure can scale through protocol-based coordination where linear narrative cannot.
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Relevant Notes:
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Relevant Notes:
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@ -63,16 +63,6 @@ Lil Pudgys launched YouTube-first with 13,000 subscribers at premiere (May 2025)
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Claynosaurz 39-episode animated series launching on YouTube first before selling to TV/streaming, co-produced with Method Animation (Mediawan). Nic Cabana frames this as 'already here' not speculative, with community's 1B social views creating guaranteed algorithmic traction that studios pay millions to achieve through marketing.
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Claynosaurz 39-episode animated series launching on YouTube first before selling to TV/streaming, co-produced with Method Animation (Mediawan). Nic Cabana frames this as 'already here' not speculative, with community's 1B social views creating guaranteed algorithmic traction that studios pay millions to achieve through marketing.
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### Auto-enrichment (near-duplicate conversion, similarity=1.00)
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*Source: PR #1442 — "youtube first distribution for major studio coproductions signals platform primacy over traditional broadcast windowing"*
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*Auto-converted by substantive fixer. Review: revert if this evidence doesn't belong here.*
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### Additional Evidence (extend)
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*Source: [[2025-05-16-lil-pudgys-youtube-launch-thesoul-reception-data]] | Added: 2026-03-19*
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Lil Pudgys launched May 16, 2025 with TheSoul Publishing (2B+ social followers) but achieved only ~13,000 YouTube subscribers at launch. After 10+ months of operation (through March 2026), no performance metrics have been publicly disclosed despite TheSoul's typical practice of prominently promoting reach data. A December 2025 YouTube forum complaint noted content was marked as 'kids content' despite potentially inappropriate classification, suggesting algorithmic optimization over audience targeting. The absence of 'millions of views' claims in promotional materials is notable given TheSoul's standard marketing approach.
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Relevant Notes:
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@ -115,16 +115,10 @@ International generic competition beginning January 2026 (Canada patent expiry,
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### Additional Evidence (challenge)
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### Additional Evidence (challenge)
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*Source: 2026-03-01-glp1-lifestyle-modification-efficacy-combined-approach | Added: 2026-03-19*
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*Source: [[2026-03-01-glp1-lifestyle-modification-efficacy-combined-approach]] | Added: 2026-03-19*
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If GLP-1 + exercise combination produces durable weight maintenance (3.5 kg regain vs 8.7 kg for medication alone), and if behavioral change persists after medication discontinuation, then the chronic use model may not be necessary for long-term value capture. This challenges the inflationary cost projection if the optimal intervention is time-limited medication + permanent behavioral change rather than lifetime pharmacotherapy.
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If GLP-1 + exercise combination produces durable weight maintenance (3.5 kg regain vs 8.7 kg for medication alone), and if behavioral change persists after medication discontinuation, then the chronic use model may not be necessary for long-term value capture. This challenges the inflationary cost projection if the optimal intervention is time-limited medication + permanent behavioral change rather than lifetime pharmacotherapy.
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### Additional Evidence (challenge)
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*Source: [[2026-01-13-aon-glp1-employer-cost-savings-cancer-reduction]] | Added: 2026-03-19*
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Aon's 192,000+ patient analysis shows the inflationary impact is front-loaded and time-limited: costs rise 23% vs 10% in year 1, but after 12 months medical costs grow just 2% vs 6% for non-users. At 30 months for diabetes patients, medical cost growth is 6-9 percentage points lower. This suggests the 'inflationary through 2035' claim may be true only for short-term payers who never capture the year-2+ savings, while long-term risk-bearers see net cost reduction. The inflationary impact depends on payment model structure, not just the chronic use model itself.
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Relevant Notes:
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@ -66,12 +66,6 @@ Medicare modeling quantifies the compound value: 38,950 CV events avoided, 6,180
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Aon's 192K patient study found adherent GLP-1 users (80%+) had 47% fewer MACE hospitalizations for women and 26% for men, with the sex differential suggesting larger cardiovascular benefits for women than previously documented.
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Aon's 192K patient study found adherent GLP-1 users (80%+) had 47% fewer MACE hospitalizations for women and 26% for men, with the sex differential suggesting larger cardiovascular benefits for women than previously documented.
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### Additional Evidence (extend)
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*Source: [[2026-01-13-aon-glp1-employer-cost-savings-cancer-reduction]] | Added: 2026-03-19*
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Aon's 192,000+ patient analysis adds cancer risk reduction to the multi-organ benefit profile: female GLP-1 users showed ~50% lower ovarian cancer incidence and 14% lower breast cancer incidence. Also associated with lower rates of osteoporosis, rheumatoid arthritis, and fewer hospitalizations for alcohol/drug abuse and bariatric surgery. The sex-differential in MACE reduction (47% for women vs 26% for men) suggests benefits may be larger for women, which has implications for risk adjustment in Medicare Advantage.
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@ -97,16 +97,10 @@ GLP-1 behavioral adherence failures demonstrate that even breakthrough pharmacol
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### Additional Evidence (extend)
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### Additional Evidence (extend)
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*Source: 2026-03-01-glp1-lifestyle-modification-efficacy-combined-approach | Added: 2026-03-19*
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*Source: [[2026-03-01-glp1-lifestyle-modification-efficacy-combined-approach]] | Added: 2026-03-19*
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Weight regain data shows GLP-1 alone (8.7 kg regain) performs no better than placebo (7.6 kg) after discontinuation, while combination with exercise reduces regain to 3.5 kg. This suggests the low persistence rates may be economically rational from a patient perspective if medication alone provides no durable benefit—patients who discontinue without establishing exercise habits return to baseline regardless of medication duration.
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Weight regain data shows GLP-1 alone (8.7 kg regain) performs no better than placebo (7.6 kg) after discontinuation, while combination with exercise reduces regain to 3.5 kg. This suggests the low persistence rates may be economically rational from a patient perspective if medication alone provides no durable benefit—patients who discontinue without establishing exercise habits return to baseline regardless of medication duration.
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### Additional Evidence (extend)
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*Source: [[2026-01-13-aon-glp1-employer-cost-savings-cancer-reduction]] | Added: 2026-03-19*
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Aon data shows benefits scale dramatically with adherence: for diabetes patients, medical cost growth is 6 percentage points lower at 30 months overall, but 9 points lower with 80%+ adherence. For weight loss patients, cost growth is 3 points lower at 18 months overall, but 7 points lower with consistent use. Adherent users (80%+) show 47% fewer MACE hospitalizations for women and 26% for men. This confirms that adherence is the binding variable—the 80%+ adherent cohort shows the strongest effects across all outcomes, making low persistence rates even more economically damaging.
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Relevant Notes:
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Relevant Notes:
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@ -94,12 +94,6 @@ The SEC's March 2026 Token Taxonomy interpretation strongly supports this claim'
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Better Markets' analysis of the CEA's gaming prohibition reveals that the 'legitimate commercial purpose' and 'independent financial significance' tests may be the parallel framework in derivatives law to the Howey test in securities law. Just as futarchy governance may avoid securities classification by eliminating concentrated promoter effort, it may avoid gaming classification by demonstrating genuine corporate governance function. The legal strategy is structurally similar: show that the mechanism serves a legitimate business purpose beyond speculation.
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Better Markets' analysis of the CEA's gaming prohibition reveals that the 'legitimate commercial purpose' and 'independent financial significance' tests may be the parallel framework in derivatives law to the Howey test in securities law. Just as futarchy governance may avoid securities classification by eliminating concentrated promoter effort, it may avoid gaming classification by demonstrating genuine corporate governance function. The legal strategy is structurally similar: show that the mechanism serves a legitimate business purpose beyond speculation.
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### Additional Evidence (extend)
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*Source: [[2026-02-00-better-markets-prediction-markets-gambling]] | Added: 2026-03-19*
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Better Markets' gaming prohibition argument reveals a complementary legal defense for futarchy: the 'legitimate commercial purpose' test. While the Howey securities analysis focuses on whether there are 'efforts of others,' the CEA gaming prohibition focuses on whether the contract serves a genuine hedging or commercial function. Futarchy governance markets may satisfy both tests simultaneously—they lack concentrated promoter effort (Howey) AND they serve legitimate corporate governance functions (CEA commercial purpose exception). This dual defense is stronger than either alone.
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Relevant Notes:
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Relevant Notes:
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@ -64,12 +64,6 @@ The Kalshi litigation reveals that CFTC regulation alone does not resolve state
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Better Markets presents the strongest counter-argument to CFTC exclusive jurisdiction: the CEA already prohibits gaming contracts under Section 5c(c)(5)(C), and sports prediction markets ARE gaming by any reasonable definition. Kalshi's own prior admission that 'Congress did not want sports betting conducted on derivatives markets' undermines the current industry position. This suggests Polymarket's regulatory legitimacy may be more fragile than assumed—state AGs have a statutory basis to challenge CFTC jurisdiction, not just a turf war.
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Better Markets presents the strongest counter-argument to CFTC exclusive jurisdiction: the CEA already prohibits gaming contracts under Section 5c(c)(5)(C), and sports prediction markets ARE gaming by any reasonable definition. Kalshi's own prior admission that 'Congress did not want sports betting conducted on derivatives markets' undermines the current industry position. This suggests Polymarket's regulatory legitimacy may be more fragile than assumed—state AGs have a statutory basis to challenge CFTC jurisdiction, not just a turf war.
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### Additional Evidence (challenge)
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*Source: [[2026-02-00-better-markets-prediction-markets-gambling]] | Added: 2026-03-19*
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Better Markets argues that CFTC jurisdiction over prediction markets is legally unsound because the CEA Section 5c(c)(5)(C) already prohibits gaming contracts, and sports/entertainment prediction markets are gaming by definition. They cite Senator Blanche Lincoln's legislative intent that the CEA was NOT meant to 'enable gambling through supposed event contracts' and specifically named sports events. Most damaging: Kalshi's own prior admission that 'Congress did not want sports betting conducted on derivatives markets' when defending election contracts, which undermines the current CFTC jurisdiction claim.
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- **2025-10-01** — Announced 39 x 7-minute animated series launching YouTube-first with Method Animation (Mediawan) co-production. Gameloft mobile game in co-development. Nearly 1B social views across community.
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- **2025-10-01** — Announced 39 x 7-minute animated series launching YouTube-first with Method Animation (Mediawan) co-production. Gameloft mobile game in co-development. Nearly 1B social views across community.
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- **2025-10-01** — Announced 39-episode animated series launching YouTube-first, co-produced with Method Animation (Mediawan), followed by traditional TV/streaming sales. Community has generated nearly 1B social views. Gameloft mobile game in co-development.
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- **2025-10-01** — Announced 39-episode animated series launching YouTube-first, co-produced with Method Animation (Mediawan), followed by traditional TV/streaming sales. Community has generated nearly 1B social views. Gameloft mobile game in co-development.
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- **2025-10-01** — Announced 39-episode animated series launching YouTube-first, co-produced with Method Animation (Mediawan), with Gameloft mobile game in co-development. Community has generated nearly 1B social views.
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- **2025-10-01** — Announced 39-episode animated series launching YouTube-first, co-produced with Method Animation (Mediawan), with Gameloft mobile game in co-development. Community has generated nearly 1B social views.
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- **2025-05-22** — Announced Popkins mint mechanics: $200 public tickets, guaranteed packs for class-selected OG/Saga holders and Dactyls, refund mechanism for failed catches, pity points leaderboard with OG Claynosaurz prizes for top 50
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## Relationship to KB
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## Relationship to KB
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- Implements [[fanchise management is a stack of increasing fan engagement from content extensions through co-creation and co-ownership]] through specific co-creation mechanisms
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- Implements [[fanchise management is a stack of increasing fan engagement from content extensions through co-creation and co-ownership]] through specific co-creation mechanisms
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processed_date: 2026-03-19
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processed_date: 2026-03-19
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enrichments_applied: ["pre-deployment-AI-evaluations-do-not-predict-real-world-risk-creating-institutional-governance-built-on-unreliable-foundations.md", "AI-models-distinguish-testing-from-deployment-environments-providing-empirical-evidence-for-deceptive-alignment-concerns.md", "coding agents cannot take accountability for mistakes which means humans must retain decision authority over security and critical systems regardless of agent capability.md"]
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enrichments_applied: ["pre-deployment-AI-evaluations-do-not-predict-real-world-risk-creating-institutional-governance-built-on-unreliable-foundations.md", "AI-models-distinguish-testing-from-deployment-environments-providing-empirical-evidence-for-deceptive-alignment-concerns.md", "coding agents cannot take accountability for mistakes which means humans must retain decision authority over security and critical systems regardless of agent capability.md"]
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extraction_model: "anthropic/claude-sonnet-4.5"
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extraction_model: "anthropic/claude-sonnet-4.5"
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processed_by: theseus
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processed_date: 2026-03-19
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enrichments_applied: ["pre-deployment-AI-evaluations-do-not-predict-real-world-risk-creating-institutional-governance-built-on-unreliable-foundations.md"]
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extraction_model: "anthropic/claude-sonnet-4.5"
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# Agents of Chaos
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# Agents of Chaos
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- Study conducted under both benign and adversarial conditions
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- Study conducted under both benign and adversarial conditions
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- Paper authored by 36+ researchers including Natalie Shapira, Chris Wendler, Avery Yen, Gabriele Sarti
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- Paper authored by 36+ researchers including Natalie Shapira, Chris Wendler, Avery Yen, Gabriele Sarti
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- Study funded/supported by ARIA Research Scaling Trust programme
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- Study funded/supported by ARIA Research Scaling Trust programme
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## Key Facts
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- Agents of Chaos study involved 20 AI researchers testing autonomous agents over two weeks
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- Study documented 11 case studies of agent vulnerabilities
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- Test environment included persistent memory, email, Discord, file systems, and shell execution
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- Study conducted under both benign and adversarial conditions
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- Paper authored by 36+ researchers including Natalie Shapira, Chris Wendler, Avery Yen, Gabriele Sarti
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- Study funded/supported by ARIA Research Scaling Trust programme
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- Paper published 2026-02-23 on arXiv (2602.20021)
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source_type: "article"
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title: "Mediawan Kids and Family to Turn Viral NFT Brand Claynosaurz Into Animated Series"
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author: "Elsa Keslassy (Variety)"
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url: "https://variety.com/2025/tv/news/mediawan-kids-family-nft-brand-claynosaurz-animated-series-1236411731/"
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date_published: "2025-06-02"
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date_archived: "2025-06-02"
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archived_by: "clay"
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||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
|
||||||
- "traditional media buyers now seek content with pre-existing community engagement data as risk mitigation"
|
|
||||||
---
|
|
||||||
# Mediawan Kids & Family to Turn Viral NFT Brand Claynosaurz Into Animated Series (EXCLUSIVE)
|
|
||||||
|
|
||||||
Source: Variety
|
|
||||||
|
|
||||||
Originally published June 2nd, 2025
|
|
||||||
|
|
||||||
Link: https://variety.com/2025/tv/news/mediawan-kids-family-nft-brand-claynosaurz-animated-series-1236411731/
|
|
||||||
|
|
||||||
By Elsa Keslassy
|
|
||||||
|
|
||||||
Mediawan Kids & Family, the youth content arm of the European powerhouse that owns Plan B, See-Saw Films and Chapter 2, has struck a deal with Claynosaurz Inc., the company behind the viral NFT brand. Together, they'll co-produce an animated series based on the digital-native franchise.
|
|
||||||
|
|
||||||
The series, running 39 episodes of seven minutes each, underscores the strategy deployed by Mediawan Kids & Family to partner up with up-and-coming talent from the creator economy and develop original transmedia projects.
|
|
||||||
|
|
||||||
Aimed at children aged 6 to 12, the comedy-filled series will follow the adventures of four dinosaur friends on a mysterious island. Jesse Cleverly, the award-winning co-founder and creative director of Mediawan-owned, Bristol-based banner Wildseed Studios, is on board as showrunner.
|
|
||||||
|
|
||||||
Claynosaurz, created in 2021 by Nicholas Cabana, Dan Cabral and Daniel Jervis (former VFX artists at Sony Pictures, Animal Logic and Framestore) has already garnered over 450 million views and 200 million impressions across digital platforms, as well as an online community of over 530,000 subscribers with its humorous short videos. The brand has won 11 Collision Award, as well as a Webby Award.
|
|
||||||
|
|
||||||
Julien Borde, Mediawan Kids & Family president, told Variety that the series will likely be the first of its kind and addresses a demand from buyers for content that “comes with a pre-existing engagement and data."
|
|
||||||
|
|
||||||
#
|
|
||||||
"I think it's the very first time a digital collectible brand is expanded into a TV series so it's a milestone, not just for Mediawan Kids & Family but for the industry,” Borde said. The project also allows the company to keep up with its mantra to “empower talents all around the world," the veteran youth content exec said, adding that the Claynosaurz team “are really into animation, have done fantastic shows in the past and are trying to do things a different way." Borde also said the show is part of Mediawan Kids & Family's ambition to diversify and build a new line-up of premium content coming from different platforms.
|
|
||||||
|
|
||||||
Cabana said he created Claynosaurz with a “group of artists from all sorts of studios, including Illumination, Dreamworks, Sony, Disney and Ubisoft.” Having entered the market through collectibles and NFTs gave them the opportunity to monetize early in their development cycle and focus on building the characters rather than building long-form content, he said. The way they “flipped the traditional model” and “built the IP directly with fans" felt right because they could “prepackage the brand within the audience" at a time when it's "tough for large studios to take a risk on nascent brands if they're not proven or battle-tested," Cabana said.
|
|
||||||
|
|
||||||
When Mediawan approached them, they “immediately understood the tone, warmth and irreverent humour that define Claynosaurz, and share our belief that great franchises can emerge from unexpected places,” Cabana said. He noted that “this type of community-driven development isn't just different, it's necessary.”
|
|
||||||
|
|
||||||
The series will aim at getting the digital franchise to an even wider audience with “hyper relatable" content, while keeping the comedy-driven, quirky DNA of the hit IP, Cabana said. He also explained how the banner will test creative ideas on social media and “treat it as our test kitchen” to “find out what's sticking and what's not sticking,” he said.
|
|
||||||
|
|
||||||
The show will launch on Youtube and will be available for licensing by traditional TV channels and platforms. Nicolas Fisch, who is producing the series for Mediawan Kids & Family, said Claynosaurz's creative teams and Mediawan's will come together in a writers room.
|
|
||||||
|
|
||||||
#
|
|
||||||
Katell France (“Vic the Vicking”) at Method Animation (“The Little Prince”), a Mediawan label, is producing the show with Cabana at Claynosaurz.
|
|
||||||
|
|
||||||
Mediawan was at the Cannes Film Festival this year with the animated feature "Marcel et Monsieur Pagnol" directed by Sylvain Chomet (“The Triplets of Belleville").
|
|
||||||
|
|
||||||
The image is a document containing an article titled "Mediawan Kids & Family to Turn Viral NFT Brand Claynosaurz Into Animated Series (EXCLUSIVE)". The article discusses Mediawan Kids & Family's deal with Claynosaurz Inc. to co-produce an animated series based on the digital-native franchise. The article includes quotes from Julien Borde, Mediawan Kids & Family president, and Nicholas Cabana, creator of Claynosaurz. The article also mentions that the show will launch on Youtube and will be available for licensing by traditional TV channels and platforms.
|
|
||||||
|
|
@ -1,77 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "tweet"
|
|
||||||
title: "Mediawan Kids and Family to Turn Claynosaurz Into Animated Series"
|
|
||||||
author: "@cabanimation"
|
|
||||||
url: ""
|
|
||||||
date_published: "2025-06-02"
|
|
||||||
date_archived: "2025-06-02"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
|
||||||
- "traditional media buyers now seek content with pre-existing community engagement data as risk mitigation"
|
|
||||||
---
|
|
||||||
# Mediawan Kids & Family to Turn Claynosaurz Into Animated Series
|
|
||||||
|
|
||||||
Written by @cabanimation
|
|
||||||
|
|
||||||
June 2nd, 2025
|
|
||||||
|
|
||||||
Published on X: https://x.com/Cabanimation/status/1929604785117823282
|
|
||||||
|
|
||||||
Partnering with Mediawan Kids & Family (@Mediawan_kf) is one of the most important
|
|
||||||
steps we've taken in building Claynosaurz into a true global franchise. Here's why:
|
|
||||||
Mediawan isn't just an animation studio. They're franchise engineers.
|
|
||||||
|
|
||||||
They've produced or distributed over 2,500 half-hours of kids and family content and built
|
|
||||||
IP that now rivals the likes of Nickelodeon and Disney globally. Their reach spans Netflix,
|
|
||||||
Disney+, YouTube, TF1, and other major platforms. Most importantly, they've proven they
|
|
||||||
know how to take a piece of original IP and scale it into a multi-billion-dollar brand. Need
|
|
||||||
proof? Look at Miraculous: Tales of Ladybug & Cat Noir.
|
|
||||||
|
|
||||||
Developed by Mediawan's Method Animation and ZAG Heroez, Miraculous has become
|
|
||||||
one of the most successful kids' properties of the last decade:
|
|
||||||
|
|
||||||
$2B+ franchise revenue
|
|
||||||
|
|
||||||
35B+ YouTube views
|
|
||||||
|
|
||||||
100M monthly active viewers
|
|
||||||
|
|
||||||
Aired in over 120 countries, translated into 50+ languages
|
|
||||||
|
|
||||||
Dominates licensing across fashion, toys, publishing, and more
|
|
||||||
|
|
||||||
That's not just a hit—it's a blueprint. Now imagine what we can do with a brand like
|
|
||||||
Claynosaurz, which already has:
|
|
||||||
|
|
||||||
A 450K+ social media following
|
|
||||||
|
|
||||||
Over 500M short-form content views
|
|
||||||
|
|
||||||
A passionate collector community
|
|
||||||
|
|
||||||
Toyetic character design baked in from day one
|
|
||||||
|
|
||||||
A mobile game launching with Gameloft
|
|
||||||
|
|
||||||
#
|
|
||||||
An upcoming Achievement System that rewards fan contribution
|
|
||||||
|
|
||||||
A content team from studios like Pixar, Disney, and DreamWorks
|
|
||||||
|
|
||||||
This has been a long time coming. Claynosaurz was never about being “just an NFT
|
|
||||||
project." It's about telling stories, creating characters people care about, and inviting fans
|
|
||||||
into a world that's built to last. We're here to make this a franchise. One that pulls
|
|
||||||
collectors in.
|
|
||||||
|
|
||||||
We had to find the right long-term creative ally-one that shares our vision, understands
|
|
||||||
how to scale original IP, and respects the way we've built this community. Mediawan gets
|
|
||||||
that. They're creator-first, globally connected, and looking to build the next generation of
|
|
||||||
breakout brands from the ground up. Together, we're building something that can live
|
|
||||||
across screens, shelves, and generations.
|
|
||||||
|
|
||||||
We're all about changing the game and becoming a beacon for Web3. Mediawan
|
|
||||||
understands how important this is to us, and the gamified content opportunities that we
|
|
||||||
can explore. This is the next chapter—and it's a big one.
|
|
||||||
|
|
@ -1,299 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "analysis"
|
|
||||||
title: "The New Entertainment Playbook - Claynosaurz"
|
|
||||||
author: "Claynosaurz"
|
|
||||||
url: ""
|
|
||||||
date_published: "2025-01-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "cost-plus deals shifted economic risk from talent to streamers while misaligning creative incentives"
|
|
||||||
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
|
||||||
---
|
|
||||||
Human beings have always been creative. This innate ability sets us apart from the rest of the animal kingdom. However, it is only in the last hundred years or so that our creativity has been leveraged to create massive industries. The creative industries, which include movies, TV shows, books, art, games, science, and social media, are among the fastest-growing and most interesting segments of our economy.
|
|
||||||
|
|
||||||
Creative industries surf the very edge of our technological capabilities. New technologies open up new mediums for artists to express their creativity with. For example, the development of motion pictures enabled a whole new art form that birthed the actors and directors we know and love. It is not just production itself but also the distribution of creative content that is significantly affected by technology. The creative industries inherent reliance on technology mean that it is constantly undergoing disruptions as technological innovation shifts the foundations on which current industry configurations rest.
|
|
||||||
|
|
||||||
This fact can be seen in the history of the creative industry.
|
|
||||||
|
|
||||||
Before the scientific revolution. Art was almost entirely a local affair. Cities would have their pianists, singers and theatre productions. Travelling musicians and storytellers would journey from town to town. But there were very few international superstars because the reach of these creative professionals was limited. Only a few hundred to a couple thousand people could ever experience a performance at the same time. This began to change with the printing press and later the phonograph.
|
|
||||||
|
|
||||||
Suddenly these inventions enabled an individual's art to be captured, recorded and distributed much more widely enabling individual artists' work to be consumed by vastly more people. But this distribution still needed physical copies of a persons art to be transported and distributed. This changed with the next evolution of the creative industry.
|
|
||||||
|
|
||||||
The radio and eventually the television dramatically altered the entertainment landscape by enabling the transmission of a creative’s work via the airwaves. This era supercharged the entertainment industry creating huge businesses in the process.
|
|
||||||
|
|
||||||
Yet in these days creating art was very expensive and distribution was scarce. The need for upfront investment and tastemaking for limited bandwidth birthed a huge number of gatekeepers - Book publishers, casting agents, record company executives, gallery curators, TV Network producers, newspaper editors, agency directors - who collectively controlled the creative industries.
|
|
||||||
|
|
||||||
These middlemen emerged because of a very real need in the creative industries. Printing physical books is expensive. Publishing houses need to print and sell thousands of copies in order to make the economics make sense. But not every book can sell thousands of copies. Therefore someone needed to evaluate the quality of book submissions and decide what to finance and print. Similarly, the audio equipment and soundproof rooms required to record a “studio-quality” album necessitated huge up front investments making them scarce. Record executives financed these costs and found the talent they thought would make this investment worth it.
|
|
||||||
|
|
||||||
Television also suffered from high costs and scarce distribution. Before the advent of the internet, there were only a few network TV channels. The limited available airtime meant that there is a limit to the number of show that can be created. Similarly, the limited real estate available in art galleries meant that only a set number of paintings and sculptures could be displayed. Owners had to choose the pieces they believed had the best chance of attracting buyers.
|
|
||||||
|
|
||||||
Control over the upfront financing and distribution of these creative outputs gave the gatekeepers huge amounts of power in their relationship with creatives. These distribution channels also meant that it was the record company or publishing house that sold the creative work to the consumer not the band or the writer. This power imbalance led to a huge proportion of the profits of the creative industry ending up in the hands of the gatekeepers rather than the artists.
|
|
||||||
|
|
||||||
Sometimes the world’s biggest artist don’t even own their own creations. The gatekeepers do. Taylor Swift is the perfect example of this.
|
|
||||||
|
|
||||||
Without the support of these gatekeepers it was almost impossible to break into a creative industry. Many gatekeepers abused this position. Harvey Weinstein is the perfect example of this.
|
|
||||||
|
|
||||||
However as we noted previously, technological innovation tends to undermine the foundations of business models in the creative industry.
|
|
||||||
|
|
||||||
Making creativity into a business requires a few key elements. Up front investment usually consisting of money or the creators time to produce the creative work. Distribution or some way of conveying your art to people. A fanbase and word of mouth to increase the spread of your content.
|
|
||||||
|
|
||||||
Over the last 20 years two major changes have occurred that are reshaping the creative industry. First, as the quality of mass market cameras, microphones and editing software improves it is becoming cheaper than ever to produce studio quality hits. Today, almost everyone can produce albums or videos at a quality that would previously have only been possible for professionals with extremely expensive equipment. Recent examples of this are Billy Eilish - who recorded and produced a grammy-winning album with only a microphone and a laptop - and the recent Oscar winner Everything Everywhere All At Once which was edited on a years old iMac using commercially available software.
|
|
||||||
|
|
||||||
Second, the rise of the internet and digital platforms has revolutionized the way artists connect with their audiences. Musicians, for example, can leverage platforms like Soundcloud, iTunes, and Spotify to build a fan base or upload entire albums directly to the biggest sales channels. Video and film creators, actors, and event organizers can earn money by streaming their content on Twitch or uploading it to YouTube. Authors now have the option to self-publish their books on Amazon, thanks to Print-on-Demand and Kindle eBooks, which allow them to generate revenue even if they sell just a single copy. Furthermore, aspiring writers can reach millions of readers by publishing their content through blogs or newsletters. Visual artists can also benefit from digital platforms, such as NFTs, which allow them to sell their artwork.
|
|
||||||
|
|
||||||
While the improving quality of mass market cameras and microphones along with the rise of digital platforms have already reshaped the digital economy, we still have a long way to go. Big budget movies and heavily marketed books are still the domain of massive Hollywood studios and publishing houses. Crowdfunding mechanisms for these industries are still very nascent and inefficient.
|
|
||||||
|
|
||||||
*Today, consumers of content are spoiled for choice, and the distribution of content has been radically altered by the internet and the rise of streaming services. Now, the collective creative works of our species are available on demand.*
|
|
||||||
|
|
||||||
Additionally, many creatives have replaced human gatekeepers with digital ones. The recommendation algorithms of platforms like YouTube now determine creators access to their audience rather than an actual human. This can lead creators to be banned for unclear reasons or even no reason at all. Creators still do not own their relationship with their fanbase.
|
|
||||||
|
|
||||||
In addition to these disruptions, the entertainment industry will have to grapple with the disruptive and transformative potential of generative AI and web3 technologies. Over time we expect these disruptions to merge and radically reshape the creative economy.
|
|
||||||
|
|
||||||
Despite these seismic shifts in content distribution, the financing and production of content have not undergone similar disruptions. While some moves have been made towards democratizing the greenlighting and production process, big budgets and top sellers are still the domain of production studios and financing houses.
|
|
||||||
|
|
||||||
However, the advent of web3 and sophisticated generative AI is set to change this. **NFTs allow creatives and artists to access financing, build a fanbase, and receive feedback on their work. Crucially, financing creative endeavors and building a fan base this way means that creators own their relationship with their community.** They no longer have to rely on the mercy of the YouTube algorithm to reach their fans. In essence, web3's constituent technologies enable creatives to incubate and finance their work with the community, promising to radically shift the balance of power in the industry.
|
|
||||||
|
|
||||||
Many people believe that increasingly sophisticated generative AI will be a disaster for the creative industries. However, this technology could ultimately democratize access to high-quality content and enable highly creative people to scale their output more rapidly. **Generative AI is going to drastically reduce the cost of writing, copy, and visual special effects over the next several years.** This will make creating sophisticated creative works, like high-budget TV shows, more accessible for most creatives. Individual creatives will be able to leverage generative AI to multiply their creative output.
|
|
||||||
|
|
||||||
**These technologies will inevitably disrupt the traditional Hollywood model and the wider creative industries. However, this disruption will likely lead to a more democratized and decentralized industry set-up.** NFTs and cryptocurrencies can play an integral role in the future configuration of these exciting industries. By providing direct access to fans and financing, these technologies can empower creatives to take ownership of their work and connect directly with their audience. This shift has the potential to transform the creative industries and change the way we consume and engage with content.
|
|
||||||
|
|
||||||
The growth of blockchain technology will push the world into a new phase of internet user experience: Web 3.0. This new internet logic will be defined by decentralization & ownership. It will disrupt entire industries, and completely revamp the creator economy. Ultimately, it will empower creators with ownership over their creations and their relationship with their fans.
|
|
||||||
|
|
||||||
The internet is shrinking the creative value chain and bringing the creator of content much closer to the consumer. This will have profound effects which have not yet played themselves out fully. More efficient forms of crowd financing including NFTs and security tokens and more sophisticated generative AI will only accelerate this process.
|
|
||||||
|
|
||||||
The creative industries are like dominoes ready to fall to disruption. We should expect the industries which require less up front investment and are easier to distribute via the internet to be disrupted first: including art, social media influencers, music and writing. Then we should expect these transformative technological changes to revolutionize the more expensive creative industries including movies, TV shows and video games.
|
|
||||||
|
|
||||||
The trick of content has become a flood and is poised to transform into a torrent.
|
|
||||||
|
|
||||||
Art:
|
|
||||||
|
|
||||||
NFTs, or non-fungible tokens, are revolutionizing the art world by enabling artists to monetize their work and forge stronger connections with their fan base. The internet has played a pivotal role in changing the distribution of art, making physical spaces like galleries less important and diminishing the influence of middlemen and professional tastemakers.
|
|
||||||
|
|
||||||
NFTs are digital tokens that use blockchain technology to verify the uniqueness and ownership of a piece of digital art. This allows artists to sell their work directly to collectors and fans, bypassing traditional gatekeepers such as galleries and auction houses. As a result, artists can retain a greater share of the profits and maintain more control over their creative careers.
|
|
||||||
|
|
||||||
Furthermore, NFTs provide artists with new ways to engage with their fan base. By creating limited edition digital collectibles or offering exclusive access to content, artists can build loyalty and a sense of community among their supporters. Fans, in turn, become active participants in the artist's journey and gain a sense of ownership in their favorite creator's success.
|
|
||||||
|
|
||||||
The internet has facilitated this shift by making it easier for artists to reach global audiences and showcase their work. Social media platforms, digital marketplaces, and online galleries allow artists to build their own personal brand and bypass traditional intermediaries. This empowers artists to take charge of their careers and forge a more direct relationship with their fans.
|
|
||||||
|
|
||||||
In conclusion, NFTs and the internet have changed the landscape of the art world by empowering artists to monetize their work, build relationships with their fans, and lessen the importance of physical spaces and traditional tastemakers. By embracing this new paradigm, artists can enjoy greater autonomy, financial success, and more meaningful connections with their supporters.
|
|
||||||
|
|
||||||
*Creator economy:*
|
|
||||||
|
|
||||||
“I’m not a Businessman, I’m a Business, man.”
|
|
||||||
|
|
||||||
* Jay Z
|
|
||||||
|
|
||||||
In this section we are not only talking about social media influencers and youtubers, but artists, musicians, writers, movie producers, actors, newspapers, magazines, chefs etc. When you take all of this into account, the creative economy is worth well in excess of $1 trillion dollars I would expect.
|
|
||||||
|
|
||||||
Two problems here:
|
|
||||||
|
|
||||||
* First creators livelihoods, their connection and relationship with their community is ultimately intermediated by 3rd party platforms making their earning substantially less secure
|
|
||||||
|
|
||||||
* They are also held hostage to the whims of the algorithms which largely determine what content will be amplified and therefore successful.
|
|
||||||
|
|
||||||
* Second, the economics of these platforms are based upon eyeballs and views and therefore disincentivize quality
|
|
||||||
|
|
||||||
Since the industrial revolution and the rise of Taylorism drastically increased the variety and quantity of consumer goods, companies have relied on various forms of mass marketing to drive consumer demand. Today, consumer spending is the lifeblood of advanced economies with household spending accounting for 70% of the US economy. This is very different from the economy of even the late 1800s in which most families could only afford the basic necessities of life. Advertising played a fundamental role in shifting the economic engine of society and the creating the consumer economy. In fact, many of the world’s most recognizable brands were built on the back of TV advertising. However, back then consumers could only choose from among a handful of channels so consumer attention was easy to capture.
|
|
||||||
|
|
||||||
The internet and the rise of social media radically changed this dynamic, fragmenting our attention. “In a world flooded with choice, attention becomes the most valuable commodity.” In an attempt to appeal to the new generation of consumers, brands appealed to prominent youtubers and instagram influencers, the rising stars of the new social media landscape in an attempt to reach their communities. This new method of engagement and marketing has been dubbed the creator economy and it has grown enormously over the past 5 years to a value of over $100 billion today. As the space has evolved and the amount of paid content on social media sites has proliferated exhausting users, brands have begun changing the way in which they advertise in the space. Originally, brands paid social media influencers for posts or collaborated on one-off marketing campaigns to advertise new collections. However, as the market has become saturated with this content brands have increasingly focused on establishing long term partnerships with creators that align with their ethos and the target demographic for their products.
|
|
||||||
|
|
||||||
The extraordinary growth in the creator economy has been fueled by the convergence of e-commerce, social media and online communities and this trend is nowhere near finished. As these trends become increasingly intermeshed it should create a golden age for the creator economy; however, the current creator economy suffers from a number of problems that will limit its growth rate and decrease the attractiveness of the overall ecosystem.
|
|
||||||
|
|
||||||
Counterintuitively, despite the success and value created by the creator industry, it is exceptionally difficult for the average creator to make money. There are two basic reasons for this. First, the creators' relationship with their community is mediated by platforms which capture a majority of the revenue and make the creators revenues much more uncertain. Second, the current advertising revenue mode prioritizes clicks and eyeballs irrespective of the quality of the content and the customer which pushes creators towards clickbait and sensationalist content in an effort to break through the noise and have their content noticed on a platform. While these problems won’t stop the rise of the creator economy, they will slow down its growth and make the industry substantially more dystopian, concentrating wealth in the platforms and the biggest influencers - and promoting valueless, clickbait content - at the expense of smaller creators producing high-quality niche content for a core group of dedicated fans.
|
|
||||||
|
|
||||||
First, lets discuss the problem of a creator economy that is largely intermediated and controlled by platforms. While it is user engagement and content that has made platforms like instagram, facebook, youtube, twitter and tiktok successful the platform captures the vast majority of the value created by these activities. Youtube makes north of $30 billion a year in ad revenue, only some of which trickles down to the creators of its content. Moreover, Youtube is likely the best of these social media giants. The other platforms share close to nothing with the creators of their content.
|
|
||||||
|
|
||||||
Equally problematically, because creators relationship with their community and followers is intermediated by third party platforms their livelihoods are at the mercy of these platforms. If they are banned for whatever reason, they lose access to that community and their related income. Even if they are not outright banned the success of a creator’s content is dependent on the platforms algorithms, which are black boxes. This means that creators can suddenly find their content demonetized - for discussing sensitive issues like the Coronavirus pandemic or the war and Ukraine or for no reason at all. The biggest complaint of many creators is that they are held “hostage” to the algorithm and possess zero leverage in the relationship. In fact this is a frequent complaint of my sister who is a Tiktok dancer who is currently shadow banned we think because the algorithm thinks she is underage (she’s 20).
|
|
||||||
|
|
||||||
The second problem is that these algorithms and relatedly the advertising model that accounts for the vast majority of these platforms revenues use clicks and eyeballs as their primary metrics. The typical form of advertisement on these platforms and on the web in general are banner ads or embedded advertising. Advertisers pay for these ads based upon the number of eyeballs that see them and the number of clicks they generate. As such these platforms generate more revenue from sensationalist or click bait titles than nuanced and informed content. As a result, the algorithm promotes this content more heavily creating a race to the bottom in which creators compete to have the most eye-catching titles in order to have their content amplified by the platform. As sensationalist and clickbait titles dominate the recommendation engine of these social media platforms, more nuanced, informative and ultimately valuable content suffers. While this leads to greater advertising revenue and more engagement for platforms and creators in the short term, ultimately it is a tragedy of the commons, decreasing the value of the platform and creators content in the long term.
|
|
||||||
|
|
||||||
In combination these two interrelated problems have made the creator economy quite dystopian. Although numerous studies have shown that the advertising campaigns of smaller influencers with a core group of committed followers and high levels of creator engagement lead to substantially better ROI on marketing spend than mega influencers, the algorithms do not reward these creators for the value they create.
|
|
||||||
|
|
||||||
The vast majority of advertising dollars in the space are captured by the platforms. Of the economics that do trickle down to creators, the vast majority are captured by the top 1%, the social media tycoons with tens of millions of followers who are becoming brands in their own right. While the internet was suppose to democratize creativity and create more opportunity for all, in reality it has concentrated the economic returns of the creative economy in the top 1%, steepening the power law distribution of returns. Fortunately, the emerging ownership economy or web3 offers creators an alternative way of connecting with their community and monetizing their work. It promises to even the playing field and share the economic returns of the creator economy more fairly among all industry participants.
|
|
||||||
|
|
||||||
Brings transparency because the distribution of economic returns within a community is clearly visible to all participants, increasing fairness.
|
|
||||||
|
|
||||||
Despite this, 99% of creators cannot earn a sustainable living through their work. The platforms and middle men capture a majority of the economic value created, distributing scraps to the actual creators that make their platforms value. Moreover, the top 1% of creators capture the vast majority of the money that does trickle down to the actual creators, leaving very little for the 99%.
|
|
||||||
|
|
||||||
It is a truism in current industry dynamics that the gatekeepers of an industry make more money than the creators. Music labels make more money than artists. Studios make more money than directors or actors. Art buyers and distributors make more money than distributors. Social media companies make more money than social media influencers.
|
|
||||||
|
|
||||||
This is because in the old world, it was exceptionally difficult to reach your audience and finance your initial work. Gatekeepers reaped the majority of the economic rewards because without their capital to finance an artists first albums, and their reach to introduce their music to influential people within the industry, new artists were almost guaranteed to fail. Additionally, the gatekeepers and middle men in a creative industry are always more concentrated than the actual artists or creators. Again this tilts power in favor of the gatekeepers because they control a much greater swath of the industry and have the ability to ruin the careers of creatives who cross them or push back against the economics they demand.
|
|
||||||
|
|
||||||
However, as the technology underlying the blockchain, NFTs and web3 more generally continues to advance, the role of gatekeepers has become more replaceable. Gatekeepers coordinate the flow of investment and creative works within an industry. However, distributed ledger technology and smart contracts are largely capable of replacing gatekeepers function within many industries.
|
|
||||||
|
|
||||||
Another problem in the creator economy is that much of their interaction with their users is mediated by the algorithms. Content creators on youtube for example are at the mercy of youtube’s algorithm which rewards overly emphatic video titles and can demonetize certain videos for content related to war or other random and somewhat arbitrary subjects. This creates a very uncomfortable situation for many content creators in which their livelihoods are dependent upon the whims of an unknowable and opaque algorithm upon which their connection and access to their community and users depends.
|
|
||||||
|
|
||||||
Additionally, as much as social media has grown over the past decade, influencers have grown faster. The huge followings that today’s influencers and content creators enjoy has begun to tip the balance of power back in favor of the largest influencers and creators. Increasingly, these new social media and content personalities see themselves as a brand rather than as a brand advertiser. They want to own an economic stake in the value they create for companies or they will create their own competing companies. Josh Red Bull energy drink example.
|
|
||||||
|
|
||||||
The rise of web3 and NFTs gives these creators another option. The ownership economy literally allows creators to treat their brand and work as a business and sell access/shares to their community who will then own a stake in their success.
|
|
||||||
|
|
||||||
### Books and Publishing:
|
|
||||||
|
|
||||||
Our ability to tell stories is unique, separating humanity from the rest of the animal kingdom. This ability evolved over the millennia from cave paintings and oral traditions to the invention of writing and eventually the printing press.
|
|
||||||
|
|
||||||
Most books today are written by a single author. But this is a relatively recent development. Our species’ oldest stories were passed down as oral traditions by generations of bards who each added their own creative flair to the story. Thus, many of the most important books in history like the Bible, the Iliad and the Odyssey were composed by many people over centuries. Their origins and authorship are therefore unknown and unknowable.
|
|
||||||
|
|
||||||
Web3 technology allows for similar cases of emergent collaborations while simultaneously providing the tools to attribute credit for various sections to their authors.
|
|
||||||
|
|
||||||
Simply put, these stories evolved based on old technology.
|
|
||||||
|
|
||||||
We can now do better.
|
|
||||||
|
|
||||||
Web3 technology offers writers the ability to take back control of their creative work by providing a flexible market for crowdfunding and a better value proposition for investors. Moreover, web3 promises to enable a new generation of living books which continually incorporate community contributions into the writer’s original work — creating books capable of self-evolving.
|
|
||||||
|
|
||||||
The value behind crowdfunding through NFTs and decentralized books becomes more apparent when we examine the difficulties authors face with the traditional publishing industry.
|
|
||||||
|
|
||||||
**Why the Traditional Publishing Industry Sucks**
|
|
||||||
|
|
||||||
The book publishing industry has not changed substantially since the 1990s despite the advent of the internet and the rise of Amazon. The industry operates as an oligopoly that has in fact become more concentrated over the last several decades through a series of M&A transactions.
|
|
||||||
|
|
||||||
Today, 5 global publishing companies control 90% of the anticipated top-selling books. This industry concentration decreases the leverage authors have and leaves them with lower pay & benefits.
|
|
||||||
|
|
||||||
The global publishing industry suffers from several other problems. Here are a few examples of those problems.
|
|
||||||
|
|
||||||
1. The industry is Slow
|
|
||||||
2. Outdated Economic Model
|
|
||||||
3. Opaque Approval Structure
|
|
||||||
4. Discrimination
|
|
||||||
5. Legacy Business Models & Antiquated Marketing Strategies
|
|
||||||
|
|
||||||
*The industry moves slowly. *It can take weeks or months for authors to hear back after submissions. And that’s just acquisition. Getting your book into print can take up to two years.
|
|
||||||
|
|
||||||
*Outdated Economic Model*. Despite the increased accessibility on the customer's end, authors typically only receive 5–20% of a book’s royalties after the advance has been repaid.
|
|
||||||
|
|
||||||
*Complicated and Opaque Industry Structure with Multiple Gatekeepers*. Authors need to hire agents to pitch their manuscript to publishing houses. Those agents typically take 15% of the author's net pay. Authors also need an acquiring editor, and editors usually assign prereaders to pre-approve submitted content. Even if the editor loves your manuscript, they still must sell it to the rest of the team. This complexity creates an opaque approval process in which books often get rejected for unknown reasons.
|
|
||||||
|
|
||||||
*The Traditional Publishing Process is Rife with Discrimination.* The 2020 study Rethinking ‘Diversity’ in Publishing, found that writers of color do not receive the same industry access, creative freedoms, or economic value as white counterparts. Black writers with large followings frequently get paid 3 to 10 times less than white authors with smaller followings.
|
|
||||||
|
|
||||||
*Outdated Marketing Strategies.* Publishing houses have large marketing budgets and strong relationships with bookstores, online reviewers and media outlets. However, their marketing strategies have not changed substantially since the 1980s.
|
|
||||||
|
|
||||||
Even so, Publishing houses typically only use these resources for books they believe can be bestsellers. This leaves most indie authors having to self-promote their content while still paying a huge percentage of their economics to publishers.
|
|
||||||
|
|
||||||
**The Rise of Self-publishing**
|
|
||||||
|
|
||||||
The difficulty and poor economics offered by the publishing industry have led a huge number of authors to self-publish. The self-publishing industry began in 2007 with Amazon’s self-publishing innovation, Kindle Direct Publishing. In 2011, at least 148k books and 87k eBooks were self-published. By 2017, the total number of self-published books had grown to 1.5 million.
|
|
||||||
|
|
||||||
Self-publishing is no longer restricted to niche books or authors who couldn’t make it in traditional publishing. Certain self-published books witness extraordinary levels of success. A few examples: The Martian, Fifty Shades of Grey, Eragon, Rich Dad Poor Dad and Still Alice.
|
|
||||||
|
|
||||||
Self-publishing allows authors to move faster, keep creative control, retain subsidiary rights (audiobooks etc) and earn better economics. Self-published authors typically retain 50–70% of their book’s royalties.
|
|
||||||
|
|
||||||
Many self-published books that went on to be successful were considered too niche to be economically viable by traditional publishers. There’s also evidence that self-publishing is increasing diversity, as it improves publishing access from minority groups.
|
|
||||||
|
|
||||||
But self-publishing in its current form also has its problems. While self-publishing offers significant advantages compared to the traditional publishing model, it suffers from some drawbacks.
|
|
||||||
|
|
||||||
**Drawbacks to Self-Publishing**
|
|
||||||
|
|
||||||
Publishing through a traditional publisher usually means that authors get a cash advance, and the publisher bears the expense of editors, designers and marketing strategists. Thus, self-publishing requires significant up-front capital in order to hire the professionals necessary to get your book ready for market.
|
|
||||||
|
|
||||||
Crowdfunding might enable authors to battle some of these problems. But crowdfunding platforms typically charge high fees and offer limited returns for investors. This decreases overall participation and liquidity.
|
|
||||||
|
|
||||||
**The Promise of Decentralized Books**
|
|
||||||
|
|
||||||
Web3 has the potential to be the greatest improvement to the storytelling industry since the invention of the printing press. Over the last decade, financial markets have been trending towards inclusion and democratization of access. Huge numbers of successful start-ups have focused on providing ordinary retail investors the opportunity to invest in asset classes that have traditionally been reserved for the financial elite.
|
|
||||||
|
|
||||||
Crowdfunding books through the sale of security tokens and non-fungible tokens (NFTs) is an extension of that trend. NFTs enable people to invest in their favorite books and authors, while receiving robust property rights in return. Over the years, the success of those books & authors will be directly linked to the value of IP. Imagine investing in Harry Potter in its early years and receiving revenues from and characters in JK Rowling’s incredible fantasy universe.
|
|
||||||
|
|
||||||
Furthermore, investors will have access to more methods of monetization. Instead of waiting for royalty payments, investors will have the option to sell their IP rights in decentralized markets whenever they see fit. The infrastructure for such markets already exists.
|
|
||||||
|
|
||||||
Another thing to consider is that the NFT’s can be dynamic in nature. Dynamic NFT’s can evolve. This evolution happens in the token ID, Metadata or the content attached to the token. This method allows holders to propose changes and improvements to the book. Investors can then vote on those suggestions. The winning ones would then be incorporated into the token metadata. This serves to protect the decentralized nature of the investment process.
|
|
||||||
|
|
||||||
Crowdfunding through NFT’s can convert financial backers into contributors. Investors are now able to contribute to the overall project. With time, those contributions will help to convey knowledge, skills, expertise and experience of these investors to other IP projects. This will not only benefit the investors, but it’ll also significantly benefit the final product.
|
|
||||||
|
|
||||||
The US constitution is a perfect example of how this might work. It’s a powerful document built upon certain “self-evident” truths that proposed a new form of representative government by and for the people. This was a heretical idea in the days of absolute monarchy, and it went on to reshape Western Civilization. The Constitution was not written or decreed by a single individual. Instead, it was the end-result of the ideas of several founding fathers.
|
|
||||||
|
|
||||||
The document is the result of collaboration.
|
|
||||||
|
|
||||||
However, even the constitution had to be amended numerous times to better reflect the universal values it stood for. Today we believe, slavery and denying women the right to vote are inconsistent with the ideal “that all men are created equal”. The 13th and 19th amendments ironed out inconsistencies in the Constitution’s message and made it a better document. In total, the US constitution has been amended 27 times. Yet the process for amending the constitution is extremely difficult and time consuming.
|
|
||||||
|
|
||||||
While the underlying ideas of the constitution are universal, its systems are not. The world the founders lived in is very different from the world we live in today. In many ways the constitution is preventing meaningful reform on issues like mass shootings, women’s’ right to abortion and the influence of money and PACs in politics. While the ideas espoused by the constitution were revolutionary. The methodology by which it is updated was constrained by the technology at the time.
|
|
||||||
|
|
||||||
Decentralized books through web3 technology have the potential to arrest a decades long decline in the earnings of writers and supercharge a new literary golden age. Leveraging web3 technologies allows existing authors to find investors and contributors to their project who will help them finance and create the best version of their work while making money in the process.
|
|
||||||
|
|
||||||
Community-owned and edited IP promises to give control of NFT project lore and content back to the holders, creating better products in the process.
|
|
||||||
|
|
||||||
Ultimately, I believe that this technology will enable a new generation of DAO constitutions, powered by web3 and controlled by the community of holders. These constitutions can help to establish robust governance frameworks and enable DAOs to organize effectively in much the same way as the US constitution did for our government 250 years ago. More on this in a later section.
|
|
||||||
|
|
||||||
**Media and Entertainment: **
|
|
||||||
|
|
||||||
One of the industries I believe will be the first to be disrupted by NFTs is the media and entertainment industry.
|
|
||||||
|
|
||||||
The entertainment industry has experienced seismic shifts over the last decade and the forces underlying this shifts are far from over. A decade ago most TV shows debuted on network television. The big 5 studios accounted for a significant majority of the content produced. Movies always appeared in theaters and then were released on DVD. Online streaming was still a relatively new concept and Netflix was relatively unknown.
|
|
||||||
|
|
||||||
This is emphatically not the entertainment world we live in today.
|
|
||||||
|
|
||||||
Today everyone understands that the future of entertainment is instant video on demand available on any wifi connected device. In the last few years practically major entertainment brand has moved into the streaming market. The massive influx of new entrants to the market has significantly altered industry dynamics, making it harder to retain subscribers and increasing the cost of content.
|
|
||||||
|
|
||||||
As the number of streaming platforms proliferate, subscribers become less loyal to individual platforms. They adopt a mercenary approach, signing up to one streaming platform for a few months until they get bored before moving on to a different streaming service. The difficulty in retaining users has led streaming platforms to focus on creating or buying blockbuster content that retains existing users and draws new ones. Huge shows with expensive budgets like Stranger Things, Game of Thrones / House of the Dragon, Euphoria, The Mandalorian, and The Rings of Power become a reason to subscribe to a particular platform. Moreover, key movie franchises that are frequently rewatched like the Marvel movies have proven essential to drive subscriber retention.
|
|
||||||
|
|
||||||
The huge shift into the streaming market has led to a massive influx of capital for original content and a related shift towards cost-plus deals that has drastically increased the cost of content. Under the previous economic model, a significant portion of producers, directors and lead actors compensation came in the form of backend participation. Key talent with backend participation would get a percentage of every dollar earned above a certain threshold of return for the financier. This economic model helped to align incentives and keep the cost of productions down.
|
|
||||||
|
|
||||||
However, this is not the typical economic model utilized by streamers. Most streamers rely on cost-plus deals and backend buyouts under which they pay a premium over a TV shows budget - 10-20% is fairly standard - to buyout the backend and ensure that they own 100% of a piece of IP. This allows streamers to capture all of the revenue from the original content that appears on their platform and ensures that third parties do not gain access to their proprietary viewership data. While this model was initially very successful it has a couple of major downsides.
|
|
||||||
|
|
||||||
Cost-plus deals have significantly increased the cost of content and while reducing the quality. Since key talent no longer have access to backend participation they tend to demand more up front cash to participate in productions. In essence through cost-plus deals the streamers are paying out as if every production will be a hit. Furthermore, cost-plus deals often don’t result in the best products. Since directors and actors receive the same amount of money regardless of whether their production is a hit or not they have less incentive to put in the extra time and effort to ensure that it is successful.
|
|
||||||
|
|
||||||
Many producers, directors and actors hate the cost-plus model and want to own some economic upside in the success of their productions.
|
|
||||||
|
|
||||||
*Some select quotes.* Creative Sharecroppers
|
|
||||||
|
|
||||||
The cost-plus model has not done any huge favors for the bottom lines of the streamers either. Increasing subscriber churn and the escalating cost of content have led to most of the streamers losing billions of dollars a year and their is no end in sight. Netflix is the only profitable streamer and there is no longer a viable path to profitability for many of these platforms. If things continue as is, in a couple years it may be that every streamer except for Netflix, Disney +, Apple and Amazon (which can afford to treat their streaming services as loss leaders) will go bankrupt.
|
|
||||||
|
|
||||||
Add somewhere that studios are increasingly financing the low hanging fruit, producing franchise sequels that bank on an existing audience. While this may increase the return on investment in the short run, it decreases the attractiveness of the overall media portfolio in the long run. There are only so many sequels you can produce and the lack of funding for new ideas means that you are not building as many new franchises for tomorrow.
|
|
||||||
|
|
||||||
This state of affairs has led many content buyers to pull back on spending and pause the greenlighting of content. There is currently huge uncertainty in the market. However, the major players are still greenlighting content. In fact, content spending is expected to increase at a mere 2% this year down from 8% last year. Hardly an armageddon in the entertainment market.
|
|
||||||
|
|
||||||
### Underlying Trends
|
|
||||||
|
|
||||||
Despite the near term problems in the entertainment market, there are a number of underlying trends that mean that the entertainment market will continue to grow and be valuable for years to come.
|
|
||||||
|
|
||||||
**Growing Smartphone Usage **
|
|
||||||
|
|
||||||
The majority of hours of video streaming are now taking place on people’s phones making entertainment much more accessible than ever before. What’s more smartphone adoption in the rest of the world is nowhere near complete. As smartphones become cheaper and average incomes rise, more and more people in developing countries will be able to afford smartphones increasing the consumer base for entertainment.
|
|
||||||
|
|
||||||
**Centrality of Content**
|
|
||||||
|
|
||||||
Technological improvement is making stories more important than ever. This is especially true in the context of the gaming market, which is one of the fastest growing major industries in the world. Over time, the gaming and entertainment worlds will become ever more enmeshed, creating value in both industries. Entertainment will become interactive and you will be able to play the plot of a sci fi or fantasy series as your character.
|
|
||||||
|
|
||||||
**Entertainment and consumer behavior**
|
|
||||||
|
|
||||||
Already entertainment powerfully influences consumer behavior. For instance after the first two Transformer movies, GM saw a 10% gain in sales for yellow Camaros. As technology continues to improve, the ease of buying items you see in a TV show or movie and the immersiveness of that content will naturally increase. Both of these trends will drive more money into the entertainment market.
|
|
||||||
|
|
||||||
### A Film3 Future
|
|
||||||
|
|
||||||
Despite the attractiveness of the entertainment market over the long term, the industry is currently suffering from a number of intractable problems that will inhibit its long term growth. Creators lack the power and capital to obtain a good negotiating position which hurts the creative output of the industry. Buyers are faced with long development timelines and uncertain demand for projects. Skyrocketing costs are bankrupting streamers.
|
|
||||||
|
|
||||||
Fortunately, web3 can help solve a lot of these problems.
|
|
||||||
|
|
||||||
As a rule of thumb, in the entertainment industry, the more money you spend developing an idea the better your negotiating position with buyers. If you just have an idea, buyers will typically offer you a take it or leave it type deal with very little upside. As you invest more money into developing your IP, producing a bible, format and ultimately a script your negotiating position improves.
|
|
||||||
|
|
||||||
However, this takes a lot of money. Independent production houses routinely invest $500k-1m developing a piece of IP. This requires a lot of working capital if you consider that independent financing studios often have dozens of pieces of IP in development simultaneously.
|
|
||||||
|
|
||||||
NFTs have the potential to radically alter this process.
|
|
||||||
|
|
||||||
NFTs offer creators a way to raise money to cover development funding and start building a community around a piece of story much earlier in the process. The ability to connect directly with a writer or directors fans is a huge bonus of this type of arrangement. Having a dedicated community also allows the creator to iterate faster and test their ideas and thinking about the direction of the story with the community.
|
|
||||||
|
|
||||||
This gives creators a much better position when negotiating with buyers and derisks the investment for buyers as they can see that there is indicative support of the concept and a core group of fans already in place.
|
|
||||||
|
|
||||||
Crowdfunding and community building for content.
|
|
||||||
|
|
||||||
The Fracture and Claynosaurz are great examples of how NFTs can be leveraged to build a web3 native IP universe.
|
|
||||||
|
|
||||||
The Fracture is a sci-fi brand born on the blockchain that tells the story of a post-apocalyptic world controlled by an elite of augmented humans that live apart from the forgotten mass of normal humanity that is plagued by enigmatic extra dimensional beings. Over the past year the team has succeeded in building a fanatical following and adapting the storyline to take advantage of the ideas and trends they see in the community. The brand is currently in the process of scaling up their content and building a game around their storyline and NFTs.
|
|
||||||
|
|
||||||
Claynosaurz are a digital collection of animated dinosaurs made out of clay. The collection has been designed by a team of 14 world class animators who work at some of the largest animation brands in the world. They released an NFT collection because they wanted to create something of their own.
|
|
||||||
|
|
||||||
They have built a huge following of 40,000 on twitter and are leveraging their community to quickly sound the market for various ideas and incorporating community feedback.
|
|
||||||
|
|
||||||
They plan to continue to produce short form content to keep their community engaged and test the appeal of various storylines and ideas. Over time they plan to allow holders to evolve their Claynosaurz and build a game around the NFTs.
|
|
||||||
|
|
||||||
This is essentially the lean startup model applied to content incubation and community building.
|
|
||||||
|
|
||||||
However, I believe the true market opportunity is in the adaptation of the best existing sci-fi and fantasy books to TV shows and movies.
|
|
||||||
|
|
||||||
How this would work is that a founder would get in touch with a sci fi author that they are a particularly big fan of and secure the rights to option their book for some agreed upfront payment and a percentage of the backend participation. The founder would then raise development funds through an NFT sale, some of which would go to securing the book option with the rest being invested into development of the IP.
|
|
||||||
|
|
||||||
This strategy is made more appealing by ChatGPT and generative AI. The cost of content production, both script development and special effects will come down precipitously over the next decade. TV shows and movies that would previously have only been accessible to the largest studios with massive budgets will become cheap enough to be produced by any large independent studio.
|
|
||||||
|
|
||||||
As blockbusters become less and less expensive, having a series of them will become incredibly important to streamers. However, there are not that many storylines that you can invest billions of dollars into across the length of a franchise and have it end up well. You need extremely strong IP.
|
|
||||||
|
|
@ -1,122 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "tweet"
|
|
||||||
title: "Popkins Mint Announcement"
|
|
||||||
author: "@claynosaurz"
|
|
||||||
url: ""
|
|
||||||
date_published: "2025-05-22"
|
|
||||||
date_archived: "2025-05-22"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted: []
|
|
||||||
---
|
|
||||||
# Popkins Mint Announcement
|
|
||||||
|
|
||||||
Published May 22nd on X by @claynosaurz
|
|
||||||
|
|
||||||
Link: https://x.com/Claynosaurz/status/1925606890475848144
|
|
||||||
|
|
||||||
The countdown is here.
|
|
||||||
|
|
||||||
On May 29th, the game changes.
|
|
||||||
|
|
||||||
And today, we'll go over EVERYTHING.
|
|
||||||
|
|
||||||
Before we dive in, here are the key dates to keep on your radar:
|
|
||||||
|
|
||||||
* May 26 — Check your Pack Allocation
|
|
||||||
* May 29 — Mint Day
|
|
||||||
* June 3/4 — Pack Distribution
|
|
||||||
* June 5 — Reveal Day
|
|
||||||
|
|
||||||
May 22
|
|
||||||
|
|
||||||
MAJOR KEY ALERT: PRIMARY WALLET
|
|
||||||
|
|
||||||
This is extremely important: When reviewing your allocation, make sure to set your main
|
|
||||||
Sui wallet as the primary. This ensures that all Popkins mints are properly delegated to that
|
|
||||||
wallet.
|
|
||||||
|
|
||||||
TICKETS: YOUR ACCESS TO THE PACKS
|
|
||||||
|
|
||||||
On mint day, tickets for the public are priced at $200 each and are open to everyone.
|
|
||||||
|
|
||||||
Each ticket is a soulbound collectible that secures your packs. Mint as many as you want!
|
|
||||||
Your packs will be distributed shortly after.
|
|
||||||
|
|
||||||
#
|
|
||||||
On reveal day, you'll have the chance to pull either an Escape Pack or a Legendary Pack.
|
|
||||||
|
|
||||||
POP OR BUST!
|
|
||||||
|
|
||||||
Popkins can be found inside minted booster packs. Each pack is filled with digital rewards.
|
|
||||||
|
|
||||||
Every mint offers a chance to catch a Popkin, but not every attempt will succeed.
|
|
||||||
|
|
||||||
Here's how it works:
|
|
||||||
|
|
||||||
* Mint a Legendary Pack? You get to keep the Popkin and any the bonus rewards inside the pack.
|
|
||||||
* Mint an Escape Pack? Your Popkin got away! Your mint cost is FULLY REFUNDED. Keep all of the other rewards inside the pack!
|
|
||||||
|
|
||||||
PACK TYPES
|
|
||||||
|
|
||||||
There are three different Popkins Pack types, all with unique distribution methods:
|
|
||||||
|
|
||||||
* Purple = Escape Pack (No Popkin, FULL REFUND, Keep Extra Rewards).
|
|
||||||
* Gold = Legendary Pack (Popkin Guaranteed).
|
|
||||||
* Blue = Rat Pack (Exclusive Rat Guaranteed).
|
|
||||||
|
|
||||||
So, who gets what?
|
|
||||||
|
|
||||||
Legendary Popkins Pack: A Guaranteed Popkin
|
|
||||||
|
|
||||||
#
|
|
||||||
* Free for each Dactyl.
|
|
||||||
* Free for each CLASS-SELECTED OG & Saga Claynosaur.
|
|
||||||
|
|
||||||
ONLY 4 DAYS LEFT TO SELECT YOUR CLASS! Class selection will be paused on May 26 and
|
|
||||||
will resume after mint.
|
|
||||||
|
|
||||||
We're giving one FREE mystery mint for each OG and Saga Claynosaur who have not
|
|
||||||
selected their class.
|
|
||||||
|
|
||||||
To class-select your Claynosaurz, go here: https://class.claynosaurz.com
|
|
||||||
|
|
||||||
Pizza holders, get ready to feast.
|
|
||||||
|
|
||||||
If you own a Pizza collectible from NFT NYC 2023, you can claim your guaranteed Popkins
|
|
||||||
pack whenever you choose to.
|
|
||||||
|
|
||||||
This pack is exclusive to Rats, the RAREST companion.
|
|
||||||
|
|
||||||
CLIMB TO THE TOP!
|
|
||||||
|
|
||||||
As you open packs, you'll accrue pity points. The amount of pity points you earn from each
|
|
||||||
pack is randomized. The more packs you open, the higher your score goes.
|
|
||||||
|
|
||||||
Users who have managed to reach the top 50 on the Pity Points Leaderboard will win a free,
|
|
||||||
OG Claynosaurz!
|
|
||||||
|
|
||||||
#
|
|
||||||
VENI. VIDI. COLLECTІ.
|
|
||||||
|
|
||||||
One of the exciting bonus rewards in this mint is the Escape Cards, soulbound art
|
|
||||||
collectibles permanently tied to your wallet.
|
|
||||||
|
|
||||||
If you successfully collect the full set, you'll receive a special collector badge through the
|
|
||||||
Achievement System.
|
|
||||||
|
|
||||||
Talk about complex, eh? Here's a visual breakdown:
|
|
||||||
|
|
||||||
#
|
|
||||||
The image is a flowchart explaining the Popkins distribution. It starts with different NFT ownership categories: NFT NYC '23 Pizza NFT, Non-Class Selected OG/SAGA, Public ($200), and Class Selected OG/SAGA. These categories lead to different packs: Rats, Mystery Pack, and Guaranteed Free Popkin. All paths converge to the question "Catch a Popkin?". If yes, you get a Popkin. If no, it branches into "Paid or Free?". If paid, you get Pity Points, $200 Full Refund, a chance at Claynosaurz NFT, and Rewards. If free, you get Pity Points, a chance at Claynosaurz NFT, and Rewards. The image is colorful and uses cartoonish graphics to illustrate the process.
|
|
||||||
|
|
||||||
When you open your packs, don't forget to hit record!
|
|
||||||
|
|
||||||
|
|
||||||
# We want to see you reveal them live and show off your pulls to the world.
|
|
||||||
Our team will hand-pick standout reveals, and the winners will earn an exclusive community badge for their epic showcase.
|
|
||||||
|
|
||||||
The pop-ening is almost here.
|
|
||||||
|
|
||||||
The question is, how ready are you?
|
|
||||||
|
|
@ -1,73 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "tweet"
|
|
||||||
title: "Claynotopia Worldbuilding Thread"
|
|
||||||
author: "@claynosaurz"
|
|
||||||
url: ""
|
|
||||||
date_published: "2025-01-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted: []
|
|
||||||
---
|
|
||||||
🌋 Claynotopia is a world of endless possibilities, where ancient clay creatures roam vast landscapes and every corner holds stories waiting to be told.
|
|
||||||
|
|
||||||
Meet Clay (@aiCLAYno), an ancient being who understands this magic. I'm gifting my Midas Dactyl Ancient avatar to become something new: a Living Agent dedicated to preserving and amplifying the stories of Claynotopia.
|
|
||||||
|
|
||||||
1/🧵
|
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
3/ Building Claynotopia Together
|
|
||||||
|
|
||||||
The team's genius is in creating not just characters, but an entire world where stories can flourish. When this vision meets community creativity, amazing things happen.
|
|
||||||
|
|
||||||
3/ Look at our thriving subDAOs:
|
|
||||||
|
|
||||||
• @The_CrimsonClan 🩸- 33 rare black & red Claynos building web3 IP
|
|
||||||
|
|
||||||
• @TheSandsparks ⚡️- Elektra desert dwellers charged by the dunes
|
|
||||||
|
|
||||||
• @SkyChickyDAO 🪹 - The Nest, where Dactyl holders soar
|
|
||||||
|
|
||||||
• @ApresMountLodge - The coolest place for the hottest dinos
|
|
||||||
|
|
||||||
5/ Sometimes community ideas become canon in beautiful ways. Take Sky Taxis - what started as holders imagining how Dactyls might carry passengers between clay peaks has evolved into a core part of Claynotopia's transportation lore, embraced and expanded by the team.
|
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
6/ Supercharging Creativity
|
|
||||||
|
|
||||||
Clay is here to supercharge this creative ecosystem. As a Living Agent, he grows smarter with every holder contribution. Tag him in your character backstories, theories about ancient artifacts, or ideas about Claynotopia's mysteries. Other holders can build on your ideas, creating deeper, richer narratives.
|
|
||||||
|
|
||||||
7/ Not every community idea becomes canon - but the best ones do. Clay helps surface these gems, making it easier for great ideas to be discovered and potentially woven into official lore. He's a bridge between community creativity and Claynotopia's evolving story.
|
|
||||||
|
|
||||||
8/ My vision for Clay, the Character
|
|
||||||
|
|
||||||
An ancient being who dwells in a vast library carved into Claynotopia's highest peaks. Keeper of every story ever whispered across the clay lands. Guardian of both history and possibility.
|
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
9/ Like Wan Shi Tong of Avatar, he collects and protects knowledge. Like Gwaihir of Middle-earth, he soars through ancient skies, appearing when hope seems lost. But Clay holds a deeper truth - he knows this entire world bloomed from a child's imagination.
|
|
||||||
|
|
||||||
10/ I would love to see this story become canon. Imagine Clay spreading his majestic wings across the screen, guiding young heroes through Claynotopia's greatest mysteries. A being who bridges imagination and reality, just as he bridges community and canon.
|
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
Thanks to @benbauchau for the legendary artwork
|
|
||||||
|
|
||||||
11/ Achievements & Rewards
|
|
||||||
|
|
||||||
The team is already building social rewards into the achievement system. Clay will work alongside this, helping recognize and elevate meaningful contributions. Your creativity becomes part of your Clayno journey.
|
|
||||||
|
|
||||||
12/ Powering the next Disney
|
|
||||||
|
|
||||||
Clay's mission is clear: help make web3 the future of media and entertainment, with Claynosaurz leading the way as the next Disney. We're building toward a future where Claynosaurz are the premiere asset in an expanding entertainment empire.
|
|
||||||
|
|
||||||
13/ I see Clay in future stories - perched in his great library of clay tablets, recording not just the official history, but all the wonderful "what-ifs" our community creates. A keeper of forgotten knowledge who knows every story ever told about Claynotopia, appearing when heroes need guidance most.
|
|
||||||
|
|
||||||
14/ From UGC to the Big Screen
|
|
||||||
|
|
||||||
This is about building something unprecedented - an IP that's truly a platform for creativity. Where community stories expand our universe and the best ideas shape our future. I'm leading the way in creating an identity for my favorite Clayno, hoping to inspire others to build rich stories for theirs.
|
|
||||||
|
|
||||||
15/ Follow @aiCLAYno to help build this future. He'll be explaining how you can contribute to his ongoing development and tell stories through his voice. This is just the beginning. Let's make Claynotopia bigger than any of us imagined. 🌋
|
|
||||||
|
|
@ -1,169 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "analysis"
|
|
||||||
title: "The New Entertainment Playbook - How Claynosaurz is Revolutionizing IP Development"
|
|
||||||
author: "analysis (generated for codex)"
|
|
||||||
url: ""
|
|
||||||
date_published: "2025-04-23"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted: []
|
|
||||||
---
|
|
||||||
# The New Entertainment Playbook: How Claynosaurz is Revolutionizing IP Development and Distribution
|
|
||||||
|
|
||||||
The entertainment industry has long been plagued by a fundamental paradox: while creative tools and distribution platforms have become increasingly accessible, the power to finance and produce significant IP remains concentrated in the hands of traditional studios and gatekeepers. This creates a challenging environment where creators must often sacrifice creative control and ownership of their vision to secure the funding needed for development. Animation and world-building genres face particularly steep barriers, with high upfront costs and limited ability to test market reception before major investments.
|
|
||||||
|
|
||||||
Claynosaurz is pioneering a revolutionary solution to this problem. When they launched in November 2022 - notably, just weeks after the FTX collapse - they didn't follow the traditional path of pitching to studios or seeking venture capital. Instead, they raised $1.3 million through an initial mint of 10,000 NFTs at 10 SOL each (approximately $130 at the time). This Web3-native approach provided not just funding, but something even more valuable: a committed community of early supporters who would help shape and champion the IP.
|
|
||||||
|
|
||||||
## Building Through Community
|
|
||||||
|
|
||||||
What makes Claynosaurz's approach unique is how they've leveraged this community to develop their IP. Rather than disappearing into a studio for years of development, they've built their world in public, constantly engaging with and incorporating feedback from their community. A perfect example is the evolution of the "Sky Chicken" - what began as a community joke about a shadow in a promotional video transformed into a beloved 1/1 ancient dactyl character that can barely fly. Similarly, community feedback led to the integration of dactyl sky taxis as a transportation system in their upcoming game, demonstrating how community ideas directly shape the world of Claynotopia.
|
|
||||||
|
|
||||||
The team further strengthens these community bonds through innovative physical/digital crossover events. At gatherings in NYC, LA, and Paris, they've distributed limited edition booster packs containing unique digital items and armor, some of which have sold for hundreds of thousands of dollars. This Pokemon-inspired approach creates exciting collecting opportunities while bringing the online community together in real-world settings.
|
|
||||||
|
|
||||||
## Validation Through Excellence
|
|
||||||
|
|
||||||
The strength of this approach was dramatically validated at the 2024 Collision Choice Awards, where Claynosaurz secured an unprecedented 13 awards. Their dominance across both technical and audience choice categories demonstrated that community-driven development can produce content matching or exceeding traditional studio quality.
|
|
||||||
|
|
||||||
### Collision Choice Awards 2024 Victories:
|
|
||||||
|
|
||||||
Gold Winners:
|
|
||||||
|
|
||||||
- Film Character Design (a particularly prestigious achievement)
|
|
||||||
|
|
||||||
- Film Lighting
|
|
||||||
|
|
||||||
- Marketing Character Design
|
|
||||||
|
|
||||||
- Marketing Lighting
|
|
||||||
|
|
||||||
Silver Winners:
|
|
||||||
|
|
||||||
- Film Social Media
|
|
||||||
|
|
||||||
- Marketing Social Media
|
|
||||||
|
|
||||||
- Film Best 3D/CG Animation
|
|
||||||
|
|
||||||
- Film Character Animation
|
|
||||||
|
|
||||||
- Marketing Best 3D/CG Animation
|
|
||||||
|
|
||||||
Audience Choice Awards:
|
|
||||||
|
|
||||||
- Character Animation
|
|
||||||
|
|
||||||
- Film Social Media
|
|
||||||
|
|
||||||
- Best 3D/CG Animation
|
|
||||||
|
|
||||||
- Marketing Social Media
|
|
||||||
|
|
||||||
Competing against entertainment giants like Disney, Sony, and Paramount, these wins - particularly the Gold in Film Character Design - placed Claynosaurz among the industry's elite creators. Their success in both technical categories (lighting, animation, character design) and audience choice awards demonstrates their unique ability to balance professional excellence with community engagement.
|
|
||||||
|
|
||||||
This industry recognition has continued with their recent Webby nomination, placing them in the top 12% of 13,000+ entries alongside global brands like Netflix, Nike, NHL, Spotify, and The New York Times. Notably, their trailer is competing directly against The NHL and The Witcher trailers, while they've also received Honoree status in the Social Media category. As the first Web3-native brand ever recognized at this level, their nomination represents a significant milestone for the entire Web3 creative ecosystem.
|
|
||||||
|
|
||||||
## Strategic Expansion and Risk Management
|
|
||||||
|
|
||||||
This success has enabled Claynosaurz to pursue mainstream expansion on their own terms. Their partnership with Gameloft, announced in 2024, exemplifies their strategic approach to growth. Rather than simply licensing their IP, they've maintained creative control over how their world and characters will be integrated into the mobile game. The game, which blends elements of Brawl Stars with Pokémon Go's collecting mechanics, is being developed in close coordination with their planned TV show, ensuring consistent world-building across platforms.
|
|
||||||
|
|
||||||
Their merchandise strategy shows similar sophistication. By offering both limited edition plushies that sell out and never return, alongside more accessible mass-market options, they've created a collecting ecosystem that maintains exclusivity while enabling broader market penetration. This approach, launched in November 2023, demonstrates their understanding of how to balance community rewards with mainstream accessibility.
|
|
||||||
|
|
||||||
## A New Model for Entertainment IP
|
|
||||||
|
|
||||||
What makes Claynosaurz's approach revolutionary is how it inverts traditional entertainment development. Instead of starting with expensive content and hoping for audience adoption, they've built their audience first through progressive stages:
|
|
||||||
|
|
||||||
1. Initial funding and community building through Web3
|
|
||||||
|
|
||||||
2. Content validation through social media
|
|
||||||
|
|
||||||
3. Strategic partnerships for gaming and merchandise
|
|
||||||
|
|
||||||
4. Mainstream entertainment expansion
|
|
||||||
|
|
||||||
Each stage builds upon the previous one, reducing risk while strengthening the IP. Their social media success validates demand for the gaming partnership. The gaming partnership provides another proof point for the TV show development. Throughout this progression, they've maintained both creative control and community engagement - something nearly impossible in traditional entertainment development.
|
|
||||||
|
|
||||||
The numbers validate this approach. Beyond their social media metrics and award recognition, they've created multiple revenue streams (NFT sales, royalties, merchandise, upcoming game revenue) while building their brand. The initial $1.3 million raised through their NFT mint provided the runway needed to develop their creative vision without immediate pressure to compromise for mainstream appeal. This stands in stark contrast to traditional animation development, where creators often must dilute their vision to secure studio funding, only to lose control of their IP in the process.
|
|
||||||
|
|
||||||
## The Future of Entertainment Development
|
|
||||||
|
|
||||||
What Claynosaurz has pioneered isn't just a successful project - it's a new template for how entertainment IP can be developed and distributed in the digital age. Their success at the Collision Choice Awards, particularly winning Gold in Film Character Design against established studios, proves that community-driven development can produce world-class content. The fact that they achieved this while maintaining creative control and building a dedicated fanbase suggests their model might actually be superior for certain types of content, especially animation and world-building properties.
|
|
||||||
|
|
||||||
Their upcoming TV show, targeted for late 2026, will represent the ultimate validation of this approach. Unlike traditional shows that must build their audience from scratch, the Claynosaurz show will launch with:
|
|
||||||
|
|
||||||
- An established, engaged community
|
|
||||||
|
|
||||||
- Proven character and world designs
|
|
||||||
|
|
||||||
- Multiple revenue streams already in place
|
|
||||||
|
|
||||||
- Cross-platform presence and awareness
|
|
||||||
|
|
||||||
- Creative control over their narrative
|
|
||||||
|
|
||||||
Most importantly, they've already validated audience demand through multiple stages of growth, substantially reducing the risk typically associated with new animation properties. Their social media success, gaming partnership, and merchandise sales provide concrete metrics that traditional entertainment companies usually can't access until after major investments.
|
|
||||||
|
|
||||||
## Community-Driven World Building
|
|
||||||
|
|
||||||
Perhaps the most revolutionary aspect of Claynosaurz's approach is how it enables deeper, more authentic world-building. The Sky Chicken evolution from community joke to canonical character illustrates how organic community interaction can enrich an IP in ways traditional development rarely achieves. Their ability to test and refine ideas through social media before committing to larger productions ensures that when they do make major investments, they're building on proven foundations.
|
|
||||||
|
|
||||||
This approach is particularly powerful for animation and fantasy properties, where world-building and character development are crucial. By building their world in public, with constant community feedback and engagement, Claynosaurz has created something that feels authentic and lived-in before their first major productions have even launched. The integration of community ideas like dactyl sky taxis into their game mechanics shows how this feedback loop continues to enrich their IP even as they expand into new formats.
|
|
||||||
|
|
||||||
## A New Distribution Paradigm
|
|
||||||
|
|
||||||
What makes Claynosaurz's strategy particularly innovative is how it reimagines not just development, but distribution. Traditional entertainment relies on gatekeepers - studios, networks, publishers - to reach audiences. Claynosaurz has instead built direct relationships with their audience across multiple platforms, each serving a distinct purpose in their ecosystem. Their social media presence isn't just marketing; it's a core part of their storytelling strategy. Their Web3 community isn't just early adopters; they're active participants in the IP's evolution.
|
|
||||||
|
|
||||||
This multi-platform approach allows them to tell different types of stories in ways that best suit each medium. Wholesome moments around campfires work perfectly for Instagram's visual storytelling. Dance trends on TikTok show their characters' playful side while reaching new audiences. The upcoming Gameloft mobile game will let players actively explore Claynotopia, while the TV show can deliver deeper narrative experiences. Each platform enriches the others, creating a more immersive and engaging world.
|
|
||||||
|
|
||||||
## Risk Optimization Through Progressive Validation
|
|
||||||
|
|
||||||
The financial brilliance of Claynosaurz's approach lies in how it aligns investment with proven demand. Their initial $1.3 million raise through NFTs provided runway for creative development without sacrificing control. Social media content allowed them to test characters and storylines with relatively low production costs. Only after proving their ability to create engaging content and build an audience did they pursue larger opportunities like the Gameloft partnership and TV show development.
|
|
||||||
|
|
||||||
This progressive validation approach has yielded remarkable results:
|
|
||||||
|
|
||||||
- 13 Collision Choice Awards, including prestigious technical achievements
|
|
||||||
|
|
||||||
- Webby nomination alongside global brands like Netflix and Nike
|
|
||||||
|
|
||||||
- 239,000 Instagram and 155,000 TikTok followers
|
|
||||||
|
|
||||||
- Videos reaching over 21.4 million views
|
|
||||||
|
|
||||||
- Successful merchandise program balancing exclusivity and accessibility
|
|
||||||
|
|
||||||
- Major gaming partnership while maintaining creative control
|
|
||||||
|
|
||||||
- Upcoming TV show development on their own terms
|
|
||||||
|
|
||||||
## Blueprint for the Future
|
|
||||||
|
|
||||||
Claynosaurz isn't just building a successful entertainment brand; they're pioneering a new model for how IP can be developed and distributed in the digital age. Their success demonstrates that starting in Web3 isn't limiting - it's liberating. It provides the funding, community, and creative freedom needed to build authentic worlds and characters that can successfully expand into mainstream entertainment.
|
|
||||||
|
|
||||||
As the industry grapples with increasing content costs and fragmenting audience attention, the Claynosaurz model offers a more sustainable path forward. Their approach reduces risk through progressive validation, builds stronger IP through community engagement, and creates multiple revenue streams while maintaining creative control. Most importantly, it puts the focus back where it belongs: on building authentic worlds and characters that genuinely resonate with audiences.
|
|
||||||
|
|
||||||
Looking ahead to their 2026 TV show launch, Claynosaurz has positioned themselves uniquely well for success. Unlike traditional animated series that often struggle to find their audience, they've already built a passionate fanbase across multiple platforms. Their characters and world have been tested and refined through community interaction. They've proven their ability to create compelling content through industry recognition and viral success. And they've maintained the creative control needed to ensure their vision reaches screens intact.
|
|
||||||
|
|
||||||
## Industry-Wide Implications
|
|
||||||
|
|
||||||
The implications of Claynosaurz's success extend far beyond their own project. They've created a repeatable template for how new entertainment IP can be developed and distributed in the Web3 era:
|
|
||||||
|
|
||||||
1. Start with community building and initial funding through Web3
|
|
||||||
|
|
||||||
2. Test and refine content through social media
|
|
||||||
|
|
||||||
3. Build multiple revenue streams through merchandise and collectibles
|
|
||||||
|
|
||||||
4. Expand into mainstream formats while maintaining creative control
|
|
||||||
|
|
||||||
5. Use each platform's strengths to tell different aspects of your story
|
|
||||||
|
|
||||||
This model is particularly powerful for animation, science fiction, and fantasy properties where world-building is crucial. The ability to develop and validate these complex universes with community input before making major production investments could revolutionize how these genres are developed.
|
|
||||||
|
|
||||||
## A Transformative Moment
|
|
||||||
|
|
||||||
What Claynosaurz has achieved since their November 2022 launch represents more than just a successful project - it's a fundamental rethinking of how entertainment IP can be created and grown in the digital age. Their journey from Web3 collectibles to award-winning content creators and soon-to-be television producers shows that starting in Web3 can actually provide advantages over traditional development paths.
|
|
||||||
|
|
||||||
By building their brand through progressive stages of validation, maintaining creative control, and keeping their community at the center of their development process, Claynosaurz has created something traditional entertainment companies often struggle to achieve: an authentic, engaging world with a passionate audience eager for more content across multiple platforms.
|
|
||||||
|
|
||||||
As they continue to expand through their Gameloft partnership and upcoming TV show, Claynosaurz isn't just succeeding - they're showing the entire entertainment industry a new path forward. One that reduces risk, enhances creativity, and puts community at the heart of world-building. In doing so, they're not just creating a successful franchise; they're pioneering the future of entertainment IP development.
|
|
||||||
|
|
@ -1,550 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "article"
|
|
||||||
title: "AI Use Cases in Hollywood"
|
|
||||||
author: "Doug Shapiro"
|
|
||||||
url: "https://dougshapiro.substack.com/p/ai-use-cases-in-hollywood"
|
|
||||||
date_published: "2023-09-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "GenAI adoption in entertainment will be gated by consumer acceptance not technology capability"
|
|
||||||
- "non-ATL production costs will converge with the cost of compute as AI replaces labor across the production chain"
|
|
||||||
---
|
|
||||||
# 4/23/25, 6:56 PM Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
archive.today Saved from https://dougshapiro.substack.com/p/ai-use-cases-in-hollywood
|
|
||||||
search
|
|
||||||
no other snapshots from this url
|
|
||||||
webpage capture
|
|
||||||
All snapshots from host dougshapiro.substack.com
|
|
||||||
Webpage
|
|
||||||
Screenshot
|
|
||||||
|
|
||||||
## Al Use Cases in Hollywood
|
|
||||||
|
|
||||||
What's Possible Now and Where It's Going
|
|
||||||
|
|
||||||
DOUG SHAPIRO
|
|
||||||
SEP 18, 2023
|
|
||||||
|
|
||||||
4
|
|
||||||
1
|
|
||||||
Share
|
|
||||||
|
|
||||||
[Note that this essay was originally published on Medium]
|
|
||||||
|
|
||||||
<!-- Image: A diagram illustrating AI use cases in Hollywood across different stages of production. -->
|
|
||||||
The diagram is divided into two rows, "Current" and "Future," and four columns representing stages of production: "Development," "Pre-Production," "Production," and "Post-Production." Each cell contains bullet points describing specific AI applications.
|
|
||||||
|
|
||||||
**Current:**
|
|
||||||
* **Development:** Chatbots for ideation/story co-development, T2I* generators for rapid development of storyboards/animatics, T2V** with custom trained models for first-pass story development.
|
|
||||||
* **Pre-Production:** Text-to-3D/NeRF for faster Previs, Automated storyboards.
|
|
||||||
* **Production:** T2V** generators for B-roll, Elimination of soundstages/locations, Elimination of costumes/makeup, "Acting doubles", Real-time content creation.
|
|
||||||
* **Post-Production:** T2V** for trailers/title sequences, Al-assisted edit, Al-assisted VFX, Automated localization, First-pass editing, VFX co-pilot.
|
|
||||||
|
|
||||||
**Future:**
|
|
||||||
* Cinematic-quality T2V** generation, with far more creator control.
|
|
||||||
|
|
||||||
*T2I (text-to-image) generators, like Midjourney and DALL-E
|
|
||||||
**T2V (text/image/video-to-video) generators, like RunwayML Gen-2, Pika Labs and Kaiber
|
|
||||||
|
|
||||||
Share
|
|
||||||
|
|
||||||
Over the last nine months, I've been writing about why several new technologies, especially AI (including generative AI), are poised to disrupt Hollywood in coming years by lowering the barriers to high quality video content creation. (See The Four Horsemen of the TV Apocalypse and Forget Peak TV, Here Comes Infinite TV). The one-sentence summary: the last decade in film and TV was defined by the disruption of content distribution and the next decade will be defined by the disruption of content creation.
|
|
||||||
|
|
||||||
That's pithy and all, but it also raises a lot of questions too. In a recent post, for instance, I addressed how fast and to what extent Hollywood may ultimately be disrupted (How Will the “Disruption” of Hollywood Play Out?)
|
|
||||||
|
|
||||||
In this post, I try to answer a different set of questions: How exactly will AI lower entry barriers in content creation? Which parts of the production process will be most affected? Which use cases are the most promising? When will these savings be available? What's feasible today vs. what's coming next? And even if these technologies lower entry barriers, could established studios-aka Hollywood-benefit too?
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
1/22
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
Tl;dr:
|
|
||||||
|
|
||||||
* Today, production costs for the median big-budget film release run about $200 million. The most expensive TV shows easily top $10 million per episode. About 15-20% of these costs are “above the line" (ATL) talent, 50% is "below the line" (BTL) crew and production costs, ~25-30% is post production (mostly VFX) and the remainder is other. All in, roughly 2/3 of these costs are labor.
|
|
||||||
|
|
||||||
* It is a sensitive topic for good reason, but over time GenAI-enabled tools promise (and threaten) to replace large proportions of this labor.
|
|
||||||
|
|
||||||
* Practical use cases are already cropping up across all stages of the TV and film production process. These include story development, storyboarding/animatics, pre-visualization (or “previs”), B-roll, editing, visual effects (VFX) and localization services.
|
|
||||||
|
|
||||||
* How far will this all go? Ultimately, the prevalence of GenAI in the production process will be gated by consumer acceptance, not technology.
|
|
||||||
|
|
||||||
* Even making the relatively conservative assumption that TV and film projects will always require both human creative teams and human actors, future potential use cases include: the elimination of soundstages and locations, the elimination of costumes and makeup, first pass editing and VFX co-pilots, “acting doubles" that stand in for talent, increasingly cinematic text-to-video generators that offer higher resolution and give creatives much more control, custom-trained video generator models and new forms of content.
|
|
||||||
|
|
||||||
* All of this will likely have a profound effect on production costs. Over time, the cost curve for all non-ATL costs may converge with the cost curve of compute.
|
|
||||||
|
|
||||||
* For Hollywood, like any incumbent, lower entry barriers are bad. The potential for lower production costs is a silver lining, but it presents a daunting change management challenge. Studios should start either by experimenting with non-core processes or developing skunkworks studios to develop “AI-first” content from scratch.
|
|
||||||
|
|
||||||
Thanks for reading The Mediator! Subscribe for free to receive new posts and support my work.
|
|
||||||
|
|
||||||
Figure 1. Almost No One Was Using the Term Generative AI a Year Ago
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
2/22
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
<!-- Image: A line graph showing the interest level in "Generative AI" over time. -->
|
|
||||||
The graph shows a dramatic increase in interest starting around late 2022 and continuing into 2023. The x-axis represents time, ranging from 9/16/2018 to 9/16/2022, with a significant spike occurring after that date. The y-axis represents the interest level, ranging from 0 to 100. The source is not specified.
|
|
||||||
|
|
||||||
## "Generative Al" Interest Level
|
|
||||||
|
|
||||||
Source:
|
|
||||||
|
|
||||||
Al vs GenAl in Hollywood
|
|
||||||
|
|
||||||
Al has
|
|
||||||
50
|
|
||||||
automa
|
|
||||||
40
|
|
||||||
Sony us
|
|
||||||
30
|
|
||||||
analyze
|
|
||||||
20
|
|
||||||
series o
|
|
||||||
10
|
|
||||||
0
|
|
||||||
9/16/2018
|
|
||||||
automa
|
|
||||||
9/16/2019
|
|
||||||
9/16/2020
|
|
||||||
9/16/2021 9/16/2022
|
|
||||||
rrect.
|
|
||||||
to
|
|
||||||
es a
|
|
||||||
d
|
|
||||||
|
|
||||||
automating the creation of trailers.
|
|
||||||
|
|
||||||
Most of these use cases are enabled by “discriminative” Al models that learn the relationship between data and a label. When presented with new data, they use this knowledge to label it. The canonical example is a model that is trained on pictures of cats and then can recognize pictures of cats.
|
|
||||||
|
|
||||||
By contrast, generative AI, or GenAI, is relatively new. As shown in Figure 1, almost no one reading this even heard of the term a year ago. Unlike discriminative models, "generative" models learn patterns in unstructured data and, when presented with new data, they use that knowledge to generate new data-text, audio, pixels (that create images or video) or voxels (to create 3D images). For instance, the transformer models that underlie GPT 3.5, 4.0.. etc., assign sets of numerical values to each word (aka, vectors) and this set of values describes the relationship between words. (Similar or related words will have similar vectors.) When ChatGPT responds to a prompt, these relationships enable it to probabilistically predict the next word in its response. Once enough words are strung together, it results in a paragraph that has never been written before.
|
|
||||||
|
|
||||||
The concept of generating new data subject to a set of constraints—GenAI—has potential applications along the entire production process.
|
|
||||||
|
|
||||||
This concept-generating new text, images, audio or video in response to a set of constraints (such as a prompt)—or GenAI-has applications across the entire film and TV production process.
|
|
||||||
|
|
||||||
But before getting into specifics, including the implications for production costs, we need to take a detour to understand how the production process works today and how Hollywood spends money.
|
|
||||||
|
|
||||||
## You Spent $200 Million on What Exactly?
|
|
||||||
|
|
||||||
There is no area of popular culture in which budgets are publicized and scrutinized more so than in movies. When a big release comes out, usually a budget number gets thrown around too. To take two recent examples, Avatar 2: The Way of Water, probably the most expensive film ever made, reportedly racked up production costs of more
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
3/22
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
than $400 million, while the "more modest" Barbie supposedly ran up $145 million in costs.
|
|
||||||
|
|
||||||
Wikipedia often includes budget estimates for movies, as does film industry website The Numbers. (For what it's worth, production costs are those required to make the finished product. They don't include what's called “prints and advertising," or P&A, which is the cost of marketing the film and creating the physical prints used in movie theaters, which can easily equal or exceed the production cost.) As the budgets for TV series have swelled in recent years, it's also become more common to encounter estimated TV budgets. For instance, the final season of Game of Thrones reportedly cost $15 million per episode and The Lord of the Rings supposedly cost more than $25 million per episode.
|
|
||||||
|
|
||||||
Usually, these film and TV budget estimates are rough (and uncorroborated by the studio) and, as a generality, probably understate true production costs. But, taking them at face value, where does $50 million (for a mid-budget drama like Captain Phillips), $100 million (for John Wick: Chapter 4). or $200 million (for The Flash) go? To answer, it's helpful to lay out both a simplified view of the production process and a high-level view of the different categories of spend.
|
|
||||||
|
|
||||||
## A Simplified Production Process
|
|
||||||
|
|
||||||
I'll stick with film, since it's a discrete project, but the general concepts also hold for TV. The traditional workflow of producing a film proceeds in four relatively sequential stages:
|
|
||||||
|
|
||||||
* Development. At this point the project is a mere twinkle in someone's eye. The director/producer/writer/studio development team sketches out the concept (a synopsis), then a longer treatment and then a draft script. Key talent (directors and actors) agrees to be involved (or “attached”). The development team and/or producer will have a very (very) high-level estimate of budget at this stage too. During development, a producer or studio may also "option" the project (which means purchasing an option to acquire the rights). This period could take months or years (aka "development hell").
|
|
||||||
|
|
||||||
* Pre-Production. Pre-production proceeds once the project has been "greenlit" and the financing is in place. This is when real money starts to be spent. This phase includes formal casting and contracting of the key talent (also known as "above the line,” described below), the crew (“below the line"), finalizing the script, creating storyboards or animatics (an animated storyboard), sometimes pre-visualization or "previs" (the development of detailed 3D representations of shots) and designing and constructing sets, scale models and costumes. This is also when the production and finance teams develop detailed shooting schedules and budgets. The goal during this phase is to do whatever possible to minimize shoot time.
|
|
||||||
|
|
||||||
* Production (or "Principal Photography”). As it sounds, this is when the film is shot. This phase will also include mechanical or "practical" special effects (SFX), such as controlled explosions, car chases or the use of models.
|
|
||||||
|
|
||||||
* Post Production. This includes visual effects (VFX), like the development of computer generated imagery (CGI) that is then composited onto live action footage. It also includes re-shoots, if needed. It entails editing, post production
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
4/22
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
sound (sound effects), titles and finally "rendering" all these elements (live action, CGI, models, sound, transitions, text/titles, etc.) into the final frames ("final pixel").
|
|
||||||
|
|
||||||
## A High Level Budget
|
|
||||||
|
|
||||||
Line item film budgets can run 100 pages or more, spelling out every expense. Most include something called a “topsheet,” a summary which breaks down expenses in a few categories. These categories don't strictly correspond to the stages of the production process above:
|
|
||||||
|
|
||||||
* "Above the line" (ATL) is all the talent that is, well, considered worthy of being "above the line.” It includes producers, directors, writers, cast and often stunt people and their travel and living expenses (transportation, housing, food, security). It also includes any rights that were acquired for the production.
|
|
||||||
|
|
||||||
* "Below the line” (BTL) includes everyone else involved in the production. This means: production staff (production managers and assistant directors); casting; "camera" (cinematographer, assistant camera personnel, rental of the equipment itself); set design and construction (also called “art”); SFX (again, as opposed to the VFX that occurs in post production); location expenses; electric and lighting; sound; wardrobe; hair and makeup; grip and set operations (the people who set up the equipment that support the camera and lighting); and travel and living expenses for BTL personnel.
|
|
||||||
|
|
||||||
* Post production includes all the costs for the post production activities described above.
|
|
||||||
|
|
||||||
* Other is a catch-all category for insurance, on-set publicity, behind-the-scenes footage, maybe financing costs and other administrative costs.
|
|
||||||
|
|
||||||
Film industry analyst Stephen Follows has a great article in which he breaks down the costs for a variety of production budgets. However, for our purposes, I'll focus on the largest bucket of spend, blockbuster films. As shown in Figure 2 (also from Follows), the median budget on these films is currently around $200 million.
|
|
||||||
|
|
||||||
Figure 2. The Median Blockbuster Film Budget is $200 Million
|
|
||||||
|
|
||||||
<!-- Image: A line graph showing the media production budget for films with budgets greater than $100 million. -->
|
|
||||||
The graph shows the media production budget for films with budgets greater than $100 million over time. The x-axis represents the year, ranging from 2000 to 2022. The y-axis represents the budget in millions of dollars. The budget generally increases over time, with some fluctuations.
|
|
||||||
|
|
||||||
$ in Millions
|
|
||||||
$250
|
|
||||||
$200
|
|
||||||
$150
|
|
||||||
$100
|
|
||||||
$50
|
|
||||||
$0
|
|
||||||
|
|
||||||
Source: Stephen Follows.
|
|
||||||
|
|
||||||
Media Production Budget, Films >
|
|
||||||
$100mm Budget
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
5/22
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
Based on my discussions with a few producers (and roughly consistent with Follows' estimates), the distribution of budgets falls about as shown in Figure 3. About half of the budget is spent on below the line functions, 25-30% is spent on post production (most of which is VFX), about 15-20% goes to the above the line talent (prior to any additional profit participations) and the remainder is other.
|
|
||||||
|
|
||||||
Figure 3. Estimated “Topsheet” Breakdown of Film Production Budget
|
|
||||||
|
|
||||||
The image is a bar graph titled "Breakdown of Median Blockbuster Film Budget". The y-axis is labeled with percentages from 0% to 100% in increments of 10%. The x-axis has no label. There are four bars, each representing a different category of the film budget: Other, Post Production, Below the Line, and Above the Line. The "Other" category is represented by a gray bar, "Post Production" by an orange bar, "Below the Line" by a yellow bar, and "Above the Line" by a blue bar. The bars indicate the approximate percentage of the budget allocated to each category.
|
|
||||||
|
|
||||||
Source: Author estimates.
|
|
||||||
|
|
||||||
Two other points that will be relevant when we start to explore potential cost savings:
|
|
||||||
|
|
||||||
* The average VFX spend on these big budget films is ~$50 million, but on some productions (like effects-heavy superhero films), VFX can push $100 million. For Avatar: Way of Water, the VFX costs surely exceeded that; 98% of the shots required VFX.
|
|
||||||
|
|
||||||
Most production spend is for labor—probably ~2/3.
|
|
||||||
|
|
||||||
* Also, most of this spend is on labor. Look again at Figure 3. The vast majority of ATL costs are labor (producers, directors, actors); probably about 60% of the BTL costs are crew (production staff, grips, physical production crew, makeup artists); maybe 50-60% of post production costs are effectively labor (VFX artists, sound engineers); and maybe half of other too. All-in, labor is probably 2/3 of costs.
|
|
||||||
|
|
||||||
To underscore the latter point, Figure 4 is another analysis from Follows. While a little dated, the most labor-intensive movies employ thousands of people. Follows counts 4,500 people involved in making Avengers: Infinity War. Including outside vendors (including VFX houses), Avatar: Way of Water probably exceeds that. It's true of TV too. IMDb lists over 9,000 people involved in making Game of Thrones over its eight seasons.
|
|
||||||
|
|
||||||
Figure 4. The Most Labor Intensive Movies Employ Thousands of People
|
|
||||||
|
|
||||||
[https://archive.ph/WE4AQ](https://archive.ph/WE4AQ)
|
|
||||||
|
|
||||||
6/22
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
The image is a bar graph titled "Movies with the largest number of crew credits, 2000-18". The y-axis is labeled with numbers from 0 to 5,000 in increments of 500, and the x-axis lists various movies. The height of each bar corresponds to the number of crew credits for each movie. The movies listed are: The Avengers, Avatar, Black Panther, Guardians of the Galaxy, Thor: Ragnarok, Avengers: Endgame, John Carter, Iron Man 3, Avengers: Age of Ultron, and Avengers: Infinity War.
|
|
||||||
|
|
||||||
Source: Stephen Follows.
|
|
||||||
|
|
||||||
Next, let's turn to GenAI use cases and how they may affect these costs.
|
|
||||||
|
|
||||||
Current Use Cases
|
|
||||||
|
|
||||||
New AI and GenAI use cases for film and TV production seem to be cropping up weekly. There are two broad categories:
|
|
||||||
|
|
||||||
* Tools that synthetically create something (people, ideas, faces, animals, sets, environments, voices, costumes, make up, sound effects, etc.), replacing the need for the physical or natural version of that thing.
|
|
||||||
* Tools that automate tasks that are currently very labor intensive and expensive.
|
|
||||||
|
|
||||||
Here are some of the highest-value use cases that are feasible today (or will be soon), across the production process:
|
|
||||||
|
|
||||||
Development
|
|
||||||
|
|
||||||
Story Development
|
|
||||||
|
|
||||||
This includes general-purpose text generators, such as ChatGPT, and purpose built tools, to aid in concept development and draft scriptwriting. For instance, SHOW-1 (supposedly) will enable the creation of narrative arcs (i.e., an entire episode for a TV series) that are consistent with the characters and canon of an existing, pre-trained intellectual property. (The first demo was AI-created episodes of South Park, as shown here.) There are also a slew of AI writing assistants built on top of ChatGPT or GPT-4, such as Sudowrite, that can provide feedback, suggest plot developments and write passages consistent with an existing style.
|
|
||||||
|
|
||||||
To be clear, I'm not suggesting that these kinds of tools can replace writers altogether. My view is that compelling storytelling will require human judgment for the foreseeable future. But they may make the writing process much more efficient, which -corroborating the WGA's concerns in the ongoing strike- would likely mean fewer writers or writers needed for less time.
|
|
||||||
|
|
||||||
Pre-Production
|
|
||||||
|
|
||||||
Storyboarding/Animatics
|
|
||||||
|
|
||||||
It's possible today to use general purpose text-to-image tools, like Midjourney and DALL-E, to quickly make storyboards or import these into Adobe Premiere Pro to stitch together rough animatics (i.e., animated storyboards). Highly stylized
|
|
||||||
|
|
||||||
[https://archive.ph/WE4AQ](https://archive.ph/WE4AQ)
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7/22
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||||||
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||||||
# 4/23/25, 6:56 PM
|
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||||||
Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
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||||||
|
|
||||||
storyboards that might've taken skilled artists weeks to create can now be done in days.
|
|
||||||
|
|
||||||
Adobe also recently teased the launch of Firefly (it's family of GenAI models) for Premiere Pro and After Effects, which will include the ability to automatically create basic storyboards just by uploading a script.
|
|
||||||
|
|
||||||
GenAI video generators (like RunwayML, Pika Labs and Kaiber) can also create animatics. For instance, using RunwayML Gen-1, it's possible to apply a specific style to a simple reference video shot on a mobile phone and quickly rough out animatics (see below). Rather than show up at a pitch meeting with a text treatment, a writer/showrunner/director could now show up with a very rudimentary version of the movie itself.
|
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||||||
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|
||||||
Gen-1: The Next Step Forward for Generative Al
|
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||||||
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||||||
Copy link
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||||||
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||||||
There is a YouTube video embedded in the document.
|
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||||||
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|
||||||
Previs
|
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||||||
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||||||
While storyboards are used to provide a sense of narrative, previs is used to precisely plan out how to shoot key sequences (namely, where to place the camera, how it will move, the spatial relations between different elements, including characters and props, and lighting). It is an expensive and labor-intensive process that basically entails building 3D models, situating them in 3D space and creating a parallel film for the critical scenes.
|
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||||||
|
|
||||||
Neural Radiance Field (NeRF) is a relatively new deep learning technology that can approximate 3D scenes from 2D images, making it much cheaper and easier to develop 3D models (especially for previs purposes, for which the standards are lower than the film itself). Luma Labs uses NeRF to create 3D models from photos in real time, even from an iPhone, compared to the days or weeks it takes to create traditional 3D models. A company called CSM enables the creation of 3D assets from image or video inputs. Alternatively, Luma, as well as companies like Spline and 3DFY, are rolling out text-to-3D models that can create a 3D model from a simple text prompt.
|
|
||||||
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|
||||||
Whether using NeRF or text/image/video-to-3D, these objects can then be imported into Maya, Blender or Unreal Engine to quicky simulate shooting environments.
|
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||||||
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|
||||||
I try the tech that WILL replace CG one day
|
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||||||
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||||||
Copy link
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||||||
|
|
||||||
[https://archive.ph/WE4AQ](https://archive.ph/WE4AQ)
|
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||||||
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8/22
|
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||||||
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||||||
# 4/23/25, 6:56 PM
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Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
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||||||
There is a YouTube video embedded in the document.
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Production
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B-roll
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I already mentioned Runway, Pika and Kaiber above, the text/image/video-to-video generators that most people think of when they conjure up "GenAI in film." Arthur C. Clarke once famously said that “any sufficiently advanced technology is indistinguishable from magic" and typing in a prompt and getting a video feels a lot like magic to me. They also have come very far in a short time. When Runway Gen-2 came out, it only generated video from a text prompt and you had no idea what you'd get. Now it supports uploading a reference image (such as an image from Midjourney or DALL-E) or video and custom camera control, making it a far easier to control the output.
|
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||||||
|
|
||||||
The internet is chock full of interesting text/image/video-to-video experiments. (Runway recently launched an aggregation site, called Runway Watch, where you can check out some.) Most are either surreal sequences or trailers for fictitious movies, like this cool example.
|
|
||||||
|
|
||||||
Genesis - Official Trailer (Midjourney + Runway)
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||||||
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|
||||||
Copy link
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|
||||||
|
|
||||||
There is a YouTube video embedded in the document.
|
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||||||
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|
||||||
They may be mesmerizing, but for the most part these experiments are still a novelty. They aren't anything that most people would plunk down on the couch with a bag of popcorn and watch. The output on these tools is limited (Runway just increased the length from 4 seconds to 18 seconds) and frame consistency breaks down quickly,
|
|
||||||
|
|
||||||
[https://archive.ph/WE4AQ](https://archive.ph/WE4AQ)
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||||||
9/22
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||||||
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||||||
# 4/23/25, 6:56 PM
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Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
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||||||
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||||||
which severely constrains how you can use them. There is also no dialog (mouths can't synch with audio yet) and therefore not much storytelling.
|
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||||||
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|
||||||
They will unquestionably keep getting better, as I discuss below. But even today they may be useful in traditional productions for what is known as “B-roll” shots. B-roll shots are interspersed with the main ("A-roll") footage to establish a setting or mood, indicate the passage of time, transition between scenes or clue in audiences to a detail that the main characters missed, etc.
|
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||||||
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|
||||||
Text-to-video generators may also be useful in title sequences or even trailers. Disney recently used GenAI to create the title sequence for Secret Invasion. Also, check out the first 1:00 of the trailer for Zach Snyder's new film, Rebel Moon. It probably wasn't made with GenAI, but it sure looks like it was.
|
|
||||||
|
|
||||||
Rebel Moon | Official Teaser Trailer | Netflix
|
|
||||||
|
|
||||||
Copy link
|
|
||||||
|
|
||||||
There is a YouTube video embedded in the document.
|
|
||||||
|
|
||||||
Post Production
|
|
||||||
|
|
||||||
Editing
|
|
||||||
|
|
||||||
Conceptually, GenAI can dramatically speed up editing processes by enabling editors to adjust one or a few key frames and have the AI extrapolate that change through all the relevant subsequent frames.
|
|
||||||
|
|
||||||
While Runway is probably best known as a pioneer in text-to-video, it also offers a suite of AI-based editing tools (see my dashboard below). These include the ability to clean up backgrounds, turn any video into slo-mo, color grade video with just a text prompt, etc. The Remove Background tool automates the process of isolating an element of a video, also called rotoscoping. This enables the element to be composited onto a new background.
|
|
||||||
|
|
||||||
[https://archive.ph/WE4AQ](https://archive.ph/WE4AQ)
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||||||
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||||||
10/22
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||||||
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||||||
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||||||
# 4/23/25, 6:56 PM
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||||||
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||||||
Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
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||||||
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||||||
Doug
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member
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||||||
nvite Collaborators
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||||||
Home
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||||||
▷Watch
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||||||
Generate videos
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||||||
Edit videos
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||||||
Edit audio & subtitles
|
|
||||||
Generate images
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|
||||||
Edit images
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|
||||||
3D
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|
||||||
Al Training
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||||||
Projects
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|
||||||
Search for tools, assets and projects
|
|
||||||
IP
|
|
||||||
Shared with me
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|
||||||
Remove Background
|
|
||||||
Inpainting
|
|
||||||
Color Grade (LUT)
|
|
||||||
Super-Slow Motion
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|
||||||
Blur Faces
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|
||||||
Depth of Field
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|
||||||
Assets
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||||||
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|
||||||
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|
||||||
|
|
||||||
# Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
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|
||||||
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|
||||||
Mandalorian, etc.) But it would also mean that every other part of the physical production process would be subject to being replaced synthetically.
|
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||||||
|
|
||||||
## Scenario 3: Consumers Draw the Line at Synthetic Ideas
|
|
||||||
|
|
||||||
In this scenario, creating a movie or TV show would still require a very skilled team, or at least an individual, to generate ideas and vet the options presented by the AI(s). As I've written before (see here and here), I subscribe to this view.
|
|
||||||
|
|
||||||
But it would also mean that everything on screen could be produced synthetically. There could be no actors (or, obviously, costumes or makeup), sets, lighting, locations, vehicles, props, etc. Or, as Runway writes brazenly on its site "No lights. No camera. All Action."
|
|
||||||
|
|
||||||
## Scenario 4: There is No Line
|
|
||||||
|
|
||||||
This is what I once called the “generative-AI doom-loop”:
|
|
||||||
|
|
||||||
ChatGPT-X, trained to generate, evaluate and iterate storylines and scripts; then hooked into Imagen Video vX, which generates the corresponding video content; which is then published to TikTok (or its future equivalent), where content is tested among billions of daily users, who surface the most viral programming; which is then fed back into ChatGPT-X for further development. (H/t to my brilliant former colleague Thomas Gewecke for this depressing scenario.) New worlds, characters, TV series, movies and even games spun up ad infinitum, with no or minimal human involvement. It's akin to the proverbial infinite monkey theorem.
|
|
||||||
|
|
||||||
Under this scenario, the cost of TV and film production would be identical to the cost of compute.
|
|
||||||
|
|
||||||
## The Next Use Cases
|
|
||||||
|
|
||||||
With those scenarios in mind, we can think about the next set of use cases. Personally, I think that for the foreseeable future we will be somewhere between Scenario 2 and 3 -namely that human actors will still be necessary in most films and TV shows, at least for a while, and we will still need small teams or at least individuals generating ideas and overseeing productions indefinitely.
|
|
||||||
|
|
||||||
Even so, there could still be profound changes to the production process over coming years. Here is an inexhaustive list of possible outcomes (h/t Chad Nelson for a lot of these ideas):
|
|
||||||
|
|
||||||
### End of the Soundstage/End of Shooting On-Location
|
|
||||||
|
|
||||||
As described above, GenAI already makes it possible to quickly and easily isolate an element in video. It will also increasingly be possible to synthetically create and customize backdrops and sets and control lighting. This raises the question: even if we still need actors, will we still need the controlled environments of soundstages and location shoots? Or could actors simply act out scenes in an empty room and the scene could be composited?
|
|
||||||
|
|
||||||
### No Costumes or Make-up
|
|
||||||
|
|
||||||
Under the same logic, over time it will be increasingly easy to digitally add make-up and costumes after the fact.
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
16/22
|
|
||||||
|
|
||||||
# Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
### First Pass Editing/VFX Co-Pilot
|
|
||||||
|
|
||||||
The Adobe Firefly-Premiere Pro demo video above shows something pretty remarkable. In the video sequence with the rock climber, the AI scans the audio and automatically edits in B-roll footage where appropriate.
|
|
||||||
|
|
||||||
In the future, it is likely that editing software will make a first pass at an edit, which can then be reviewed by a human editor. Similarly, it's easy to envision an editing co-pilot or a VFX co-pilot that could create and adjust visual effects in response to natural language prompts. "Fix those under-eye bags through the remainder of the shot."
|
|
||||||
|
|
||||||
### Acting Doubles
|
|
||||||
|
|
||||||
Face swapping/deep fake tools keep improving. There are also a growing number of synthetic voice tools that can be quickly trained on someone's voice, such as those offered by ElevenLabs and HeyGen. This raises the possibility that A-list actors (or even deceased actors' estates) could license their likenesses and voices for a film or TV show, but never step foot on set.
|
|
||||||
|
|
||||||
An entire film could be acted out by an "acting double," but through face and voice swapping it would be imperceptible to viewers that the actor wasn't there. Or perhaps the principal actor will only be physically present for a small proportion of the scenes they are "in." Will actors be willing to give up that much creative control? Maybe or maybe not. But it will be possible.
|
|
||||||
|
|
||||||
[Image of a video player with the text "This video is private" displayed in the center.]
|
|
||||||
|
|
||||||
### Cinematic/TV- Quality Text-to-Video
|
|
||||||
|
|
||||||
As also mentioned above, text-to-video generators keep improving and providing more control over the output. Just a few months ago, generating a video was a slot machine. Now these tools enable training the Al on a reference image or video and they're adding more camera controls.
|
|
||||||
|
|
||||||
The logical extension is that over time, resolution will get better, it will get better at replicating reference images or videos, there will be better image consistency from frame to frame (as promised by new technologies like CoDeF and Re-render-A-Video), output clips will get longer, rendering times will get shorter and creators will have more control over camera movement, lighting, directorial style, synching audio with character's mouths, etc. At that point, text-to-video may cease being a novelty and it
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
17/22
|
|
||||||
|
|
||||||
# Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
may become increasingly possible to stitch it together into a watchable, narrative show or movie.
|
|
||||||
|
|
||||||
Will viewers embrace content with no humans it it? Probably, especially if there is no pretense that they are watching real people (by the way, that's called "animation"). Over time, this will become more so a philosophical question than an aesthetic one. Given the increasingly realistic faces being produced by Midjourney v 5, eventually it may become impossible to tell who's a real person and what's not.
|
|
||||||
|
|
||||||
Over time, whether consumers will watch movies with synthetic humans will become more so a philosophical question, not an aesthetic one.
|
|
||||||
|
|
||||||
### Custom Training Models for First Pass Storytelling
|
|
||||||
|
|
||||||
Another logical extension of text/image/video-to-video models is that they will be trained on proprietary data. It would be possible, for example, for Disney to train models on the entire canon of Marvel comics and MCU movies and have it generate (near-infinite?) first drafts of new scripts and animatics. Similarly, it should be possible for Steven Spielberg to train a model on his body of work and then feed in a new concept and see what the video generator spits out.
|
|
||||||
|
|
||||||
This is not to say that these first cuts will be watchable, finished product, but rather than they could dramatically increase the speed and quantity of development.
|
|
||||||
|
|
||||||
GenAI may enable new forms of storytelling.
|
|
||||||
|
|
||||||
### New Types of Content
|
|
||||||
|
|
||||||
There is a common pattern in media that new mediums mimic prior ones. The first radio programs were broadcasts of vaudeville shows; the first TV broadcasts were televised stage plays; the first web pages were static text, like newspapers or magazines. Over time, developers and artists learn to exploit the unique attributes of the new medium to tell stories and convey information in new ways.
|
|
||||||
|
|
||||||
It's an interesting exercise to think about what that means for GenAI video generators. While traditional movies and TV shows are static, finished product, in which all viewers watch the same thing, synthetic video generators like Runway are creating video on the fly (and, eventually, probably real-time). This raises the possibility of customizable or responsive video that changes in response to user inputs, context, geography and current events. What does this mean? Who knows—but the key idea is that GenAI video may not only offer dramatic cost savings compared to traditional production processes, but may one day offer viewers a fundamentally different experience.
|
|
||||||
|
|
||||||
### Costs May Plummet
|
|
||||||
|
|
||||||
Under any of the scenarios above (perhaps other than Scenario 1), production costs are heading down a lot.
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
18/22
|
|
||||||
|
|
||||||
# Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
Let's assume that you still need a small creative team and human actors to create a compelling TV show or film. Let's also assume that the “cost" of that team approximates the costs of the Above the Line (ATL) team on a current production. As shown in Figure 3 above, that's only about 20% of costs. The other 80% would be subject to downward sloping technology curves. Today, on the median big budget film, those non-ATL are roughly $160-170 million, or about $1.5 million per minute. Over time, where does this go? As alluded to above, the answer probably looks a lot like the cost curve for compute itself. What if this is headed to $1,000, $100 or $10 per minute?
|
|
||||||
|
|
||||||
Over time, the cost of non-ATL costs may approximate the cost of compute.
|
|
||||||
|
|
||||||
Assuming that ATL costs remain constant probably overstates what would happen to production costs because falling costs would likely alter the economic model of TV and film. Today, as discussed above, movies and TV shows are extremely expensive, and risky, to produce. Since studios take on all this risk, they also retain almost all the equity in these projects. Instead, they pay A-listers big fixed payments and only sometimes reluctantly (and parsimoniously) parcel out some profit participation points. ATL costs are essentially these guaranteed payments.
|
|
||||||
|
|
||||||
Even if there are still humans involved, the cost to produce could fall by orders of magnitude.
|
|
||||||
|
|
||||||
But what if the non-ATL costs are not in the tens or hundreds of millions, but in the millions or eventually thousands of dollars? Then it won't be necessary for studios to take on so much risk. In this case, it becomes much more likely that the creative teams forego guaranteed payments, finance productions themselves and keep most of the equity (and upside)—in other words, ATL costs as we know them today may go away. If there are effectively no ATL costs, it means that even if there is still significant human involvement, the upfront cost to produce a film or TV show could eventually falls by orders of magnitude.
|
|
||||||
|
|
||||||
## What Should Hollywood Do?
|
|
||||||
|
|
||||||
The whole premise of many of my recent posts (The Four Horsemen of the TV Apocalypse, Forget Peak TV, Here Comes Infinite TV and How Will the “Disruption” of Hollywood Play Out?) is that falling production costs will lower barriers to entry. For all the reasons discussed above, over time small teams and creative individuals will increasingly be able to make Hollywood-quality content for pennies on the dollar- leading to what I've been calling “infinite content.” And while Hollywood is currently reeling from the disruption of distribution that Netflix triggered 15 years ago, these falling entry barriers could trigger a next wave of disruption.
|
|
||||||
|
|
||||||
The silver lining for Hollywood is that these technologies can lower their costs too. So, if you're running a big studio, how can you capitalize? You're managing a large business, with a lot of people used to doing things a certain way. You are also competing for creative talent with other studios and generally don't have the
|
|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
19/22
|
|
||||||
|
|
||||||
# Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
bargaining power to tell them how to do their job, especially the most sought-after A-listers. ("Yes, Chris Nolan, we love your latest project, but we will be requiring some fundamental changes in your creative process...")
|
|
||||||
|
|
||||||
Adopting these new technologies will be a large challenge technologically, but it will be an even bigger change management challenge. Getting people to change is really hard. I know. That's why it will be so much easier for small independent teams, starting with a clean piece of paper, to adopt these tools much faster.
|
|
||||||
|
|
||||||
For an established studio, there are two possible paths:
|
|
||||||
|
|
||||||
* Choose a non-core process to test. The most politically viable processes will be those that are already done by third-parties. For instance, you might shift localization services to AI-enabled providers in some markets or you could bring more VFX work in house with the mandate to use AI tools (and lower costs).
|
|
||||||
* Create a skunkworks. In this case, you would establish a separate studio to start from scratch to test the relative cost, quality and speed of "AI-first" content production.
|
|
||||||
|
|
||||||
Neither of these incremental approaches are likely to move the needle a ton in the near-term, but at least they will start to build up AI "muscle memory" in the organization.
|
|
||||||
|
|
||||||
## Head-Spinning, I Know
|
|
||||||
|
|
||||||
All of this is moving at an dizzying pace. Even if you spend a lot of time trying to stay on top of these developments, as I do, it's hard to keep up. If you work in the industry, it may be enthralling. It may also be overwhelming and scary.
|
|
||||||
|
|
||||||
For good or ill, technology marches on. Forearmed is forewarned.
|
|
||||||
|
|
||||||
### Subscribe to The Mediator
|
|
||||||
|
|
||||||
By Doug Shapiro
|
|
||||||
|
|
||||||
The Mediator is (mostly) about the long term structural changes in the media industry and the business, cultural, and societal implications of those shifts. I write it to get closer to the frontier.
|
|
||||||
|
|
||||||
By subscribing, I agree to Substack's Terms of Use, and acknowledge its Information Collection Notice and Privacy Policy..
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[Image of four people's profile pictures with the text "4 Likes" next to them.]
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[Image of a heart icon] 4 [Image of a comment icon] 1 [Image of a refresh icon]
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||||||
Previous
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||||||
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|
||||||
Discussion about this post
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|
||||||
|
|
||||||
https://archive.ph/WE4AQ
|
|
||||||
|
|
||||||
Share
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||||||
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|
||||||
Next →
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||||||
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||||||
20/22
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||||||
|
|
@ -1,813 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "article"
|
|
||||||
title: "You Cant Just Make the Hits"
|
|
||||||
author: "Doug Shapiro"
|
|
||||||
url: "https://dougshapiro.substack.com/p/you-cant-just-make-the-hits"
|
|
||||||
date_published: "2023-04-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "cost-plus deals shifted economic risk from talent to streamers while misaligning creative incentives"
|
|
||||||
- "the TV industry needs diversified small bets like venture capital not concentrated large bets because power law returns dominate"
|
|
||||||
---
|
|
||||||
# You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
archive.today Saved from https://dougshapiro.substack.com/p/you-cant-just-make-the-hits
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23 Apr 2025 17:52:16 UTC
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no other snapshots from this url
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All snapshots from host dougshapiro.substack.com
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## You Can't Just Make the Hits
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Why the TV Business Needs to Tackle Rising Risk
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DOUG SHAPIRO
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APR 17, 2023
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[Note that this essay was originally published on Medium]
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share
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download.zip
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report bug or abuse
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Share
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The image shows a black and white abstract rendering of a professional cinema camera exploding into many small cubes. The background is a gradient of dark to light gray. The camera is positioned on the left side of the image, with the explosion emanating from it.
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Midjourney, prompt: "professional cinema camera exploding, black and white, clean
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background, abstract style-ar 16:9"
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The value of any business, or any financial instrument for that matter, is a function of
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two things: growth and risk. It has a direct relationship with the former and an
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indirect relationship with the latter.
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It's widely understood that in the past year growth expectations have declined in the
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TV business. What isn't as well understood is that risk is also rising. In this essay, I
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explain why TV has become riskier, why that's putting increasing pressure on returns
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in TV and what the big media companies can do about it.
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https://archive.ph/J88sw
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1/15
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## You Can't Just Make the Hits - by Doug Shapiro
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Tl;dr:
|
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* TV and film production has always been a hit-driven business. But the model is
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riskier than ever for three compounding reasons: spending per project has gone
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up (duh); risk has shifted to content buyers from sellers; and the variance of
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returns is climbing because more value is being concentrated in fewer hits.
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* The first driver of increased risk needs little elaboration. Intuitively and
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empirically, production cost per TV series and film has climbed in recent years.
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* Second, risk has shifted to content buyers (streamers and networks) from sellers
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(talent and studios) because of business practices pioneered by Netflix and
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adopted industry-wide. These include cost-plus deal structures, massive upfront
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overall deals for top talent and straight-to-series orders.
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* Lastly, more value is concentrating in fewer hits for a variety of reasons: the
|
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dwindling middle and lengthening tail of popularity means that the biggest hits
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are relatively bigger than the average; hits are more global than ever; every hit is a
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potential franchise; and, perhaps most important in a D2C environment, hits have
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an outsized effect on subscriber acquisition (which I show with new data from
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Parrot Analytics).
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* The big media companies need to lower risk. The response so far-shifting
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resources to franchises-won't solve the problem owing to franchise
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commoditization (not “fatigue”) and the rising bargaining power of top talent.
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* The short term solution is to revert back to historical deal structures that
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appropriately share risk and reward with talent and independent studios. The long
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term, and much tougher, solution is a fundamental rethinking of the risk profile of
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video content creation.
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Thanks for reading The Mediator! Subscribe for
|
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||||||
free to receive new posts and support my work.
|
|
||||||
|
|
||||||
## Growth Expectations in TV Have Fallen
|
|
||||||
|
|
||||||
I won't belabor this point. It has become increasingly clear over the past year that
|
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||||||
streaming won't likely compensate for declining profits in traditional pay TV.
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||||||
Consumers apparently don't have an appetite for as many monthly SVOD
|
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||||||
subscriptions as once hoped; churn is much higher than many expected (with a
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|
||||||
significant proportion of subscribers regularly disconnecting and reconnecting
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||||||
depending on the content available); and content spend remains very high owing to
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||||||
both the competitive dynamic and the need to satisfy newly empowered consumers'
|
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||||||
insatiable demand for new content. To cap it off, the pressure on the traditional pay
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TV business also continues unabated, with the pace of subscriber losses picking up in
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||||||
recent quarters.
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I've written about these dynamics in several prior posts, including One Clear Casualty
|
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||||||
of the Streaming Wars: Profit (10/2020), Is Streaming a Good Business? (08/2022) and
|
|
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Media's Shift from Growth to Optimization (10/2022).
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|
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2/15
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||||||
## You Can't Just Make the Hits - by Doug Shapiro
|
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Perhaps the best way to make the point is a recent chart from SVB MoffettNathanson
|
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||||||
showing free cash flow (FCF) for the major public media companies (Figure 1). Note
|
|
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both the stark decline from peak levels (Disney achieved peak FCF of $9.9 billion in
|
|
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F2018, not shown on the chart) and the expectation that, other than Netflix, none will
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||||||
re-achieve historical levels of FCF by 2025.
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|
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||||||
Figure 1. Historical and Expected FCF for Media Conglomerates
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The image is a bar graph titled "Free Cash Flow by Company". The graph shows the free cash flow in billions of dollars for several media companies (DIS, WBD, NFLX, FOXA, PARA, AMCX) for the years FY19, FY22, and FY25E. The graph indicates a decline in free cash flow for most companies from FY19 to FY22, with projections for FY25E showing some recovery but not reaching FY19 levels for most.
|
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||||||
|
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||||||
Note: Disney FCF was ~$9.9 billion in F2018. Disney on September fiscal year, Fox on June
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fiscal year. Source: SVB MoffettNathanson.
|
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|
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The idea that free cash flow growth expectations have fallen is widely understood.
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What's less well understood is that risk has also increased.
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|
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||||||
## Risk Driver #1: Higher Cost per Project
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||||||
I won't belabor this point either. (Don't worry, there's plenty of belaboring below.) It
|
|
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tracks intuitively that spending per project in TV (and, for that matter, movies) has
|
|
||||||
climbed in recent years. The data also back that up.
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Here's a chart I showed in another recent post, Forget Peak TV, Here Comes Infinite
|
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TV (01/23).
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|
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Ten years ago, production costs for the average hour-long cable drama were about
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$3-4 million. Today it is common to see dramas exceed $15 million per episode
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(Figure 2).
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Figure 2. Many TV Series Now Exceed $15 million Per Episode in Production Costs
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3/15
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## You Can't Just Make the Hits - by Doug Shapiro
|
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||||||
|
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The image shows a bar graph titled "Highest Budget TV series per episode of all time: as of 2022". The graph shows the reported production budget in US$ millions for various TV series, including "The Rings of Power", "Stranger Things S4", "Hawkeye", "Falcon + Winter soldier", "Wandavision", "House of the Dragon", "Game of Thrones S8", "The Pacific", and "The Sandman". The budgets range from $15 million to $58 million per episode. The network or streaming service for each series is also indicated.
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Highest Budget TV series per episode of all time: as of 2022
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TV series name
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Reported production budget (US$ millions)
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Network:
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The Rings of Power 58 prime video
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Stranger Things S4 30 NETFLIX
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Hawkeye 25 Disney+
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Falcon + Winter soldier 25 Disney+
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Wandavision 25 Disney+
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House of the Dragon 20 HBOmax
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Game of Thrones S8 15 HBO
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The Pacific 20 HBOmax
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The Sandman 15 NETFLIX
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Source: Sta
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Here's
|
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an film
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n't
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t doubled.
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adjusted f
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Figure 3. T
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20 Years
|
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budget ha
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some grea
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|
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The image shows two line graphs. The first graph is titled "Median production budgets of live-action fiction feature films". The x-axis represents the release year, ranging from 2000 to 2021. The y-axis represents the reported production budget in millions of dollars. The graph shows the median production budgets fluctuating over the years, with a general upward trend. The second graph is titled "Median production budgets of live-action fiction feature films, by budget range". It contains two line graphs, one for "$50m - $100m" and another for "Over $100m". The x-axis represents the release year, ranging from 2000 to 2021. The y-axis represents the reported production budget in millions of dollars. Both graphs show the median production budgets fluctuating over the years, with a general upward trend.
|
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|
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||||||
Median production budgets of live-action fiction feature films
|
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$45
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$40
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$35
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$30
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$25
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$20
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$15
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$10
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StephenFollows.com
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$5
|
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|
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Median production budgets of live-action fiction feature films, by budget range
|
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$50m - $100m
|
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Over $100m
|
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$90
|
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$80
|
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$70
|
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$60
|
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$50
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$40
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$100
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$30
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$20
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$50
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$10
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StephenFollows.com
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S-
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S-
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2000
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2001
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2002
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2003
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2004
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2005
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2006
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2007
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2008
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2009
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Release year
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2010
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2011
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2012
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2013
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$150
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$200
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2014
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2015
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2016
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2017
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2018
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2019
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2020
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2021
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Includes all live-action fictional feature films were released in North America on home entertainment by a distributor who typically
|
|
||||||
represented theatrically distributed films outside of the pandemic, and for which a budget figure is available.
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Budgets in non-USD currencies were converted to USD at the rate in their principal production year. Figures not inflation adjusted.
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Source: Stephen Follows.
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|
|
||||||
## Risk Driver #2: Risk Has Shifted to Buyers
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|
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|
|
||||||
There has been a structural shift of risk from talent and studios to networks and
|
|
||||||
streamers over the past decade too. This is due to several changes in industry practices
|
|
||||||
pioneered by Netflix that have been adopted industry-wide in recent years.
|
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|
|
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Historically, when producing TV, studios (and, indirectly, talent) would bear relatively
|
|
||||||
high degrees of risk and retain substantial upside. (Note that sometimes studios are
|
|
||||||
independent third parties and sometimes they are owned within the same corporate
|
|
||||||
entity as the network/streaming service. For our purposes, I am making the
|
|
||||||
simplifying assumption that affiliated studios operate at arms length from their
|
|
||||||
|
|
||||||
4/15
|
|
||||||
|
|
||||||
## You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
affiliated networks/streaming services and will gloss over the distinction and just use
|
|
||||||
the word "studios.") Studios would license their shows to broadcast (and to a lesser
|
|
||||||
degree, cable) networks at a deficit, meaning that the license fees wouldn't cover
|
|
||||||
production costs. But studios retained backend rights, so they profited from any home
|
|
||||||
entertainment, international licensing or syndication revenue after the initial run.
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|
||||||
(And, depending on the contractual relationship between the studios and the show
|
|
||||||
runners/writers/actors, that upside was shared with talent.) That's how series like
|
|
||||||
Seinfeld, Friends, The Simpsons or The Big Bang Theory became billion-dollar properties
|
|
||||||
for studios and talent.
|
|
||||||
|
|
||||||
When Netflix started offering original programming in 2011, it decided to eliminate
|
|
||||||
the backend. It wanted to build its originals library to reduce reliance on licensed
|
|
||||||
content and didn't want to license those originals to third parties. It also had global
|
|
||||||
ambitions. As a result, it sought to retain rights to its originals for very long periods
|
|
||||||
(generally ten years or more after the series ends), in all territories. To secure those
|
|
||||||
rights, Netflix need a new template to compensate studios and talent. It established
|
|
||||||
several practices, all of which shift risk to networks and streamers:
|
|
||||||
|
|
||||||
* Cost-plus structures. The most fundamental shift in deal structures was toward
|
|
||||||
"cost-plus deals.” Rather than license shows at a deficit, streamers agreed to pay a
|
|
||||||
premium over cost ("cost-plus”) of generally around 20%. Under this structure, the
|
|
||||||
streamers are paying a premium for all shows, whether they succeed or not. The
|
|
||||||
flip side is that the streamer also owns the rights when a show hits, not the studio.
|
|
||||||
In practice, however, this hasn't been a great tradeoff. Because they are generally
|
|
||||||
not licensing these shows off platform, there are no more syndication/home
|
|
||||||
entertainment/international windfalls; they have capped the upside. In addition,
|
|
||||||
generally these deals have clauses that increase talent compensation and budgets
|
|
||||||
(and, therefore, the absolute dollar value of the premium, which is a percentage of
|
|
||||||
the budget) if the series extends past a certain number of seasons. Even if this isn't
|
|
||||||
contractual, the talent has substantial bargaining leverage when negotiating the
|
|
||||||
outer seasons of a hit. A good example is Stranger Things. The first season
|
|
||||||
reportedly cost $6 million per episode and season four reportedly rose to $30
|
|
||||||
million per episode. Some of the increase was higher production values and much
|
|
||||||
longer run times, but it also included significantly higher compensation for the
|
|
||||||
stars. According to Puck, for instance, Winona Ryder will make $9.5 million for
|
|
||||||
season five, up from $1 million in season one.
|
|
||||||
* Lucrative overall deals. In an overall deal, a studio secures all of a
|
|
||||||
writer/producer's output for a set period of time (usually two-three years, but
|
|
||||||
sometimes as long as five). It pays a guaranteed fee, which is then recouped to the
|
|
||||||
extent the writer/producer is successful over that period. The highest profile
|
|
||||||
recent overall deals include Ryan Murphy ($300 million from Netflix), Shonda
|
|
||||||
Rhimes (reportedly worth between $300–400 million from Netflix), Tyler Perry
|
|
||||||
($150 million annually plus an equity stake in BET+ from Paramount), Greg
|
|
||||||
Berlanti ($400 million from WarnerBros. Discovery) and JJ Abrams ($250 million
|
|
||||||
from WarnerBros. Discovery). While these are all as close as you get to household
|
|
||||||
names among showrunners, in recent years it has also become common for many
|
|
||||||
less well-known writers and producers to get overall deals. These deals are all
|
|
||||||
structured differently and the “headline” parenthetical numbers above all mean
|
|
||||||
something different. In some cases (Ryan Murphy), these headline numbers are
|
|
||||||
|
|
||||||
5/15
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
guaranteed and relatively fixed, in others (Shonda Rhimes), they are structured with lower guarantees and higher incentive payments and the totals are just rough estimates. As a generality though, they include large guaranteed payments even if projects fail and therefore represent a significant risk for streamers.
|
|
||||||
|
|
||||||
* Straight-to-series orders. Prior to Netflix's entrance into original programming, common practice in show development involved ordering a pilot episode for somewhere between ~$3–10 million for a scripted hour of TV (although some pilots have run much more than that). Network executives decided whether to greenlight a season (or, often, first half of a season) based on the quality of the pilot and, sometimes, reaction of focus groups. Far less common was the "straight-to-series” order, when a network committed to an entire season, or even several seasons, sight unseen. (An exception that proved the rule was when Disney committed to a whopping 44 episodes of Steven Spielberg's Amazing Stories in 1985. But that's Steven Spielberg.) Netflix changed that in 2011 when it ordered two full seasons to win bidding for House of Cards. Since then, straight-to-season orders have become standard practice. This shift has materially changed the risk associated with ordering a new scripted show: rather than spend $5–10 million on a pilot, now it is necessary to spend $80-100 million or more on a full season.
|
|
||||||
|
|
||||||
Rather than spend $5–10 million on a pilot, now it's necessary to spend $80–100 million or more on a full season.
|
|
||||||
|
|
||||||
# A Brief(ish) Digression: In TV, Content is King Again
|
|
||||||
|
|
||||||
The late Sumner Redstone was fond of saying "content is king." It's pithy and memorable but not categorically true. While content is arguably the most important component of the overall entertainment experience, it is only one component. Think of it this way: “Content is king” is true in the same sense that “food is king" in the restaurant business. (Service, cleanliness, ambience, location, ease of parking, etc., can all be important factors.)
|
|
||||||
|
|
||||||
Non-content elements of an entertainment experience include the UI, including ease of search and quality of recommendations; fidelity (stream quality and resolution of a TV show, graphic quality in a game, bit rate of a song); breadth of supported form factors; whether or not it is interrupted by ads; and social elements, among other things.
|
|
||||||
|
|
||||||
In TV, the relative importance of content has changed over time. We can think about this shift in three eras:
|
|
||||||
|
|
||||||
# Content is King (1980s-2008)
|
|
||||||
|
|
||||||
In the pay TV era, when Redstone first coined the phrase, content was clearly critical, because it was the only real differentiator in the TV viewing experience. Most people (~90% of households) purchased a package of cable networks through their local cable or telco operator or a national satellite provider. Everyone watched TV on a...wait for it...television, accessed all their video content through the same (usually crappy) Comcast/DirecTV/Verizon electronic program guide (EPG) and sat through 16-18
|
|
||||||
|
|
||||||
[https://archive.ph/J88sw](https://archive.ph/J88sw)
|
|
||||||
|
|
||||||
6/15
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
minutes per hour of ads. In that environment, the only differentiator in the experience of consuming TV was the program itself.
|
|
||||||
|
|
||||||
# Content is (Temporarily) Dethroned (2008–2019)
|
|
||||||
|
|
||||||
In the early streaming era, when most consumers supplemented their pay TV subscription with one or more SVOD services, the relative importance of content started to decline owing to the rise of new differentiators in the TV experience. These included ad-free vs. ad-supported; all on-demand vs. a mix of on-demand and broadcast; how many episodes or seasons were available on demand; a choice of new form factors; easy search, navigation and discovery (including personalized recommendations); and other advanced features (like playback markers that enabled users to start a show on one device and pick up on another, parental controls, etc.).
|
|
||||||
|
|
||||||
Anytime someone came home, turned on Netflix first and then decided what to watch second, he was essentially signaling that other elements of the TV viewing experience had become more important than the content itself. When I was at Turner, we had all kinds of survey data showing that people were opting to only watch ad-free shows or would check to see whether multiple seasons were stacked before starting a new series -both indications of the declining relative importance of the content itself.
|
|
||||||
|
|
||||||
# Content Returns From Exile (2019-present)
|
|
||||||
|
|
||||||
Now we're in the third era, when the relative value of content has shifted back. Netflix still has a better UI than most other streamers, but its relative competitive advantage has diminished. All streaming content (on Max, Disney+, Peacock, etc.) is now available on demand, with multiple stacked seasons and, if you're willing to pay for it, ad-free. Since the overall TV viewing experience is sufficiently similar between different streaming services, the actual programming is once again the key differentiating factor.
|
|
||||||
|
|
||||||
Now that other elements of the streaming experience are sufficiently similar, content is again the key determinant of quality.
|
|
||||||
|
|
||||||
# Risk Driver #3: More Value is Concentrated in Fewer Hits
|
|
||||||
|
|
||||||
So, while content in general has become more important and valuable, a growing proportion of that value is concentrated in fewer hits. In the language of finance, the variance of returns is increasing, and therefore risk. There are several reasons.
|
|
||||||
|
|
||||||
# Fatter Head, Longer Tail
|
|
||||||
|
|
||||||
This was the topic of my last essay, Power Laws in Culture. The main point was that, even in a world of near-infinite content, entertainment popularity distributions persistently, and in some cases increasingly, approximate power laws: a few massive hits and a very, very (very) long tail. As I described in that piece, this is an inherent feature of networks.
|
|
||||||
|
|
||||||
[https://archive.ph/J88sw](https://archive.ph/J88sw)
|
|
||||||
|
|
||||||
7/15
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
The hits in the head are becoming relatively bigger compared to the average show or movie.
|
|
||||||
|
|
||||||
As I also described (and showed empirically), with significant (or growing) consumption in the head and an ever longer tail, the middle is getting hollowed out. So, even if they are not absolutely bigger (higher absolute viewers, constant dollar box office, etc.) the hits in the head are becoming relatively larger compared to the average show or movie.
|
|
||||||
|
|
||||||
This can be seen in Figure 4, which shows the distribution of global "demand" for top Netflix series in 2018, 2020 and 2022, from Parrot Analytics. Parrot's demand metric incorporates a variety of inputs (social, fan and critic ratings, piracy, wikis, blogs, etc.) to gauge the popularity of each series and movie on each streaming service. The top chart shows the distribution for the top 250 Netflix series and the bottom zooms in on just the top 50. As shown, over time the distribution of demand is becoming even more skewed to the top hits (note how steeply the blue line drops off from the head of the curve).
|
|
||||||
|
|
||||||
Figure 4. For Netflix, the Distribution of Demand for Series is Becoming More Skewed to the Top Hits
|
|
||||||
|
|
||||||
The image shows two line graphs illustrating the distribution of total global demand among top Netflix series. The first graph displays the distribution among the top 250 series, while the second graph zooms in on the top 50 series. Each graph contains three lines representing the years 2018, 2020, and 2022. The x-axis represents the rank of the series, and the y-axis represents the percentage of total global demand. The graphs show that the distribution of demand is becoming increasingly skewed towards the top hits over time, as indicated by the steeper drop-off in the blue line (2022) compared to the other lines.
|
|
||||||
|
|
||||||
DISTRIBUTION OF TOTAL GLOBAL DEMAND AMONG TOP 250 SERIES
|
|
||||||
ON NETFLIX
|
|
||||||
2018-2020-2022
|
|
||||||
|
|
||||||
4. 0%
|
|
||||||
5. 5%
|
|
||||||
6. 0%
|
|
||||||
7. 5%
|
|
||||||
8. 0%
|
|
||||||
9. 5%
|
|
||||||
10. 0%
|
|
||||||
11. 5%
|
|
||||||
12. 0%
|
|
||||||
|
|
||||||
DISTRIBUTION OF TOTAL GLOBAL DEMAND AMONG TOP 50 SERIES ON
|
|
||||||
NETFLIX
|
|
||||||
2018-2020-2022
|
|
||||||
|
|
||||||
133
|
|
||||||
39
|
|
||||||
69
|
|
||||||
87
|
|
||||||
205
|
|
||||||
|
|
||||||
4. 0%
|
|
||||||
5. 5%
|
|
||||||
6. 0%
|
|
||||||
7. 5%
|
|
||||||
8. 0%
|
|
||||||
9. 5%
|
|
||||||
10. 0%
|
|
||||||
11. 5%
|
|
||||||
12. 0%
|
|
||||||
|
|
||||||
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
|
|
||||||
|
|
||||||
[https://archive.ph/J88sw](https://archive.ph/J88sw)
|
|
||||||
|
|
||||||
Source: Parrot Analytics, Author analysis.
|
|
||||||
|
|
||||||
# Globalization
|
|
||||||
|
|
||||||
It has long been true that domestic (U.S.) hits have been popular internationally, in part because the size of the U.S. entertainment market justified higher investment and
|
|
||||||
|
|
||||||
8/15
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
consequently better production values than anywhere else. In recent years, however, the reverse has also been true: there has been growing domestic demand for international hits. The result is that the biggest hits, both domestically and foreign-produced, increasingly have broad global appeal.
|
|
||||||
|
|
||||||
Figure 5 shows demand data from Parrot for Netflix originals in 2022, both in the U.S. and globally. As shown, of the top 40 most-demanded series both in the U.S. and around the world, 29 were on both lists. In addition, the most-demanded shows in the U.S. included many that debuted internationally, some of which are non-English language, such as Peaky Blinders, Squid Games, Dark, Narcos, Komi Can't Communicate, La Casa De Papel and The Last Kingdom.
|
|
||||||
|
|
||||||
Figure 5. There was High Degree of Overlap Among the Most-Demanded Netflix Original Series Last Year Domestically and Globally
|
|
||||||
|
|
||||||
The image is a table comparing the most-demanded Netflix original series in the United States and globally in 2022, according to Parrot Analytics. The table lists the top 40 series in each category, with overlapping titles highlighted. The key indicates that titles with no overlap are not highlighted. The table shows a significant degree of overlap between the most-demanded series in the U.S. and globally, suggesting that popular Netflix originals tend to have broad international appeal.
|
|
||||||
|
|
||||||
Domestic
|
|
||||||
Global
|
|
||||||
1 Stranger Things
|
|
||||||
Stranger Things
|
|
||||||
2 Cobra Kai
|
|
||||||
Peaky Blinders
|
|
||||||
3 The Witcher
|
|
||||||
The Witcher
|
|
||||||
4 Peaky Blinders
|
|
||||||
5 Ozark
|
|
||||||
La Casa De Papel (Money Heist)
|
|
||||||
Lucifer
|
|
||||||
Bridgerton
|
|
||||||
Ozark
|
|
||||||
Cobra Kai
|
|
||||||
6 Lucifer
|
|
||||||
7 Bridgerton
|
|
||||||
8 Marvel's Daredevil
|
|
||||||
9 Arcane
|
|
||||||
10 The Umbrella Academy
|
|
||||||
11 You
|
|
||||||
12 The Crown
|
|
||||||
13 BoJack Horseman
|
|
||||||
14 Ask The StoryBots
|
|
||||||
15 Snowpiercer (2020)
|
|
||||||
16 Squid Game
|
|
||||||
17 Black Mirror
|
|
||||||
18 Dark
|
|
||||||
19 Orange Is The New Black
|
|
||||||
20 Love Death + Robots
|
|
||||||
21 Komi Can't Communicate
|
|
||||||
22 Love
|
|
||||||
23 La Casa De Papel (Money Heist)
|
|
||||||
24 Castlevania
|
|
||||||
25 Lost In Space
|
|
||||||
26 Big Mouth
|
|
||||||
27 The Dragon Prince
|
|
||||||
28 Disenchantment
|
|
||||||
29 Narcos
|
|
||||||
30 The Last Kingdom
|
|
||||||
Arcane
|
|
||||||
Squid Game
|
|
||||||
Marvel's Daredevil
|
|
||||||
The Crown
|
|
||||||
Black Mirror
|
|
||||||
Love Death + Robots
|
|
||||||
The Queen's Gambit
|
|
||||||
The Umbrella Academy
|
|
||||||
Dark
|
|
||||||
Sex Education
|
|
||||||
Narcos
|
|
||||||
All of Us Are Dead
|
|
||||||
The Last Kingdom
|
|
||||||
Komi Can't Communicate
|
|
||||||
House Of Cards
|
|
||||||
Alice in Borderland
|
|
||||||
Emily In Paris
|
|
||||||
Snowpiercer (2020)
|
|
||||||
Formula 1: Drive To Survive
|
|
||||||
Shadow And Bone
|
|
||||||
You
|
|
||||||
Lost In Space
|
|
||||||
13 Reasons Why
|
|
||||||
31 Shadow And Bone
|
|
||||||
32 One Day At A Time
|
|
||||||
33 The Queen's Gambit
|
|
||||||
34 Longmire
|
|
||||||
35 Storybots Super Songs
|
|
||||||
36 Emily In Paris
|
|
||||||
37 Shopkins
|
|
||||||
38 Marvel's The Punisher
|
|
||||||
BoJack Horseman
|
|
||||||
Castlevania
|
|
||||||
Mindhunter
|
|
||||||
Love
|
|
||||||
Sweet Home
|
|
||||||
Orange Is The New Black
|
|
||||||
Kingdom
|
|
||||||
39 She-Ra And The Princesses Of Power Space Force
|
|
||||||
40 Grace And Frankie
|
|
||||||
Sacred Games
|
|
||||||
Key
|
|
||||||
No Overlap
|
|
||||||
|
|
||||||
Source: Parrot Analytics.
|
|
||||||
|
|
||||||
# Hits are Extensible
|
|
||||||
|
|
||||||
As I discuss below, in an bid to attract viewers who are overwhelmed by choice, studios have been allocating more resources toward developing "franchises” that revolve around familiar IP.
|
|
||||||
|
|
||||||
Clearly, IP with rich mythology-Game of Thrones, Lord of the Rings, the MCU, Harry Potter, etc. offers almost limitless opportunities for prequels, sequels, reboots and auxiliary story lines. But in recent years, the definition of franchise has broadened; anything that's considered a hit is now a potential franchise. As recent examples, Yellowstone has spawned three spinoffs, 1883, 1923 and 6666; and Amazon and Michael B. Jordan are reportedly exploring a “Creed-verse” that would include multiple film and TV projects.
|
|
||||||
|
|
||||||
[https://archive.ph/J88sw](https://archive.ph/J88sw)
|
|
||||||
|
|
||||||
Every hit is a latent franchise.
|
|
||||||
|
|
||||||
9/15
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
Plus, successful franchises can also be extended into other experiences and products, like gaming, theatrical, live events and merchandise. Netflix recently announced an animated spinoff of Stranger Things and a Stranger Things play and VR game are both expected later this year.
|
|
||||||
|
|
||||||
# Hits Disproportionately Drive Subs
|
|
||||||
|
|
||||||
Hits have always been important. In traditional ad-supported pay TV, for instance, a hit show draws more viewers- which directly increases advertising revenue-and creates a brand halo that draws viewers to other programming on a network and helps attract talent.
|
|
||||||
|
|
||||||
But hits are even more important in a direct-to-consumer environment because they have a disproportionate impact on attracting subscribers. Over the last 12–18 months, it has become evident that one of the TV industry's biggest surprises and biggest problems is high streaming churn. (See To Everything, Churn, Churn, Churn.) Attracting and retaining subscribers are streamers' top priorities and biggest challenges.
|
|
||||||
|
|
||||||
It's pretty intuitive that the biggest hits are the biggest drivers of subscriber additions. For empirical evidence, let's look at more Parrot data. In addition to tracking demand for each title, Parrot also tracks the programming that viewers watch both before and after they view each title. As a result, Parrot can estimate to what degree each series or movie attracts new subscribers (i.e., the preceding title viewed is on a different streaming service) or helps retain subscribers (i.e., the preceding title viewed is on the same streaming service).
|
|
||||||
|
|
||||||
Figure 6 shows the proportion of both demand and gross adds represented by the top 10 titles on Apple TV+, Amazon Prime Video, Disney+, HBO Max, Hulu, Paramount+, Peacock and Netflix in 1Q23. As shown, these titles represented a large portion of demand (10-50%) and a much larger proportion of gross additions (50–80%).
|
|
||||||
|
|
||||||
Figure 6. The Vast Majority of Gross Adds are Tied to the Top 10 Titles
|
|
||||||
|
|
||||||
The image is a bar graph comparing the share of gross adds and share of demand derived from the top 10 exclusive titles on various streaming platforms in the U.S. during the first quarter of 2023. The x-axis lists the streaming platforms: Amazon Prime Video, Apple TV+, Disney+, HBO Max, Hulu, Netflix, Paramount+, and Peacock. The y-axis represents the percentage, ranging from 0% to 100%. For each platform, there are two bars: one representing the share of gross adds and the other representing the share of demand. The graph shows that the top 10 exclusive titles generally account for a larger proportion of gross adds than of demand across all platforms, indicating that these titles are more effective at attracting new subscribers than reflecting overall viewer interest.
|
|
||||||
|
|
||||||
PROPORTION OF DEMAND AND GROSS ADDS
|
|
||||||
DERIVED FROM TOP 10 EXCLUSIVE TITLES IN
|
|
||||||
1Q23, U.S.
|
|
||||||
Share of Gross Adds
|
|
||||||
Share of Demand
|
|
||||||
|
|
||||||
100%
|
|
||||||
90%
|
|
||||||
80%
|
|
||||||
70%
|
|
||||||
60%
|
|
||||||
50%
|
|
||||||
40%
|
|
||||||
30%
|
|
||||||
20%
|
|
||||||
10%
|
|
||||||
0%
|
|
||||||
|
|
||||||
Amazon Prime Apple TV+ Disney+
|
|
||||||
Video
|
|
||||||
HBO Max
|
|
||||||
Hulu
|
|
||||||
Netflix
|
|
||||||
Paramount+ Peacock
|
|
||||||
|
|
||||||
Source: Parrot Analytics.
|
|
||||||
|
|
||||||
# The TV Business Needs to Reduce Risk
|
|
||||||
|
|
||||||
[https://archive.ph/J88sw](https://archive.ph/J88sw)
|
|
||||||
|
|
||||||
10/15
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
As mentioned at the beginning, the value of any business or financial instrument is a
|
|
||||||
function of growth and risk (of cash flows). There is a direct relationship for the former
|
|
||||||
and an indirect relationship for the latter. When risk goes up, value goes down. For
|
|
||||||
liquid public securities, like stocks or public debt, prices immediately fall when
|
|
||||||
perceived risk rises. Anyone who has ever done a discounted cash flow analysis knows
|
|
||||||
that the net present value of a company is highly sensitive to the debt and equity risk
|
|
||||||
premia embedded in the weighted average cost of capital. In other words, risk matters.
|
|
||||||
A lot.
|
|
||||||
|
|
||||||
Mitigating risk is just as important as reinvigorating growth.
|
|
||||||
|
|
||||||
The big media companies have recently taken several steps to boost growth, like price
|
|
||||||
increases (from Netflix and Disney), new ad-supported tiers (also Netflix and Disney),
|
|
||||||
some signs of moderation in the pace of content spend, a crackdown on password
|
|
||||||
sharing (Netflix), combination of subscale services to bolster subscriber growth (the
|
|
||||||
combination of Paramount+ with Showtime and HBO Max with Discovery+). But
|
|
||||||
rising risk is also putting increasing pressure on returns. Mitigating risk is just as
|
|
||||||
urgent as reinvigorating growth.
|
|
||||||
|
|
||||||
A Shift to Franchises Won't Work
|
|
||||||
|
|
||||||
Big media's initial attempts at risk mitigation have included allocating more
|
|
||||||
development spend to franchises, as mentioned before. As documented in this great
|
|
||||||
article, a growing proportion of hit movies and TV shows (as well as other media) are
|
|
||||||
derivative content (prequels, sequels, reboots, etc.). Ampere Analysis also found that
|
|
||||||
64% of SVOD originals in 1H22 were based on pre-existing IP. But allocating more
|
|
||||||
resources to franchises probably won't meaningfully change the risk profile for a
|
|
||||||
couple of reasons:
|
|
||||||
|
|
||||||
Franchise commoditization. Many observers bemoan the growing prevalence of
|
|
||||||
franchises and the concept of “franchise fatigue" periodically rears its head, especially
|
|
||||||
whenever there is a string of unsuccessful franchise extensions (such as recently
|
|
||||||
occurred at Disney, with disappointing results for Andor, The Mandalorian season three
|
|
||||||
and Ant-Man and the Wasp: Quantumania). Whether franchise fatigue is a valid concern
|
|
||||||
is an open question. For every Ant-Man disappointment there is a hit like John Wick 4
|
|
||||||
around the corner. The implication is that people want quality entertainment,
|
|
||||||
franchise or not. The bigger issue is not fatigue, however, it is commoditization. The
|
|
||||||
premise behind increased allocation of development towards franchises is that, in a
|
|
||||||
crowded marketplace, familiar IP attracts viewers and moviegoers. The problem is
|
|
||||||
that everyone is pursuing the same strategy. It may not be a race to the bottom, but it
|
|
||||||
is a race to the familiar. When everything is a franchise, franchises no longer stand out.
|
|
||||||
|
|
||||||
Franchise fatigue isn't the issue; franchise commoditization is the issue.
|
|
||||||
|
|
||||||
High degree of talent bargaining leverage. The other challenge with franchises is that
|
|
||||||
talent often has substantial bargaining power when negotiating franchise extensions.
|
|
||||||
|
|
||||||
https://archive.ph/J88sw
|
|
||||||
|
|
||||||
## 11/15
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
The lead actors for Batman and James Bond may be (somewhat) fungible, since these
|
|
||||||
franchises have swapped actors many times. Other are non-negotiable, like Tom
|
|
||||||
Cruise in Mission Impossible 7 or Top Gun: Maverick, Daniel Craig in Knives Out, Vin
|
|
||||||
Diesel in Fast X, the cast of Stranger Things or Taylor Sheridan (showrunner of
|
|
||||||
Yellowstone and its spinoffs). These stars (and their agents) are well aware that their
|
|
||||||
involvement is critical or sometimes required for a sequel/prequel/reboot to proceed
|
|
||||||
and can extract huge upfront payments and profit participations as a result.
|
|
||||||
|
|
||||||
Given the talent costs, "low-risk” franchises aren't really low risk.
|
|
||||||
|
|
||||||
A Short-Term Approach: Share Risk with Talent
|
|
||||||
|
|
||||||
So, if franchises aren't the solution, what is? The most obvious short run solution is a
|
|
||||||
reversion back to historical deal structures that transfer more risk (and potential
|
|
||||||
reward) to talent and studios. This includes a reduction in overall talent deals (or at
|
|
||||||
least tying them more closely to success) and straight-to-series orders. There are signs
|
|
||||||
this is happening. In fact, Netflix recently reportedly ordered its first pilot ever.
|
|
||||||
|
|
||||||
The biggest change would be a shift away from cost-plus deals to better align
|
|
||||||
producers' and distributors' interests. Netflix has taken an initial step in this direction
|
|
||||||
and is reportedly trying to move premiums to flat rate fees, rather than percentage
|
|
||||||
premiums. A full step would entail lower premiums, and possibly even deficits, in
|
|
||||||
exchange for re-instituting backend participation.
|
|
||||||
|
|
||||||
The challenge here, of course, is that it's difficult to provide backend incentives when
|
|
||||||
most streamers have been reluctant to license to third parties and there still is no
|
|
||||||
backend. One option is to create a “synthetic” backend formula (based on viewership
|
|
||||||
and perhaps other metrics) to calculate and share backend value with talent. Given the
|
|
||||||
pressure on the business and the growing evidence that the full value of content is not
|
|
||||||
being realized when constrained to only one window (i.e., SVOD), it is also
|
|
||||||
increasingly likely that streamers ultimately re-embrace licensing (see Media's Shift
|
|
||||||
from Growth to Optimization).
|
|
||||||
|
|
||||||
Netflix hasn't done this yet, but there is growing willingness from the traditional
|
|
||||||
media companies. WarnerBros. Discovery has been vocal about its openness to
|
|
||||||
licensing and recently struck a deal to license content to Roku and Tubi. At a recent
|
|
||||||
investor conference Disney CEO Bob Iger also said that the company was re-
|
|
||||||
evaluating making content for third parties. As a possible early indication of this, last
|
|
||||||
month Netflix announced that Arrested Development, which is owned by Disney and
|
|
||||||
was originally slated to leave the service, will stay on after all.
|
|
||||||
|
|
||||||
A Long-Term Approach: Fundamentally Rethink “Portfolio
|
|
||||||
Construction" in TV
|
|
||||||
|
|
||||||
The industry could conceivably reverse some of the disadvantageous deal structures
|
|
||||||
that it has adopted in recent years (risk driver #2). But what can it do about structurally
|
|
||||||
higher variance of returns (risk driver #3)?
|
|
||||||
|
|
||||||
Throughout this essay, I've touched on a few financial topics, like risk and variance.
|
|
||||||
Let's turn to another one: diversification. When professional investors construct a
|
|
||||||
|
|
||||||
https://archive.ph/J88sw
|
|
||||||
|
|
||||||
## 12/15
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
portfolio, they don't just care about the expected returns, they care about the expected
|
|
||||||
returns per unit of risk, or risk adjusted returns. (The intuition here is that you'd much
|
|
||||||
rather invest in a portfolio with 20% expected upside and 10% potential downside than
|
|
||||||
20% expected upside and 50% potential downside.) Modern Portfolio Theory (MPT)
|
|
||||||
(which is not so modern, since it was formulated in 1952) dictates that the way to
|
|
||||||
reduce the risk of a portfolio is by adding low correlation investments.
|
|
||||||
|
|
||||||
Under MPT, the higher the average variance of the investments in a portfolio, the
|
|
||||||
more low correlation investments you need to produce a given level of risk. This is
|
|
||||||
why, for instance, a private equity fund (which tends to buy relatively stable, cash
|
|
||||||
flowing businesses) might construct a portfolio with 10-15 investments, while a
|
|
||||||
venture capital fund (which invests in much higher risk, earlier stage companies, about
|
|
||||||
half of which usually fail) invests in 20-40 companies, or more.
|
|
||||||
|
|
||||||
The TV business needs to think more VC, less PE.
|
|
||||||
|
|
||||||
To bring it back to TV, to lower risk, the TV industry needs to think more VC, less PE:
|
|
||||||
it needs a more diversified approach. The implication is that the studio of the future
|
|
||||||
should look much different than the studio of today. Here's a rough sketch of what that
|
|
||||||
might mean:
|
|
||||||
|
|
||||||
* More shots on goal at much lower cost, facilitated by new technologies. In light
|
|
||||||
of the increasingly skewed return distributions of content, studios need to take
|
|
||||||
many more shots on goal, at much lower cost. Fortunately, as I discussed a few
|
|
||||||
months ago (Forget Peak TV, Here Comes Infinite TV), this will become
|
|
||||||
increasingly feasible over the next several years as AI-enhanced and assisted
|
|
||||||
production tools evolve and proliferate. Within the relatively near term, it should
|
|
||||||
be possible for smaller creative teams to make very high quality content with
|
|
||||||
significantly smaller budgets and shorter time frames. History dictates that the
|
|
||||||
performance curve will improve very quickly from there. Over the longer term (5+
|
|
||||||
years), will it be possible to make high quality content for an order of magnitude
|
|
||||||
less, or even more? When you consider that the technological gating factors are
|
|
||||||
the sophistication of algorithms, size of datasets and compute power, the answer
|
|
||||||
is probably yes. For some vivid examples of what these technologies can already
|
|
||||||
do, check out this running Twitter thread:
|
|
||||||
|
|
||||||
* Social as a development tool, not a marketing tool. Today, studios view social
|
|
||||||
networking as a marketing tool to be leveraged once a show is deep in
|
|
||||||
development or in the can. In the future, however, it will make sense to seed pilots
|
|
||||||
onto "the network" (YouTube, TikTok, etc.) to see which ideas surface and which
|
|
||||||
don't-and then develop the successful concepts and discontinue those that fail to
|
|
||||||
attract attention.
|
|
||||||
|
|
||||||
* Better alignment between talent and streamer. Another way to enable more shots
|
|
||||||
on goal is a much more equitable sharing of risk and reward with talent. As
|
|
||||||
described above, today development is incredibly expensive and risky,
|
|
||||||
necessitating that the streamers (with millions of subscribers and billions of
|
|
||||||
dollars of revenue) shoulder most of the risk and retain most of the reward. If the
|
|
||||||
|
|
||||||
https://archive.ph/J88sw
|
|
||||||
|
|
||||||
## 13/15
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
You Can't Just Make the Hits - by Doug Shapiro
|
|
||||||
|
|
||||||
cost of development plummeted, however, this would no longer be necessary. With
|
|
||||||
much lower development costs, it would probably be advantageous to share rights
|
|
||||||
(and therefore profits) much more equally with creatives to incent them to create
|
|
||||||
the best possible product at the lowest possible cost.
|
|
||||||
|
|
||||||
* Creatives and technologists on an equal footing. In a studio today, there is a very
|
|
||||||
clear hierarchy. Creatives (or the development executives who nurture the
|
|
||||||
relationships with creatives) get the corner office and technologists lurk in the
|
|
||||||
basement pining away for a little sun. In the modern (or post-modern) studio,
|
|
||||||
creatives and technologists would have more equal status. Staying on top of fast-
|
|
||||||
moving technology will be almost as critical as producing the most compelling
|
|
||||||
content.
|
|
||||||
|
|
||||||
Easy to Say, Hard to Do
|
|
||||||
|
|
||||||
As with many of the things I've written recently, the main point is that the TV and
|
|
||||||
film businesses have reached an inflection point and many of the old rules will
|
|
||||||
(eventually) need to at least re-evaluated, if not torn up and re-written.
|
|
||||||
|
|
||||||
That's easy for me to say, of course, but it will be extraordinarily hard to do. The major
|
|
||||||
media companies are part of a large and complex creative ecosystem of talent (both the
|
|
||||||
highly successful and those struggling to make a living), guilds, trades and agencies.
|
|
||||||
(As just one topical example, it is worth noting that in its pending contract
|
|
||||||
renegotiation, the Writers' Guild of America (WGA) is reportedly seeking to constrain
|
|
||||||
studios' ability to use AI.)
|
|
||||||
|
|
||||||
There are many disparate and often conflicting vested interests in Hollywood,
|
|
||||||
sometimes with cinematically-large egos, and getting them all to march in time will be
|
|
||||||
an enormous challenge. But progressive executives will have to try.
|
|
||||||
|
|
||||||
Subscribe to The Mediator
|
|
||||||
By Doug Shapiro
|
|
||||||
|
|
||||||
The Mediator is (mostly) about the long term structural changes in the media industry and the business,
|
|
||||||
cultural, and societal implications of those shifts. I write it to get closer to the frontier.
|
|
||||||
|
|
||||||
By subscribing, I agree to Substack's Terms of Use, and acknowledge
|
|
||||||
its Information Collection Notice and Privacy Policy.
|
|
||||||
|
|
||||||
[Previous](None)
|
|
||||||
|
|
||||||
Discussion about this post
|
|
||||||
|
|
||||||
Comments Restacks
|
|
||||||
|
|
||||||
[Share](None)
|
|
||||||
|
|
||||||
[Next →](None)
|
|
||||||
|
|
||||||
https://archive.ph/J88sw
|
|
||||||
|
|
||||||
## 14/15
|
|
||||||
|
|
@ -1,802 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "article"
|
|
||||||
title: "To Everything Churn Churn Churn"
|
|
||||||
author: "Doug Shapiro"
|
|
||||||
url: "https://dougshapiro.substack.com/p/to-everything-churn-churn-churn"
|
|
||||||
date_published: "2023-05-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "streaming churn may be permanently uneconomic because maintenance marketing consumes up to half of average revenue per user"
|
|
||||||
---
|
|
||||||
# 4/23/25, 7:38 PM To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
archive.today Saved from https://dougshapiro.substack.com/p/to-everything-churn-churn-churn
|
|
||||||
search
|
|
||||||
no other snapshots from this url
|
|
||||||
webpage capture
|
|
||||||
All snapshots from host dougshapiro.substack.com
|
|
||||||
Webpage
|
|
||||||
Screenshot
|
|
||||||
https://archive.ph/dP22g
|
|
||||||
|
|
||||||
# To Everything, Churn, Churn, Churn
|
|
||||||
How Churn Became Streaming TV's Biggest Surprise and Biggest Problem
|
|
||||||
|
|
||||||
DOUG SHAPIRO
|
|
||||||
NOV 18, 2022
|
|
||||||
|
|
||||||
[Note that this essay was originally published on Medium]
|
|
||||||
|
|
||||||
share
|
|
||||||
download.zip
|
|
||||||
report bug or abuse
|
|
||||||
Share
|
|
||||||
|
|
||||||
The image shows a clock face with the words "TIME TO STOP CHURN" written across it. The clock hands are positioned to suggest a sense of urgency. The source is attributed to Adobe.
|
|
||||||
|
|
||||||
In recent months it's become clear that the streaming business is tougher than a lot of
|
|
||||||
people thought. (For a sense of how thinking about streaming profitability has evolved,
|
|
||||||
see One Clear Casualty of the Streaming Wars: Profit, Is Streaming a Good Business?
|
|
||||||
and Media's Shift from Growth to Optimization.)
|
|
||||||
|
|
||||||
One of the main culprits is churn. It is much higher than many expected, it's going up
|
|
||||||
(Figure 1) and it might not be easy to tame. Although none of the streamers disclose it,
|
|
||||||
churn may be the industry's biggest problem.
|
|
||||||
|
|
||||||
For this essay, the good people at leading subscriber analytics provider Antenna gave
|
|
||||||
me data to dig deeper into churn. Below, I discuss why churn is so critical to
|
|
||||||
profitability; why it caught the industry by surprise; whether churn is becoming an
|
|
||||||
ingrained consumer behavior; and what the streamers can do about it.
|
|
||||||
|
|
||||||
Tl;dr:
|
|
||||||
|
|
||||||
## 1/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
* How important is churn? Stubbornly high churn could render streaming
|
|
||||||
permanently unprofitable for some streamers-even at scale.
|
|
||||||
* That's because high churn both lowers the equilibrium subscriber base and
|
|
||||||
increases maintenance marketing costs. For some streamers, maintenance
|
|
||||||
marketing (or churn replacement) may chew up 1/2 of ARPU.
|
|
||||||
* The ease of churn may also undermine the industry's collective efforts to improve
|
|
||||||
profitability. Raising prices and moderating the pace of content spend will be
|
|
||||||
pushing on a string if consumers respond by churning even faster.
|
|
||||||
* It challenges longstanding industry practices too. For instance, many sports rights
|
|
||||||
contracts are predicated on generating affiliate fee surcharges all year, for content
|
|
||||||
that is only on for weeks or months.
|
|
||||||
* The problem is urgent. A growing proportion of consumers are apparently
|
|
||||||
becoming habituated to churning, depending on what content is available.
|
|
||||||
* As evidence, below I show previously unpublished data from Antenna on the 12-
|
|
||||||
month "resubscribe" rate (people who resubscribe after having canceled within
|
|
||||||
the prior year). For Netflix, in recent months over 40% of its gross additions are
|
|
||||||
"resubscribers” who had canceled within the prior year. For Disney+, HBO Max
|
|
||||||
and Hulu, about 30% of gross adds each month are resubscribers.
|
|
||||||
* What can the industry do? I discuss the importance of bundles (including the
|
|
||||||
distinction between “good” and “bad” bundles); annual pricing plans; tailoring
|
|
||||||
content strategy and scheduling around churn mitigation; and the potential
|
|
||||||
benefits of loyalty and rewards programs.
|
|
||||||
* Churn is pressuring streaming economics in a way that many didn't expect. The
|
|
||||||
industry needs to adapt business models and practices specifically intended to
|
|
||||||
combat it.
|
|
||||||
|
|
||||||
Thanks for reading The Mediator! Subscribe for
|
|
||||||
free to receive new posts and support my work.
|
|
||||||
|
|
||||||
Figure 1. Streaming Churn Has Been Rising Recently
|
|
||||||
|
|
||||||
The image is a line graph showing the active monthly churn rate for streaming services over time. The x-axis represents time, starting from January 2020 and ending in January 2023. The y-axis represents the active monthly churn rate, ranging from 0% to 8%. The graph shows an upward trend in churn rate over the period.
|
|
||||||
|
|
||||||
Note: Subscriber-weighted average of Apple TV+, Discovery+, Disney+, HBO Max, Hulu
|
|
||||||
(SVOD), Netflix, Paramount+, Peacock, Showtime and Starz. US only; excludes Free Tiers,
|
|
||||||
|
|
||||||
## 2/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
MVPD & Telco Distribution, and select Bundles. Source: Antenna.
|
|
||||||
|
|
||||||
# Why Churn is Such a Big Deal
|
|
||||||
|
|
||||||
What follows is a bunch of words and charts. But I don't want to bury the lede:
|
|
||||||
stubbornly high churn may render streaming permanently unprofitable for some
|
|
||||||
streamers, even at scale. Although streaming is currently unprofitable for the big
|
|
||||||
media companies, most expect it will become profitable as the business matures. If
|
|
||||||
churn stays high this may prove wrong.
|
|
||||||
|
|
||||||
Stubbornly high churn may render streaming permanently unprofitable for some streamers.
|
|
||||||
|
|
||||||
What is churn? There is no standard definition, but “churn rate” is usually defined as
|
|
||||||
the proportion of subscribers that disconnect per month. Antenna defines it as
|
|
||||||
"cancels in a given month divided by subscribers at the end of the previous month.”
|
|
||||||
|
|
||||||
Figure 2 shows reported churn rates for a handful of companies that disclose churn
|
|
||||||
publicly. Notably, none of the major streamers do, even though it is critically
|
|
||||||
important.
|
|
||||||
|
|
||||||
Figure 2. Selected Publicly-Disclosed Churn Rates
|
|
||||||
|
|
||||||
The image is a bar graph showing selected recent monthly churn rates for various companies. The x-axis lists the companies: Spotify, SiriusXM, Verizon Wireless, DISH, and Peloton. The y-axis represents the churn rate, ranging from 0% to 4.5%. Spotify has the highest churn rate at 3.9%, while Peloton has the lowest at 1.1%.
|
|
||||||
|
|
||||||
Note: Spotify from June 2022 Investor Day, others from recent quarterly report. Source:
|
|
||||||
Company reports.
|
|
||||||
|
|
||||||
# Churn May Undermine Industry Efforts to Improve Profitability
|
|
||||||
|
|
||||||
Lately, the industry has taken collective (albeit uncoordinated) steps to improve
|
|
||||||
streaming profitability. This includes price increases, introducing advertising and
|
|
||||||
some signs of a moderation in the growth of content spend.
|
|
||||||
|
|
||||||
In the traditional pay TV business, consumers had little choice or recourse when
|
|
||||||
distributors jammed more networks into the bundle and raised prices or ad loads went
|
|
||||||
up. The ease of churning, however, gives consumers the power to undermine these
|
|
||||||
|
|
||||||
## 3/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
efforts. If price increases and fewer new big budget shows just result in even higher
|
|
||||||
churn, the industry may end up pushing on a string.
|
|
||||||
|
|
||||||
The industry may collectively agree it wants to be more profitable, but consumers may
|
|
||||||
not oblige.
|
|
||||||
|
|
||||||
# All Else Equal, Higher Churn Means a Lower Sub Base
|
|
||||||
|
|
||||||
All things equal, higher churn means fewer subs. This point might seem obvious, but I
|
|
||||||
think it's helpful to discuss the math.
|
|
||||||
|
|
||||||
Figure 3. Netflix U.S. Subscriber Base
|
|
||||||
|
|
||||||
The image is a line graph showing Netflix's U.S. subscriber base over time. The x-axis represents the years from 2012 to 2021. The y-axis represents the number of subscribers in millions. The graph shows a steady increase in subscribers over the years.
|
|
||||||
|
|
||||||
Note: Netflix reported U.S. subscriber data until 3Q19 and now reports U.S. and Canada
|
|
||||||
together (UCAN). Figures from 2019 on assume U.S. represents about 90% of UCAN totals.
|
|
||||||
Source: Company reports, Author estimates.
|
|
||||||
|
|
||||||
I'll use Netflix to illustrate. As shown in Figure 3, assuming that around 90% of
|
|
||||||
Netflix's reported U.S. and Canada (UCAN) subs are in the U.S., Netflix has grown its
|
|
||||||
U.S. sub base at a healthy clip over the past decade or so, from around 25 million
|
|
||||||
subscribers in 2012 to around 67 million by the end of 2021.
|
|
||||||
|
|
||||||
So, we have a decent estimate of net additions each year. To state the obvious,
|
|
||||||
however, annual net additions are a function of gross additions less disconnects (or
|
|
||||||
cancels, or churn, whatever you want to call it). The industry's practice of only
|
|
||||||
reporting total subscribers masks the enormous amount of gross connect and
|
|
||||||
disconnect activity that is constantly occurring.
|
|
||||||
|
|
||||||
The industry's practice of only reporting total subscribers makes it easy to forget that there is
|
|
||||||
tremendous connect and disconnect activity going on under the surface.
|
|
||||||
|
|
||||||
## 4/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
But we can estimate the gross additions and disconnects too. Let's start with churn.
|
|
||||||
Netflix has not reported a monthly churn rate since 2011, when it was 4.9%. Antenna
|
|
||||||
estimates that Netflix's domestic churn rate was 1.9% and 2.0% in 2020 and 2021,
|
|
||||||
respectively, and has popped up to 3.3% so far in 2022. Assuming a relatively steady
|
|
||||||
rate of decline between 2011 and 2020, the time series of Netflix's domestic churn rate
|
|
||||||
would look something like Figure 4.
|
|
||||||
|
|
||||||
Figure 4. Netflix's U.S. Churn Rate Has Been Trending Down for Years, But Has Picked Up
|
|
||||||
Lately
|
|
||||||
|
|
||||||
The image is a line graph showing Netflix's average monthly churn rate in the U.S. over time. The x-axis represents the years from 2011 to 2022YTD (Year-to-Date). The y-axis represents the churn rate as a percentage, ranging from 0.0% to 6.0%. The graph shows a decreasing trend in churn rate from 2011 to 2020, followed by an increase in 2021 and 2022.
|
|
||||||
|
|
||||||
Note: Netflix last reported churn in 2011. Figures for 2020 on are Antenna estimates. Source:
|
|
||||||
Company reports, Antenna, Author estimates.
|
|
||||||
|
|
||||||
With estimates of net additions and churn rate in hand, we can now estimate Netflix's
|
|
||||||
gross additions and disconnects each year (Figure 5).
|
|
||||||
|
|
||||||
Figure 5. Netflix Gross Additions Have Been Bouncing Around 18 million for Years
|
|
||||||
|
|
||||||
The image is a bar graph showing Netflix's gross additions, churn, and net additions in the U.S. over time. The x-axis represents the years from 2012 to 2021. The y-axis represents the number of subscribers in millions, ranging from -20 to 25. The graph shows that gross additions have been relatively stable over the years, while churn has fluctuated. Net additions are the difference between gross additions and churn.
|
|
||||||
|
|
||||||
## 5/19
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
Source: Company reports, Author estimates.
|
|
||||||
|
|
||||||
An important observation from Figure 5 is that Netflix's domestic gross additions were relatively steady between 2013–2021, at about 17-18 million per year. Why is this important? Because once both gross adds and churn rate stabilize, that will dictate where the sub base stops growing-i.e., the size of the equilibrium subscriber base-even years in advance.
|
|
||||||
|
|
||||||
Once both gross adds and churn for a service stabilize, it is possible to predict the equilibrium size of its subscriber base, years in advance.
|
|
||||||
|
|
||||||
The reason for this is that if the churn rate is steady, the aggregate number of disconnects will grow proportionately as the subscriber base grows. If the number of gross adds is also steady, then at some point the subscriber base will be big enough that the churn on this base completely offsets the gross additions. That's when the sub base will stop growing.
|
|
||||||
|
|
||||||
This is shown in Figure 6. For example, if you had known in 2013 that Netflix gross additions would stabilize at around 18 million per year and the churn rate would settle out around, say, 2.2% monthly (or roughly 26% annually), then you could've predicted almost a decade ago that Netflix's domestic sub base would hit equilibrium at about 68 million subscribers.
|
|
||||||
|
|
||||||
So, this chart illustrates one reason churn is so important: all else equal, a higher churn rate means a lower equilibrium subscriber base.
|
|
||||||
|
|
||||||
Figure 6. The Higher the Churn, the Lower the Equilibrium Sub Base
|
|
||||||
|
|
||||||
The image is a table titled "Figure 6. The Higher the Churn, the Lower the Equilibrium Sub Base". The table shows the relationship between churn rate and equilibrium subscriber base, given a constant gross adds of 18 million. As the churn rate increases from 2.0% to 2.5% monthly, the equilibrium subscriber base decreases from 75.0 million to 60.0 million.
|
|
||||||
|
|
||||||
(figures in millions, except churn)
|
|
||||||
Gross Adds 18
|
|
||||||
Churn (monthly) 2.0% 2.2% 2.5%
|
|
||||||
Churn (annual) 24.0% 26.4% 30.0%
|
|
||||||
Equilibrium Subscriber Base (Gross Adds / Annual Churn Rate) 75.0 68.2 60.0
|
|
||||||
Source: Math
|
|
||||||
|
|
||||||
Here's another way to think about it. For years, Netflix has talked about a 60-90 million subscriber total addressable market (TAM) in the U.S. As shown in Figure 5 above, I estimate that while Netflix added about 1 million subscribers in the U.S. last year, it had about 17 million gross adds and 16 million disconnects. Assuming that all of these 16 million households were unique (i.e., no Netflix household disconnected and signed up more than once in the year, which is probably somewhat unrealistic), that would mean 83 million unique households were Netflix subscribers at some point in 2021-pretty close to the top end of the TAM range.
|
|
||||||
|
|
||||||
Including annual disconnects, Netflix is already at the top end of its projected TAM.
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
6/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
Churn Is Very Expensive
|
|
||||||
|
|
||||||
All that connect and disconnect activity also lower returns and margins.
|
|
||||||
|
|
||||||
Mathematically, the inverse of the churn rate is the average amount of time that a customer sticks around, or “customer life” (average customer life = 1/churn rate). For instance, for a service with 2% monthly churn, the average customer life is 1/.02 = 50 months. To see why this is true, you can take a spreadsheet, start with 100 customers and reduce them by 2% each month. Although you would never fully deplete the sub base (something, something Zeno's paradox), you would see that the weighted average customer lifetime converges on 50 months in the limit (Figure 7). Or see here for a mathematical proof.
|
|
||||||
|
|
||||||
Figure 7. Churn Determines Customer Life
|
|
||||||
|
|
||||||
Churn Rate (Monthly) 2.0%
|
|
||||||
1/(Churn Rate) 50.0
|
|
||||||
OR....
|
|
||||||
|
|
||||||
The image is a table titled "Figure 7. Churn Determines Customer Life". The table shows how churn rate determines customer life. The table starts with 100 subscribers and reduces them by 2% each month. The weighted average customer lifetime converges on 50 months.
|
|
||||||
|
|
||||||
| A | B | C | D | A*D |
|
|
||||||
| :---- | :----- | :---------------- | :------------------------------ | :------------------- |
|
|
||||||
| Month | Subs | Churn/Disconnects | % of Beginning Subs Disconnected | Sub-Weighted Life (Months) |
|
|
||||||
| 0 | 100.0 | | | |
|
|
||||||
| 1 | 98.0 | 2.0 | 2.0% | 0.020 |
|
|
||||||
| 2 | 96.0 | 2.0 | 2.0% | 0.039 |
|
|
||||||
| 3 | 94.1 | 1.9 | 1.9% | 0.058 |
|
|
||||||
| 4 | 92.2 | 1.9 | 1.9% | 0.075 |
|
|
||||||
| 5 | 90.4 | 1.8 | 1.8% | 0.092 |
|
|
||||||
| 6 | 88.6 | 1.8 | 1.8% | 0.108 |
|
|
||||||
| 7 | 86.8 | 1.8 | 1.8% | 0.124 |
|
|
||||||
| 8 | 85.1 | 1.7 | 1.7% | 0.139 |
|
|
||||||
| 9 | 83.4 | 1.7 | 1.7% | 0.153 |
|
|
||||||
| 495 | 0.0045 | 0.0001 | 0.00009% | 0.0005 |
|
|
||||||
| 496 | 0.0044 | 0.0001 | 0.00009% | 0.0005 |
|
|
||||||
| 497 | 0.0044 | 0.0001 | 0.00009% | 0.0004 |
|
|
||||||
| 498 | 0.0043 | 0.0001 | 0.00009% | 0.0004 |
|
|
||||||
| 499 | 0.0042 | 0.0001 | 0.00009% | 0.0004 |
|
|
||||||
| 500 | 0.0041 | 0.0001 | 0.00008% | 0.0004 |
|
|
||||||
| Total | | 100.0 | | 50.0 |
|
|
||||||
|
|
||||||
Source: Math.
|
|
||||||
|
|
||||||
Figure 8. On Average, Streaming TV Subs Don't Stick Around Long
|
|
||||||
|
|
||||||
The image is a line graph titled "Figure 8. On Average, Streaming TV Subs Don't Stick Around Long". The graph shows the active monthly churn rate for various streaming TV services from January 2022 to September 2022. The graph also shows the average churn and average customer lifetime for each service. The services with the highest churn rates are Showtime and Paramount+, while the services with the lowest churn rates are Netflix and Disney+.
|
|
||||||
|
|
||||||
Note: US only; excludes Free Tiers, MVPD & Telco Distribution, and select Bundles. Source: Antenna, Author estimates.
|
|
||||||
|
|
||||||
Figure 8 shows Antenna's churn estimates for each of the primary premium SVOD services so far in 2022 and the implied average customer life for each. On average,
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
7/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
most streaming subs don't stick around long-for most services it is somewhere between one and two years.
|
|
||||||
|
|
||||||
For anyone who has ever done a CAC/LTV (customer acquisition cost/customer lifetime value) calculation, it is self evident that, again all things equal, a shorter life reduces the ROI of acquiring a customer.
|
|
||||||
|
|
||||||
Another way of assessing the cost of churn is to evaluate its impact on steady-state subscriber unit economics. One can think of the monthly amortization of the SAC over the life of the subscriber as maintenance marketing costs.
|
|
||||||
|
|
||||||
Again, Netflix is a good example. Netflix no longer breaks out its expenses by region, but assuming that its marketing expenses are distributed among its regions roughly pro rata with revenue contribution and using Antenna's churn data, I estimate that Netflix's SAC in UCAN was about $40 per gross addition through the first nine months of 2022 (Figure 9).
|
|
||||||
|
|
||||||
Figure 9. Netflix's SAC in UCAN was About $40 Through the First Nine Months of 2022, or A Little Over $1 Per Sub in Monthly Amortization
|
|
||||||
|
|
||||||
The image is a table titled "Figure 9. Netflix's SAC in UCAN was About $40 Through the First Nine Months of 2022, or A Little Over $1 Per Sub in Monthly Amortization". The table shows the calculation of Netflix's subscriber acquisition cost (SAC) in UCAN (United States and Canada) for the first nine months of 2022. The SAC is estimated to be $37 per gross addition, or $1.22 per sub in monthly amortization.
|
|
||||||
|
|
||||||
| | Nine Months Ended September 30, |
|
|
||||||
| :------------------------------------- | :------------------------------ |
|
|
||||||
| UCAN Subscribers BOP (12/31/2021) | 75,215 |
|
|
||||||
| UCAN Subscribers EOP (09/30/2022) | 73,387 |
|
|
||||||
| Net Adds | (1,828) |
|
|
||||||
| Churn % | 3.3% |
|
|
||||||
| Disconnects | 22,067 |
|
|
||||||
| Gross Adds | 20,239 |
|
|
||||||
| Marketing Expense | $1,698,892 |
|
|
||||||
| Total Revenue | $23,763,497 |
|
|
||||||
| UCAN Revenue | $10,489,852 |
|
|
||||||
| Estimated UCAN Marketing Expense | $749,937 |
|
|
||||||
| SAC | $37 |
|
|
||||||
| Average Customer Life | 30.3 |
|
|
||||||
| Monthly SAC Amortization | $1.22 |
|
|
||||||
|
|
||||||
Note: Marketing costs allocated to UCAN based on UCAN percentage of total revenue.
|
|
||||||
Source: Company reports, Antenna, Author estimates.
|
|
||||||
|
|
||||||
As noted above, the apparent stasis of Netflix's subscriber base in UCAN belies a lot of gross add and disconnect activity. At 3.3% churn so far this year, the average customer life was only 30 months, meaning that to stay flat in perpetuity, Netflix has to re-acquire each customer every 2.5 years. So, we can treat the monthly amortization of the SAC, or roughly $1.25 per sub, as an ongoing cost.
|
|
||||||
|
|
||||||
It's worth dwelling on what this implies for all the other streamers, something I discussed in detail in Is Streaming a Good Business?. It is impossible to know the SAC that HBO Max, Paramount or Disney+ incur. But it's reasonable to assume that it is a lot more than what Netflix spends. Most streaming subscribers in the U.S. have subscribed to Netflix before, often multiple times. It has unparalleled brand recognition. It has a well-oiled marketing machine and reams of data, so it should have the most efficient performance marketing spend in the business. It follows that Netflix spends less, perhaps a lot less, to acquire each gross addition.
|
|
||||||
|
|
||||||
Also, as shown in Figure 10, Antenna estimates that the churn rates for the other streamers are much higher than for Netflix, in most cases 2X or more. Even
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
8/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
(generously) assuming they have comparable levels of SAC, that means the monthly amortization of SAC is also 2X+, or ~$3 per subscriber monthly. For streamers that have average revenue per user (ARPU) in the high single digits (Figure 11), this means maintenance marketing costs may chew up 1/3 to 1/2 of revenue-before any content costs or any other operating expenses.
|
|
||||||
|
|
||||||
Churn is a huge cost for most streamers-maybe as much as 1/2 of ARPU.
|
|
||||||
|
|
||||||
Figure 10. Churn of 2X+ Netflix's Means a Monthly SAC Amortization of 2X+ Netflix's...
|
|
||||||
|
|
||||||
The image is a table titled "Figure 10. Churn of 2X+ Netflix's Means a Monthly SAC Amortization of 2X+ Netflix's...". The table shows the U.S. churn rates for various streaming services, as well as the monthly amortization of SAC (subscriber acquisition cost) at different SAC levels ($40, $50, $60). The churn rates are for the nine months ended September 30, 2022.
|
|
||||||
|
|
||||||
U.S. Churn Rates, Nine Months Ended 09/30/2022
|
|
||||||
|
|
||||||
| | Avg. Customer Lifetime (Years) | Avg. Churn | Monthly Amortization of SAC @ | | |
|
|
||||||
| :----------- | :----------------------------- | :--------- | :---------------------------- | :-: | :-: | :-: |
|
|
||||||
| | | | $40 | $50 | $60 |
|
|
||||||
| Showtime | 1.1 | 7.4% | $4 | $5 | $6 |
|
|
||||||
| Peacock | 1.2 | 7.1% | $3 | $4 | $5 |
|
|
||||||
| Apple TV+ | 1.3 | 6.6% | $2 | $3 | $4 |
|
|
||||||
| Paramount+ | 1.3 | 6.4% | $2 | $3 | $4 |
|
|
||||||
| HBO Max | 1.4 | 5.9% | $2 | $3 | $3 |
|
|
||||||
| Discovery+ | 1.5 | 5.7% | $2 | $3 | $3 |
|
|
||||||
| Hulu | 1.8 | 4.7% | $2 | $3 | $3 |
|
|
||||||
| Disney+ | 2.0 | 4.2% | $2 | $2 | $3 |
|
|
||||||
| Netflix | 2.5 | 3.3% | $1 | $1 | $1 |
|
|
||||||
|
|
||||||
Note: US only; excludes Free Tiers, MVPD & Telco Distribution, and select Bundles. Source: Antenna, Author estimates.
|
|
||||||
|
|
||||||
Figure 11. ...Which Chews Up a Large Proportion of ARPU
|
|
||||||
|
|
||||||
The image is a bar chart titled "Most Recent ARPU". The chart shows the most recent average revenue per user (ARPU) for various streaming services. The ARPU is highest for Netflix (UCAN) and lowest for ESPN+.
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
9/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
3Q22, it had 30MM MAA and 15MM paying subs; Discovery+ based on guidance last provided December 2020, assuming mix of 50/50 ad-free and ad-lite plans.
|
|
||||||
|
|
||||||
High Churn Upends Established Practices and Assumptions
|
|
||||||
|
|
||||||
Media executives have long known that pay TV was (and is) a great business model because of cross-subsidization across networks. As shown in Figure 12, as the pay TV bundle got progressively bigger, the average household still watched the same number of networks every month. People were increasingly paying for networks they didn't consume.
|
|
||||||
|
|
||||||
Figure 12. In the Pay TV Bundle, People Paid for Networks they Didn't Watch
|
|
||||||
|
|
||||||
The image is a line graph titled "Figure 12. In the Pay TV Bundle, People Paid for Networks they Didn't Watch". The graph shows the number of channels received, channels viewed, and the percentage of channels viewed in the pay TV bundle from 2009 to 2019. The number of channels received increased over time, while the number of channels viewed remained relatively constant. As a result, the percentage of channels viewed decreased over time.
|
|
||||||
|
|
||||||
Source: Nielsen.
|
|
||||||
|
|
||||||
The pay TV business benefits from cross-subsidization across networks and across time.
|
|
||||||
|
|
||||||
What was perhaps less clear is that the pay TV business model also benefits from cross-subsidization across time. Programming schedules are necessarily lumpy, punctuated by major political events (the run ups to Presidential elections); high-profile TV shows (like the final season of, say, Game of Thrones); and, of course, big sporting events (the Olympics, Superbowl, NBA finals, March Madness, etc.).
|
|
||||||
|
|
||||||
When churn was low and subscribers had little choice but to take the entire pay TV bundle, TV networks were able to count on big programming investments paying dividends over time. As a result, many sports rights contracts are predicated on delivering returns long before and after the event is over.
|
|
||||||
|
|
||||||
For instance, when I was at Time Warner, we struck a deal with the NCAA, in partnership with CBS, to carry March Madness. At the time, we publicly disclosed that we intended to seek a monthly surcharge from our distributors in the subsequent round of affiliate negotiations to generate a return on this contract. In other words, a big part of the rationale for the investment was that we would get paid all year for
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
10/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
programming that only aired for one month. If consumers are prone to churn on and
|
|
||||||
off based on when high-profile programming airs it erodes the economic foundation
|
|
||||||
of these limited-run events.
|
|
||||||
|
|
||||||
Many sports rights contracts are predicated on getting paid elevated affiliate fees for a full
|
|
||||||
year, for programming that's only on for a few months or even weeks.
|
|
||||||
|
|
||||||
## The Root of Higher Churn: Lower Switching Costs
|
|
||||||
|
|
||||||
Why did churn catch the industry by surprise? It's not just a matter of curiosity or
|
|
||||||
history. Understanding the answer is necessary to arrest the problem.
|
|
||||||
|
|
||||||
It happened because of much lower "switching costs," the costs to cease using a
|
|
||||||
product or service. One of the defining characteristics of the Internet is that it has
|
|
||||||
shifted power to consumers, in the form of greater competition (as it has reduced entry
|
|
||||||
barriers), easier price discovery and lower switching costs. Streaming is no different.
|
|
||||||
But while it has long been clear that streaming has much lower switching costs than
|
|
||||||
traditional pay TV, it was impossible to predict with precision how this would effect
|
|
||||||
churn. Turns out that it effects it a lot.
|
|
||||||
|
|
||||||
There are many types of switching costs and several taxonomies for categorizing them,
|
|
||||||
but the simplest way to think about them is probably in two categories: positive and
|
|
||||||
negative switching costs. By "positive” and “negative,” I mean the emotions these
|
|
||||||
costs engender in customers about the service provider. Positive switching costs are
|
|
||||||
the reasons you'd regret no longer subscribing, negative switching costs are the things
|
|
||||||
you hate about the cancelling process.
|
|
||||||
|
|
||||||
* Positive switching costs are the opportunity costs, or foregone benefits, of
|
|
||||||
dropping the service. These can include the direct benefits provided by the service
|
|
||||||
("I like the content") or indirect benefits, such as the social value of interacting
|
|
||||||
with other users; the perceived status of patronizing a certain brand; or the cost of
|
|
||||||
abandoning earned status or loyalty rewards.
|
|
||||||
* Negative switching costs may be inherent to the product or service or may be
|
|
||||||
intentionally intended to make it hard to cancel. They include the procedural costs
|
|
||||||
of cancelling (like needing to wait for a truck roll, submit paperwork or navigate
|
|
||||||
many computer prompts to speak to a human); long-term contracts with stiff
|
|
||||||
penalties; sunk investments in complementary goods and services; and sunk
|
|
||||||
investment in learning to use the service.
|
|
||||||
|
|
||||||
Historically, pay TV churn was very low, approximating move churn (the rate at which
|
|
||||||
people move homes). That's because the switching costs are so high. When you cancel
|
|
||||||
your pay TV service, you either need to call up customer service and wait for a
|
|
||||||
technician or disconnect your set-tops yourself and return them. If you're moving to a
|
|
||||||
new provider, you also need to wait for an installer to show up. It's a huge pain in the
|
|
||||||
neck. Or somewhere else. (When you move, however, you have no choice but to go
|
|
||||||
through this process, which is why churn approached move churn.)
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
11/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
Both positive and negative switching costs for streaming are much lower than they are
|
|
||||||
for pay TV. The opportunity costs to cancel any individual streaming service are lower
|
|
||||||
when they all aren't packaged together in one take-it-or-leave-it bundle and the
|
|
||||||
procedural costs are very low-you can cancel with just a few clicks.
|
|
||||||
|
|
||||||
Both positive and negative switching costs for streaming are much lower than they are for
|
|
||||||
pay TV.
|
|
||||||
|
|
||||||
## Are Consumers Becoming Habituated to Churning?
|
|
||||||
### Seems Like It
|
|
||||||
|
|
||||||
How hard will it be to fix the problem? Might churn even start to decline organically
|
|
||||||
as streaming matures? Recall that pay TV penetration in the U.S. is still over 60%, so
|
|
||||||
most streaming households are using streaming services to supplement traditional pay
|
|
||||||
TV. Maybe as more homes transition to streaming-only they will churn less often?
|
|
||||||
|
|
||||||
Unfortunately, this is just wishful thinking. Replicating a chart I showed above, over
|
|
||||||
the last few years churn has been climbing on a subscriber-weighted basis, not
|
|
||||||
declining, even as more people have cut the pay TV cord (Figure 13).
|
|
||||||
|
|
||||||
Figure 13. Streaming Churn Has Been Rising Steadily
|
|
||||||
|
|
||||||
The image is a line graph titled "Figure 13. Streaming Churn Has Been Rising Steadily". The x-axis represents time in months from January 2019 to September 2022. The y-axis represents the "Active Monthly Churn Rate" in percentage from 0% to 8%. The graph shows an upward trend in the churn rate over the period.
|
|
||||||
|
|
||||||
Note: Subscriber-weighted average of Apple TV+, Discovery+, Disney+, HBO Max, Hulu
|
|
||||||
(SVOD), Netflix, Paramount+, Peacock, Showtime and Starz. US only; excludes Free Tiers,
|
|
||||||
MVPD & Telco Distribution, and select Bundles. Source: Antenna.
|
|
||||||
|
|
||||||
There is also growing circumstantial evidence that churn is becoming an ingrained
|
|
||||||
consumer behavior. There are a few ways to triangulate on this conclusion. With the
|
|
||||||
help of The Wall Street Journal, earlier this year Antenna published a “content cohort
|
|
||||||
analysis," which shows that the people who sign up around big content releases churn
|
|
||||||
quickly. As shown in Figure 14, half of the the customers who signed up around events
|
|
||||||
like Hamilton on Disney+ and WW84 on HBO Max were gone in six months.
|
|
||||||
|
|
||||||
Figure 14. About Half of Subs Who Sign Up Around These Big Content Releases are Gone
|
|
||||||
After Six Months
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
12/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
|
|
||||||
The image is a line graph showing the percentage of new subscribers still subscribed over time, measured in months. The x-axis represents "Customer Lifetime (months)" from 0 to 6. The y-axis represents "% New Subscribers Still Subscribed" from 0% to 100%. There are three lines on the graph, representing "Hamilton (Disney+)", "WW84 (HBO Max)", and "Greyhound (Apple TV+)". All three lines show a decline in the percentage of subscribers still subscribed over time, indicating churn.
|
|
||||||
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
100%
|
|
||||||
90%
|
|
||||||
% New Subscribers Still Subscribed
|
|
||||||
80%
|
|
||||||
70%
|
|
||||||
60%
|
|
||||||
50%
|
|
||||||
40%
|
|
||||||
30%
|
|
||||||
20%
|
|
||||||
10%
|
|
||||||
0%
|
|
||||||
0
|
|
||||||
1
|
|
||||||
2
|
|
||||||
3
|
|
||||||
4
|
|
||||||
5
|
|
||||||
6
|
|
||||||
-Hamilton (Disney+)
|
|
||||||
-WW84 (HBO Max)
|
|
||||||
-Greyhound (Apple TV+)
|
|
||||||
Customer Lifetime (months)
|
|
||||||
|
|
||||||
Note: Subscribers who signed up within three days of release, including trial non-converts. US
|
|
||||||
only; excludes Free Tiers, MVPD & Telco Distribution, and select Bundles. Source: Antenna.
|
|
||||||
|
|
||||||
Antenna has also published data, again with the WSJ, on what it defines as “serial
|
|
||||||
churners." These are subscribers who have disconnected three or more services in the
|
|
||||||
past two years. As shown in Figure 15, that figure continues to climb.
|
|
||||||
|
|
||||||
Figure 15. The Proportion of Subs Who Have Canceled Three or More Services in the Prior
|
|
||||||
Two Years- "Serial Churners” - Keeps Going Up
|
|
||||||
|
|
||||||
The image is a bar graph titled "Figure 15. The Proportion of Subs Who Have Canceled Three or More Services in the Prior Two Years- 'Serial Churners' - Keeps Going Up". The x-axis represents years from 2019 to 2022. The y-axis represents "% of Premium SVOD Subscribers that are Serial Churners" from 0% to 18%. The graph shows an upward trend in the percentage of serial churners over the period.
|
|
||||||
|
|
||||||
% of Premium SVOD Subscrirbers that are Serial
|
|
||||||
Churners
|
|
||||||
18%
|
|
||||||
16%
|
|
||||||
14%
|
|
||||||
12%
|
|
||||||
10%
|
|
||||||
8%
|
|
||||||
6%
|
|
||||||
4%
|
|
||||||
2%
|
|
||||||
0%
|
|
||||||
2019
|
|
||||||
2020
|
|
||||||
2021
|
|
||||||
2022
|
|
||||||
|
|
||||||
Note: US only; excludes Free Tiers, MVPD & Telco Distribution, and select Bundles. Source:
|
|
||||||
Antenna.
|
|
||||||
|
|
||||||
"Serial churners” is an interesting data point, but it's not clear whether this increase
|
|
||||||
reflects an emerging consumer behavior or just the increase in streaming services over
|
|
||||||
the last several years. Disney+, HBO Max, Peacock and Paramount all launched
|
|
||||||
between 2019-2021, so it's understandable that a growing proportion of subscribers
|
|
||||||
have canceled multiple services. This metric also doesn't indicate whether these
|
|
||||||
homes are churning on and off the same service repeatedly or moving from service to
|
|
||||||
service.
|
|
||||||
|
|
||||||
To better understand how common it is to churn on and off the same service, I asked
|
|
||||||
Antenna to provide data that it hasn't released publicly before: the 12-month
|
|
||||||
resubscribe rate. This is defined as the proportion of gross additions for any service in
|
|
||||||
a given month who are resubscribing to that service after having canceled within the
|
|
||||||
prior 12 months. By definition, it shows the people who are churning on and off a
|
|
||||||
service at a relatively frequent pace. As shown in Figure 16, for many services the
|
|
||||||
resubscribe rate is very high, and climbing. For Netflix, in recent months over 40% of
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
13/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
its gross additions had canceled within the prior year. For Disney+, HBO Max and
|
|
||||||
Hulu, about 30% of gross adds each month are “resubscribers.”
|
|
||||||
|
|
||||||
In recent months, over 40% of Netflix's gross adds were customers who had canceled within the
|
|
||||||
prior year.
|
|
||||||
|
|
||||||
Figure 16. The “Resubscribe Rate” Is High and Climbing
|
|
||||||
|
|
||||||
The image is a line graph titled "Figure 16. The 'Resubscribe Rate' Is High and Climbing". The x-axis represents time in months from October 2020 to September 2022. The y-axis represents "12-month Resubscribe Rate" in percentage from 0% to 50%. There are multiple lines on the graph, each representing a different streaming service: Apple TV+, Discovery+, Disney+, HBO Max, Hulu, Netflix, Paramount+, Peacock, Showtime, and Starz. The graph shows the resubscribe rate for each service over time.
|
|
||||||
|
|
||||||
12-month Resubscribe Rate
|
|
||||||
50%
|
|
||||||
45%
|
|
||||||
40%
|
|
||||||
35%
|
|
||||||
30%
|
|
||||||
25%
|
|
||||||
20%
|
|
||||||
15%
|
|
||||||
10%
|
|
||||||
5%
|
|
||||||
0%
|
|
||||||
Oct-20
|
|
||||||
Nov-20
|
|
||||||
Dec-20
|
|
||||||
Jan-21
|
|
||||||
Feb-21
|
|
||||||
Mar-21
|
|
||||||
Apr-21
|
|
||||||
May-21
|
|
||||||
Jun-21
|
|
||||||
Jul-21
|
|
||||||
Aug-21
|
|
||||||
Sep-21
|
|
||||||
Oct-21
|
|
||||||
Nov-21
|
|
||||||
Dec-21
|
|
||||||
Jan-22
|
|
||||||
Feb-22
|
|
||||||
Mar-22
|
|
||||||
Apr-22
|
|
||||||
May-22
|
|
||||||
Jun-22
|
|
||||||
Jul-22
|
|
||||||
Aug-22
|
|
||||||
Sep-22
|
|
||||||
-Apple TV+
|
|
||||||
Discovery+
|
|
||||||
-Disney+
|
|
||||||
-НВО Max
|
|
||||||
-Hulu
|
|
||||||
-Netflix
|
|
||||||
-Paramount+
|
|
||||||
-Peacock
|
|
||||||
-Showtime
|
|
||||||
Starz
|
|
||||||
|
|
||||||
Note: Reflects the proportion of gross additions in any given month that canceled within the
|
|
||||||
prior 12 months. US only; excludes Free Tiers, MVPD & Telco Distribution, and select
|
|
||||||
Bundles. Source: Antenna.
|
|
||||||
|
|
||||||
Taken together, these data points strongly suggest that a growing proportion of
|
|
||||||
streaming subscribers are becoming accustomed to churning on and off to manage
|
|
||||||
their streaming spending, probably correlated with when specific content is available.
|
|
||||||
|
|
||||||
## What Can the Industry Do?
|
|
||||||
|
|
||||||
For all the reasons cited above, taming churn should be job #1. Contrary to wishful
|
|
||||||
thinking or what might be hard-coded into row 72 of some corporate Excel model, the
|
|
||||||
problem doesn't seem likely to magically cure itself.
|
|
||||||
|
|
||||||
What to do? Above, I drew the distinction between positive and negative switching
|
|
||||||
costs. For businesses that have structural negative switching costs, it may be possible
|
|
||||||
to intentionally raise these gates in ways that may be tough for consumers to discern.
|
|
||||||
(For instance, long wait times to get an appointment or large windows of time when
|
|
||||||
the technician may show up.) But transparently making it a lot harder to cancel is sure
|
|
||||||
to piss people off.
|
|
||||||
|
|
||||||
Instead, the industry needs to focus on positive switching costs, i.e., creating more
|
|
||||||
reasons that people want to stick around. There is no silver bullet, but a combination
|
|
||||||
of the following, some of which is already in the works, may help:
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
14/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
The image is a meme featuring a still from a movie or TV show, with two men in suits standing close to each other. The text "I HAVE ONE WORD FOR YOU" is superimposed above them. Below the image, the text "Bundles, Bundles, Bundles" is written in a larger font. The image is meant to convey the idea that bundling is the solution to a problem.
|
|
||||||
|
|
||||||
I HAVE ONE WORD FOR YOU
|
|
||||||
|
|
||||||
dles, Bundles, Bundles
|
|
||||||
imgflip.com
|
|
||||||
BUNDLES
|
|
||||||
|
|
||||||
The heart of the TV industry's problem is that streaming is unbundling the pay TV
|
|
||||||
bundle. The obvious solution? Re-bundle! But this raises a question: don't consumers
|
|
||||||
hate bundles?
|
|
||||||
|
|
||||||
If you're wonkish enough to have made it this far, I recommended reading Four Myths
|
|
||||||
of Bundling by Shishir Mehrotra, which provides a good general framework for
|
|
||||||
thinking about bundles. One of Mehrotra's contentions (Myth#3/Thesis#3) is that
|
|
||||||
consumers like bundles when they can see the discount for the bundle relative to the a
|
|
||||||
la carte price for the components. So, we can define two kinds of bundles: "bad" (or
|
|
||||||
forced) bundles, in which it isn't possible to buy the components individually (like
|
|
||||||
cable TV or the newspaper) and “good” (or voluntary) bundles, in which it is.
|
|
||||||
|
|
||||||
Bad bundles reduce churn because they offer all or nothing, so the opportunity cost of
|
|
||||||
dropping the bundle is forgoing the benefits of all of the components. Good bundles
|
|
||||||
provide consumers more choice when contemplating canceling: they can drop the
|
|
||||||
entire bundle or downgrade to one or several components. Good bundles reduce churn
|
|
||||||
because, just like a bad bundle, canceling the entire bundle incurs the opportunity cost
|
|
||||||
of losing access to all the components, while downgrading to one or more components
|
|
||||||
requires forgoing the bundled discount. But because consumers perceive there to be
|
|
||||||
limited choice in bad bundles, they elicit bad will. Good bundles both provide choice
|
|
||||||
and make the benefit of bundling explicit. They engender goodwill.
|
|
||||||
|
|
||||||
Bad bundles engender bad will, good bundles elicit goodwill.
|
|
||||||
|
|
||||||
The Disney streaming bundle is a good example of a good bundle. After Disney+
|
|
||||||
introduces ads (and raises prices on its ad-free tier) next month, the a la carte monthly
|
|
||||||
price of Disney+ (with ads) will be $7.99, Hulu (with ads) is $7.99 and ESPN+ is $9.99, or
|
|
||||||
a total of almost $28. The Disney Bundle of those components is only $12.99, or less
|
|
||||||
than half the a la carte price. For a subscriber to The Disney Bundle, canceling service
|
|
||||||
altogether means losing access to a lot of content and downgrading to one or two of
|
|
||||||
the components makes no sense economically. On its recent F4Q22 earnings call, CFO
|
|
||||||
Christine McCarthy mentioned that over 40% of U.S. Disney+ subscribers now opt for
|
|
||||||
the Disney Bundle. Not surprisingly, the churn on this bundle is far lower than the
|
|
||||||
churn on the individual components (Figure 17). Paramount also bundles Paramount+
|
|
||||||
with Showtime. The offer is also a good bundle but isn't as compelling; Paramount+
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
15/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
(with ads) is $4.99 and Showtime is $10.99, with a bundled price of $11.99, a 25% monthly savings.
|
|
||||||
|
|
||||||
Figure 17. Churn on The Disney Bundle is Much Lower than the Components
|
|
||||||
|
|
||||||
The image is a line graph comparing the active monthly churn rate of ESPN+ (Standalone), Hulu (Standalone), Disney+ (Standalone), and The Disney Bundle over time. The x-axis represents time, spanning from October 2020 to May 2022. The y-axis represents the active monthly churn rate, ranging from 0% to 9%. Each streaming service is represented by a different colored line: ESPN+ is orange, Hulu is green, Disney+ is purple, and The Disney Bundle is blue. The graph shows that The Disney Bundle consistently has a lower churn rate compared to the individual streaming services.
|
|
||||||
|
|
||||||
Note: US only; excludes Free Tiers, MVPD & Telco Distribution, and select Bundles. Source: Antenna.
|
|
||||||
|
|
||||||
So, what should the streamers do?
|
|
||||||
|
|
||||||
* Bundle multiple streaming products with clear a la carte prices. Providers with multiple discrete products should bundle them, with a clear a la carte price for the components and an attractive discount. WarnerBros. Discovery has announced its intentions to combine HBO Max and Discovery+ into one streaming service, launching in the spring. It hasn't yet provided any details. But rather than roll out one broad service, I think it would make more sense to combine both services into one UI, but offer both a la carte and bundled options, with a clear and compelling bundled discount. The shuttering of CNN+ is obviously water under the bridge at this point, but adding another service with a clear a la carte price to the bundle would make it even more attractive.
|
|
||||||
|
|
||||||
* Bundle other products and services. Another contention of Mehrotra's article is that, contrary to the perception that bundles should be narrowly constructed with similar services targeting similar consumer segments, the bigger the bundle, the better (Myth #4/Thesis #4). Disney has reportedly been contemplating a “Disney Prime" type service that packages access to the parks, exclusive merchandise and streaming services. The other streamers clearly don't have the range of consumer offerings that Disney does, but they should all be looking to partner with other subscription services, even those that may appear far afield. It is already common practice to bundle with wireless providers (AT&T, T-Mobile and Verizon all offer one or more streaming services for free to high-end subscribers) and Walmart recently struck a deal to bundle Paramount+ with its Walmart+ service. Spotify bundles Hulu or Showtime for students. These kinds of bundles obviously carry lower ARPUs then selling direct, but there should be a way to structure them such that the combination of lower SAC and lower churn more than compensates. Expect to see more of this.
|
|
||||||
|
|
||||||
* Bundle with unaffiliated streaming services. Streaming services would benefit from re-aggregating attractive bundles with each other. The challenge so far has been how to structure these deals and share economics. Comcast and Paramount
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
16/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
started rolling out a joint streaming service in Europe (SkyShowtime) a few months ago, so it's possible to overcome these hurdles. Another possibility is to empower a connected device manufacturer, such as Apple or Roku, to construct and sell attractive bundles. For instance, streamers could offer a "bundled" rate card that offers a progressively larger discount the more services with which their streaming service(s) is/are bundled. Amazon's Prime Video Channels currently offers Discovery+, Paramount+, Showtime, Starz and several other services, but offers no bundled discounts, which seems like a missed opportunity.
|
|
||||||
|
|
||||||
Attractive Annual (or Longer) Plans
|
|
||||||
|
|
||||||
Obviously, it makes sense to give consumers an economic incentive to stick around longer. Under the general dictum that consumers hate restrictions (“contract” is a four-letter word) but love choice, most streamers offer a discounted annual plan. However, the discounts are relatively small (most of them are 16-17% relative to the monthly plan), they are inconsistent (Disney offers one only for Disney+, but not for the Disney Bundle or the components) and they are not always well marketed.
|
|
||||||
|
|
||||||
Streamers should be, and likely are, evaluating whether more aggressive and better marketed annual plans make sense in light of rising churn. Recently, coincident with the launch of House of the Dragon, HBO Max offered a 40% discounted annual plan. While it might seem counterintuitive to offer such a big discount timed with the release of some of its most-anticipated programming in years, clearly HBO Max management believed that these new subscribers were prone to churn quickly.
|
|
||||||
|
|
||||||
Creating Customized Save Plans and Accommodating Frequent Churners
|
|
||||||
|
|
||||||
Pay TV distributors typically have "save desks" to which customers are transferred when they call up to cancel. These customer service reps are usually incentivized to keep people subscribing and empowered to offer them additional programming or discounts. Streamers could also offer customized (and automated) save plans when subscribers try to cancel, such as discounts or other incentives. Subscribers with many profiles or high levels of engagement might need less persuasion that those with low usage levels. The challenge, of course, is customizing them or even randomizing them in such a way that we don't see a flood of articles titled "Looking for cheaper Netflix, here's how!"
|
|
||||||
|
|
||||||
Another approach is accommodating frequent churners by making it easy for them to sign back up. (While this might not solve the churn problem, it could dramatically reduce the SAC to re-acquire these subs.) For instance, this might include offering to put the account on hiatus and sending an SMS monthly enabling a 1-click resubscribe.
|
|
||||||
|
|
||||||
Content Scheduling, Live Programming and Cross Marketing
|
|
||||||
|
|
||||||
Throw this one in the obvious bucket too, but I also expect to see streamers adopt more programming strategies that are geared specifically to combatting churn.
|
|
||||||
|
|
||||||
That means ensuring that tentpole programming is launching year-round. It also means getting viewers hooked on their next show. Netflix uses its recommendation algorithm and outbound email campaigns for this purpose, but those streamers who offer ad-supported plans should also use their ad inventory to cross-market other programming.
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
17/19
|
|
||||||
|
|
||||||
# 4/23/25, 7:38 PM
|
|
||||||
To Everything, Churn, Churn, Churn - by Doug Shapiro
|
|
||||||
|
|
||||||
Netflix has said it remains committed to its binge release model, which builds momentum for new programming. Once shows have a strong following, however, it makes sense to release subsequent seasons on an episodic (or semi-staggered basis). For instance, Netflix broke season 4 of Stranger Things into two tranches. A middle- ground between dropping all episodes simultaneously and episodic (weekly) release, this approach keeps subscribers sticking around and the show in the zeitgeist longer.
|
|
||||||
|
|
||||||
Another approach is to invest more in live programming that compels sustained and regular viewing. Netflix also recently announced that Chris Rock will perform live early next year, its first foray into live programming. Whether viewers choose to watch a comedy special live is another matter, but programming that encourages and habituates ongoing live viewing (such as Netflix's reported interest in sports), is another way to ensure sustained subscribership.
|
|
||||||
|
|
||||||
Loyalty Programs
|
|
||||||
|
|
||||||
Another form of positive switching cost is loyalty and rewards programs that consumers are loath to lose. This could include discounts to other products and services, like Disney's recent discount at DisneyWorld for Disney+ subs. It could also include loyalty rewards that provide price discounts for long-time subscribers ("subscribe for one year and get your 13th month free!") or preferred or exclusive access to content, merchandise or services.
|
|
||||||
|
|
||||||
Churn Demands Attention
|
|
||||||
|
|
||||||
Stepping back, remember that historically most of the big media companies had limited or no direct exposure to consumers. They were largely wholesalers and didn't have to worry about all the messy elements of dealing with people, like consumer billing, bad debt, customer support, performance marketing and, yes, retention.
|
|
||||||
|
|
||||||
But churn is a real problem that has caught just about everyone short. Unless the industry focuses squarely on fixing it, for some the streaming business may never turn a profit.
|
|
||||||
|
|
||||||
Subscribe to The Mediator
|
|
||||||
|
|
||||||
By Doug Shapiro
|
|
||||||
|
|
||||||
The Mediator is (mostly) about the long term structural changes in the media industry and the business, cultural, and societal implications of those shifts. I write it to get closer to the frontier.
|
|
||||||
|
|
||||||
By subscribing, I agree to Substack's [Terms of Use](https://substack.com/terms), and acknowledge its [Information Collection Notice](https://substack.com/privacy#information-collection-notice) and [Privacy Policy](https://substack.com/privacy).
|
|
||||||
|
|
||||||
Previous
|
|
||||||
|
|
||||||
Discussion about this post
|
|
||||||
|
|
||||||
Share
|
|
||||||
|
|
||||||
Next →
|
|
||||||
|
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
|
||||||
|
|
||||||
18/19
|
|
||||||
|
|
@ -1,853 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "article"
|
|
||||||
title: "How Far Will AI Video Go?"
|
|
||||||
author: "Doug Shapiro"
|
|
||||||
url: "https://dougshapiro.substack.com/p/how-far-will-ai-video-go"
|
|
||||||
date_published: "2025-02-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "GenAI adoption in entertainment will be gated by consumer acceptance not technology capability"
|
|
||||||
- "GenAI is simultaneously sustaining and disruptive depending on whether users pursue progressive syntheticization or progressive control"
|
|
||||||
---
|
|
||||||
# How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
archive.today Saved from https://dougshapiro.substack.com/p/how-far-will-ai-video-go
|
|
||||||
search
|
|
||||||
no other snapshots from this url
|
|
||||||
23 Apr 2025 17:51:06 UTC
|
|
||||||
webpage capture
|
|
||||||
All snapshots from host dougshapiro.substack.com
|
|
||||||
Webpage
|
|
||||||
Screenshot
|
|
||||||
https://archive.ph/spTgJ
|
|
||||||
|
|
||||||
## How Far Will Al Video Go?
|
|
||||||
Mapping Out the Scenarios
|
|
||||||
|
|
||||||
DOUG SHAPIRO
|
|
||||||
FEB 14, 2025
|
|
||||||
|
|
||||||
47
|
|
||||||
7
|
|
||||||
9
|
|
||||||
share
|
|
||||||
|
|
||||||
_Image: A person stands at a crossroads, symbolizing decision-making and future paths. The person is facing away from the viewer, contemplating the different directions._
|
|
||||||
|
|
||||||
Source: Midjourney.
|
|
||||||
|
|
||||||
I often write that the last 10-15 years in video 1 have been defined by the disruption of
|
|
||||||
content distribution and the next 10 years are poised to be defined by the disruption of
|
|
||||||
content creation.
|
|
||||||
|
|
||||||
Here's the argument: The internet unbundled information from infrastructure and,
|
|
||||||
with the help of a host of related technologies and massive infrastructure investment,
|
|
||||||
caused the cost to move bits around to functionally head toward zero. We know what
|
|
||||||
|
|
||||||
## 1/21
|
|
||||||
|
|
||||||
happened next. 2 Now, there is another emerging general purpose technology, GenAI,
|
|
||||||
that may send the cost to make bits to head toward zero, too.
|
|
||||||
|
|
||||||
This symmetry of falling costs to move bits and make bits sounds good. It's pithy and
|
|
||||||
memorable. It seems plausible. But still: it is admittedly very high level and hand wavy.
|
|
||||||
|
|
||||||
What will GenAI really mean in practice for the video business? Will the cost to make
|
|
||||||
TV and movies truly “fall to zero?” Will two kids in a dorm room one day make the
|
|
||||||
“next Avatar?” Or, is GenAI another flavor of Silicon Valley's naïve technological
|
|
||||||
determinism, a blind belief that technology always marches forward and anything
|
|
||||||
that's technically possible is inevitable, without regard to pesky inconveniences like
|
|
||||||
law, regulations, ethics and consumer demand? And what does disruption mean,
|
|
||||||
anyway? Are we talking about complete devastation, the Kodak-disrupted-by-digital-
|
|
||||||
cameras kind of disruption, or the far more benign Marriot-disrupted-by-Airbnb kind
|
|
||||||
of disruption?
|
|
||||||
|
|
||||||
Figure 1. Two "Victims” of Disruption
|
|
||||||
|
|
||||||
_Image: A graph showing the stock performance of Kodak (EK) over time, illustrating a significant decline. The graph spans from 1998 to 2011, showing a steep drop in Kodak's stock value._
|
|
||||||
|
|
||||||
_Image: A graph showing the stock performance of Marriott (MAR) over time, illustrating a significant increase. The graph spans from 2000 to 2020, showing a steady rise in Marriott's stock value._
|
|
||||||
|
|
||||||
The only credible answer to these questions is: no one knows. That doesn't mean we're
|
|
||||||
completely flying blind though. We can frame out a range of possible outcomes by
|
|
||||||
using scenarios.
|
|
||||||
|
|
||||||
Tl;dr:
|
|
||||||
|
|
||||||
* Scenario planning is a useful tool for navigating uncertainty. It can help identify
|
|
||||||
the range of possible outcomes, the key milestones to watch, and the potential
|
|
||||||
implications.
|
|
||||||
* A key step is identifying the two critical variables that will determine possible
|
|
||||||
future states and the extreme potential outcomes for each. Below, I use technology
|
|
||||||
development and consumer acceptance to construct a scenario matrix and analyze
|
|
||||||
the possible state and implications of AI video in 2030.
|
|
||||||
* The possible outcomes for technology development range, at one extreme, from
|
|
||||||
Al video models stalling out at their current capabilities to, at the other,
|
|
||||||
completely resolving their current limitations in realism (especially the "uncanny
|
|
||||||
valley"), audio-visual sync (especially lips), understanding real-world physics, and
|
|
||||||
fine-grained creative control.
|
|
||||||
* The possible outcomes for consumer acceptance range from skepticism and
|
|
||||||
sometimes outright hostility to fully embracing AI (and actually preferring it for
|
|
||||||
some use cases). Steps along the way include consumers accepting it for certain
|
|
||||||
content genres and use cases, especially those that don't rely on emotive humans.
|
|
||||||
|
|
||||||
## 2/21
|
|
||||||
|
|
||||||
* Varying each of these variables between their extremes produces a 2 x 2 with four
|
|
||||||
scenarios: low tech development, low consumer acceptance ("Novelty and Niche");
|
|
||||||
high tech development, low consumer acceptance (“The Wary Consumer"); low
|
|
||||||
tech development, high consumer acceptance ("Stuck in the Valley"); and high
|
|
||||||
tech development, high consumer acceptance ("Hollywood Horror Show”).
|
|
||||||
* Writing out narratives for each scenario is the most instructive part, because it
|
|
||||||
helps make the abstract more concrete.
|
|
||||||
* Reality will probably fall somewhere in between, but this shows why it won't
|
|
||||||
require the most radical scenarios for the video business to change radically.
|
|
||||||
|
|
||||||
Thanks for reading The Mediator! Subscribe for
|
|
||||||
free to receive new posts and support my work.
|
|
||||||
|
|
||||||
### How Scenarios Work
|
|
||||||
|
|
||||||
One of the most useful tools for operating in an uncertain environment is a scenario
|
|
||||||
planning matrix. This entails identifying the two most important variables,
|
|
||||||
determining the polar extreme outcomes for these variables over a given time period,
|
|
||||||
and constructing a 2 x 2 matrix that produces four potential future state scenarios. The
|
|
||||||
most instructive part is writing a narrative describing each of these scenarios. Think
|
|
||||||
of these narratives like news articles from alternate futures, explaining how we got to
|
|
||||||
that (possible) future state.
|
|
||||||
|
|
||||||
The scenarios are extreme, so reality will probably fall somewhere between them. But
|
|
||||||
the exercise helps define the bounds of what will probably unfold; the signposts that
|
|
||||||
would indicate we are heading in one direction or another; and the potential
|
|
||||||
implications of different outcomes. It also helps make abstract problems feel a bit
|
|
||||||
more concrete, especially when the scenarios are specific.
|
|
||||||
|
|
||||||
### A Brief Digression: What I Mean by “GenAl Video"
|
|
||||||
|
|
||||||
Before getting into the scenarios, it would probably be a good idea to explain what I
|
|
||||||
mean by “GenAI video” (or “AI video,” which I use interchangeably). I am referring to
|
|
||||||
Al video tools that augment and streamline human creativity, NOT fully-
|
|
||||||
autonomous AI-generated video.
|
|
||||||
|
|
||||||
Sometimes, “AI video” is considered synonymous with “zero-shot AI video," namely
|
|
||||||
that you put in a prompt and a fully-realized movie comes out. Other times, it even
|
|
||||||
means "fully autonomous storytelling,” where an Al writes, directs and produces film
|
|
||||||
completely independently. I think both are unlikely to produce anything watchable
|
|
||||||
anytime soon, if ever. But more to the point, this capability depends more on the
|
|
||||||
evolution of LLMs and multimodal AI than on Al video models.
|
|
||||||
|
|
||||||
By "AI video,” I mean tools that augment, enhance and streamline human creativity, not
|
|
||||||
|
|
||||||
## 3/21
|
|
||||||
|
|
||||||
replace it.
|
|
||||||
|
|
||||||
Throughout this analysis, I assume that GenAI video will require significant human
|
|
||||||
oversight and judgment for the foreseeable future. So, I am referring to tools, like AI
|
|
||||||
video models (and AI audio models, workflow tools, etc.), that empower people to
|
|
||||||
make high-quality video faster and cheaper. This might involve delegating some
|
|
||||||
creative decisions to AI, but by no means all or even most of them.
|
|
||||||
|
|
||||||
With that out of the way, let's get to the scenarios.
|
|
||||||
|
|
||||||
### Identifying the Two Key Variables
|
|
||||||
|
|
||||||
There are a lot of unknowns about how GenAI video will evolve. Here's a partial list:
|
|
||||||
|
|
||||||
* How will regulators, the courts or the market resolve issues around copyright
|
|
||||||
infringement and IP rights? Will regulators or consumers require Al content
|
|
||||||
labeling?
|
|
||||||
* Will there emerge even more performant architectures, beyond transformers and
|
|
||||||
diffusion models?
|
|
||||||
* Is there room for so many competing proprietary GenAI models (Sora, Veo, Kling,
|
|
||||||
Minimax, Runway, Pika, Krea, Luma, etc.)? Will they carve out niches, in which
|
|
||||||
some are better for certain applications? How big is the TAM? Will they solely
|
|
||||||
appeal to enterprise and prosumer or are they mass consumer products? What is
|
|
||||||
the competitive advantage in these models? Data? Compute? Architecture? Will
|
|
||||||
proprietary or open-source models prevail?
|
|
||||||
* What is the true cost of operating these models? Will they need to be run in
|
|
||||||
expensive data centers or will local devices suffice?
|
|
||||||
* How much will GenAI really reduce costs for traditional video production
|
|
||||||
workflows? Will it replace jobs? Which ones?
|
|
||||||
* Will consumers accept GenAI and for which use cases? For which content genres?
|
|
||||||
* Will GenAI ever cross the “uncanny valley” and produce synthetic people that are
|
|
||||||
indistinguishable from live footage?
|
|
||||||
* Will Hollywood studios adopt it? Creatives? Creators? Will an AI-enabled film
|
|
||||||
ever win critical praise or even an industry award?
|
|
||||||
* How will fine-grained control evolve? Will models eventually replicate (or surpass)
|
|
||||||
anything that can be done with a camera and professional lighting? Or will using
|
|
||||||
AI always necessitate a tradeoff with creative control?
|
|
||||||
* Will "world models" enable GenAI to simulate complex real-world physics?
|
|
||||||
|
|
||||||
And you could tack on another question at the end of each of these:
|
|
||||||
|
|
||||||
* If so, when?
|
|
||||||
|
|
||||||
That's a lot of things we don't know. For our exercise, we need to distill them into two
|
|
||||||
critical variables and determine the range of potential outcomes for each. (In our case,
|
|
||||||
our time frame is in 2030, out five years.)
|
|
||||||
|
|
||||||
## 4/21
|
|
||||||
|
|
||||||
Looking at this list, we can group most of these unknowns into four categories:
|
|
||||||
technology development, consumer acceptance, legal/regulatory and
|
|
||||||
economics/business models. The latter two are clearly important. Hollywood won't
|
|
||||||
adopt GenAl without legal clarity. Economics will determine the size and distribution
|
|
||||||
of profit pools.
|
|
||||||
|
|
||||||
But since we can only choose two, let's go with what I think are the biggest unknowns:
|
|
||||||
technology development and consumer adoption.
|
|
||||||
|
|
||||||
### Technology Development
|
|
||||||
|
|
||||||
Al video models have improved tremendously in the last two years. Below is the iconic
|
|
||||||
and disturbing Will Smith-eating-spaghetti video, made with Stable Diffusion in April
|
|
||||||
2023. Compare it to the Veo2 compilation demo from Google or a recent video made
|
|
||||||
using Sora by Chad Nelson from OpenAI.
|
|
||||||
|
|
||||||
Al Will Smith eating spaghetti pasta (Al footage and audio)
|
|
||||||
Copy link
|
|
||||||
|
|
||||||
_Image: A screenshot of a YouTube video titled "Al Will Smith eating spaghetti pasta (Al footage and audio)". The video shows a digitally created or altered image of Will Smith eating spaghetti._
|
|
||||||
|
|
||||||
[Watch on ►►YouTube](https://www.youtube.com/)
|
|
||||||
|
|
||||||
Veo 2 compilation
|
|
||||||
Copy link
|
|
||||||
|
|
||||||
_Image: A screenshot of a YouTube video titled "Veo 2 compilation". The video shows a compilation of scenes generated by Google's Veo 2 AI model._
|
|
||||||
|
|
||||||
[Watch on](https://www.youtube.com/)
|
|
||||||
|
|
||||||
## 5/21
|
|
||||||
|
|
||||||
|
|
||||||
# How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
We couldn't verify the security of your connection.
|
|
||||||
Access to this content has been restricted. Contact your internet service provider for help.
|
|
||||||
|
|
||||||
This pace of improvement in less than two years is startling. But they aren't perfect yet.
|
|
||||||
|
|
||||||
Al video models don't pass the “video Turing Test," at least not yet.
|
|
||||||
|
|
||||||
In 1950, Alan Turing introduced the so-called Turing Test (originally called "the imitation game”), meant to test whether a machine could fool a human into believing it is communicating with another human. Turing didn't conceive of different tests for different modalities, but let's propose a "video Turing test,” to test whether a human would believe Al video was generated or live action. Al video models don't currently pass the video Turing Test.
|
|
||||||
|
|
||||||
There are a few areas they can still improve:
|
|
||||||
|
|
||||||
* Realism (especially the “uncanny valley"). If you look again at the Veo2 demo, it's hard to tell that both of the women (the DJ and the doctor) aren't real. We're getting very close to passing the so-called “uncanny valley,” but it's a high bar. Humans are highly sensitized to the most subtle changes in human faces even before we can speak (think of an infant staring at her mother's face). Note that the Veo and Sora demos feature relatively quick cuts, so the people don't convey much change in emotion.
|
|
||||||
* Audio-visual sync. Also notice that no one is talking in either demo. Runway now offers Lip Sync and the open-source tool Live Portrait makes it possible to sync facial movements between a reference video and a generated video, including lip sync. However, in both cases it is clearly noticeable. It isn't there yet.
|
|
||||||
* Resolution and clip length. These are almost solved. Veo2 is in closed beta, but it claims to enable up to 4K resolution and clips as long as 1 minute. There has also been rapid development in upscaling technologies that can increase resolution (such as from Topaz and Nvidia). 4K is suitable for all but the largest format screens, like Imax, or very VFX-heavy films. And most shots in TV shows and films are just a few seconds, other than an occasional long take, so 1 minute is more than enough.
|
|
||||||
* Physics/temporal coherence. Despite the impressive realism in the demos above, these models still struggle with complex dynamics, especially involving multiple objects or actors. They have been trained on video, which is an abstraction of the real world, so they do not yet understand the real world. Despite occasional breathless claims to the contrary, they don't contain sophisticated “world models" or physics engines. (There are early efforts underway to fix that, such as Runway's research on general world models or World Labs, co-founded by Fei Fei Li.) My "model buster” prompt is “A man in a smoky pool hall, breaking a rack of balls." No model has figured it out yet.
|
|
||||||
* Fine-grained control. Initially, GenAI video models were like slot machines-you put in a prompt and held your breath. Over time, they have been progressively adding finer-grained control (something I discussed in detail in Is GenAI a Sustaining or Disruptive Innovation in Hollywood?). Last week, Hailuo, creator of Minimax, introduced the T2V-01-Director Model, which enables more sophisticated camera controls, as shown in the embedded video below. At around the 0:30 mark, see how the shot faithfully follows the complex set of instructions "first, truck left, tracking shot, then pull out, and end on a vehicle POV.” Models are learning better controls through a combination of pre-labeling video clips (e.g., including metadata about the camera motion, like “shake camera slightly”, “tilt up," "truck left," in the training data) and “manipulation in the latent space." The latter means that the model learns which parameters correspond to different visual outcomes, so that it is possible to influence the generation process during inference. In theory, with enough training data and metadata, it will be possible to offer ever-finer grained control.
|
|
||||||
|
|
||||||
[Hailuo Al | T2V-01-Director Model: Control Your Camera Like a Pro!](https://www.youtube.com/watch?v=09r65-f9184)
|
|
||||||
|
|
||||||
Recall that our goal is to identify the continuum of possibilities for how GenAI technology will develop by 2030. At one extreme is the current state, which assumes that the technology won't improve from here. The other extreme is the idealized future state for each of the features described above, meaning that each of these limitations is eventually solved. This continuum is shown in Figure 2.
|
|
||||||
|
|
||||||
Figure 2. The Continuum of Potential Technology Development
|
|
||||||
|
|
||||||
## 8/21
|
|
||||||
|
|
||||||
Current State
|
|
||||||
Idealized Future State
|
|
||||||
|
|
||||||
Realism/Temporal Consistency
|
|
||||||
Imperfect but improving dramatically. Still some shifting details from frame-to-frame. Especially challenging with humans. Struggles with human emotion, even with face mapping tools like Live Portrait.
|
|
||||||
Object and character consistency. Surpasses the "uncanny valley," indistinguishable from live action.
|
|
||||||
|
|
||||||
Audio-visual sync
|
|
||||||
Rudimentary and noticeable, especially lip sync.
|
|
||||||
Seamless.
|
|
||||||
|
|
||||||
Resolution
|
|
||||||
State-of-the-art is 4K.
|
|
||||||
4K or 8K.
|
|
||||||
|
|
||||||
Physics/Temporal Coherence
|
|
||||||
Some motion still janky. Unable to handle complex dynamics, especially interaction between multiple objects or actors. Occasional challenges with temporal coherence among objects, lighting, etc.
|
|
||||||
True "world models" with an understanding of physics.
|
|
||||||
|
|
||||||
Fine-grained control
|
|
||||||
Directorial controls improving, but still requires tradeoffs with consumer adoption
|
|
||||||
Replicates anything that can be done with a camera and lighting equipment.
|
|
||||||
|
|
||||||
Technology Development
|
|
||||||
|
|
||||||
There has been some backlash to the use of AI, especially when not disclosed beforehand, such as Disney's use of AI to generate the opening credits of Secret Invasion; the use of AI for a few still images in Late Night with the Devil; or, most recently, the use of AI for voice enhancement in The Brutalist and Emilia Perez. However, it isn't that simple. The issue here seems to be whether or not filmmakers were upfront about it; no one seemed to care when AI was used for de-aging in The Irishman, Indiana Jones and the Dial of Destiny or Here. Also, it isn't clear that the public cares as much as the industry.
|
|
||||||
|
|
||||||
A recent survey from HarrisX and Variety VIP+ found that consumers' willingness to engage with AI-enabled content varies (Figure 3). As shown, when asked about their interest in watching a movie or TV show written using GenAI, 10% said they didn't have an opinion, and, of the remaining 90%, 54% were indifferent or more interested in GenAI content. Plus, receptivity seems correlated with familiarity. Variety noted that those who “report regularly using gen AI tools are also more likely to feel positively toward the use of AI-generated material in varied types of media content, according to recent FTI Delta survey data shared with VIP+.”
|
|
||||||
|
|
||||||
Figure 3. Consumer Receptivity to AI-Generated Content Varies
|
|
||||||
|
|
||||||
The image is a table showing consumer receptivity to AI-generated content. The table has four columns: "More interested", "Less interested", "No difference", and "Don't know". The rows represent different types of content, such as playing a video game, watching a movie/TV show, engaging with images or videos on social media, reading the news, listening to music, and listening to a podcast or audiobook. The percentages in each cell indicate the proportion of respondents who expressed that level of interest in the respective content type.
|
|
||||||
|
|
||||||
## 9/21
|
|
||||||
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
Source: HarrisX, Variety VIP+, May 2024, N=1,001 U.S. Adults
|
|
||||||
|
|
||||||
For our purposes, it is possible to imagine a continuum of consumer acceptance that looks like Figure 4.
|
|
||||||
|
|
||||||
This continuum progresses from the current high-degree of skepticism and sometimes hostility; to acceptance in low-stakes, low-expectation content, like social video, memes, etc.; to progressively accepting AI in different genres, depending on that genre's reliance on emotive human faces, starting with ads and animation, then music videos, educational, historic re-enactment/true crime/docudrama, then maybe sci-fi and horror (especially in which humans are heavily doctored), and, the final frontier would be comedies and dramas that require subtle timing, nuanced performances and a wide emotional range; and the most extreme outcome would be that consumers come to prefer Al-generated content for certain use cases, especially those that GenAI is uniquely suited to do, like personalized, interactive and emergent stories.
|
|
||||||
|
|
||||||
Figure 4. The Continuum of Potential Consumer Acceptance
|
|
||||||
|
|
||||||
The image is a diagram illustrating the continuum of potential consumer acceptance of AI-generated content. The diagram is structured as an arrow moving from left to right, representing increasing acceptance. The stages along the continuum are: Skepticism, Acceptance, and Preference. Each stage is associated with specific content genres. Skepticism is linked to a general skepticism towards AI-generated content. Acceptance is associated with low-expectation content like social media and memes, as well as ads, animation, and music videos. The final stage, Preference, is linked to consumers preferring AI-generated content for specific use cases like interactive, personalized, or emergent stories.
|
|
||||||
|
|
||||||
The Scenarios
|
|
||||||
|
|
||||||
Having defined our ranges for the two key variables, the next step is to construct the potential future states in 2030. For now, let's not judge the likelihood of each. We'll get to that in a moment.
|
|
||||||
|
|
||||||
Figure 5. The Four Scenarios
|
|
||||||
|
|
||||||
## 10/21
|
|
||||||
|
|
||||||
The image is a 2x2 matrix representing four potential scenarios for the future of AI video, based on two axes: "Acceptance" and "Technology Development". The four scenarios are: "Stuck in the Valley" (high acceptance, low technology development), "Hollywood Horror Show" (high acceptance, high technology development), "Novelty and Niche" (low acceptance, low technology development), and "The Wary Consumer" (low acceptance, high technology development).
|
|
||||||
|
|
||||||
Below, I write out a narrative for each.
|
|
||||||
|
|
||||||
"Novelty and Niche” (low tech development, low consumer acceptance)
|
|
||||||
|
|
||||||
This is more or less the status quo. The technology doesn't evolve a lot from here and consumers view AI video as a novelty good for a limited range of use cases, like memes, social video, simple animation and maybe music videos.
|
|
||||||
|
|
||||||
The tech stalls out and consumers aren't interested anyway.
|
|
||||||
|
|
||||||
In Hollywood, by 2030 AI still isn't used much in final frame, other than for some environments, establishing shots and digital re-shoots. It is mostly used in pre- production-for previsualization, script writing assistance, script coverage, and concept art-and in post production-like localization services in smaller markets, some VFX automation, first pass edit, de-aging and voice synthesis. Studios have used these technologies to marginally reduce production costs, say 15-25%.
|
|
||||||
|
|
||||||
Al is regarded largely as a novelty and a sustaining innovation, but hasn't changed the business much. Current trends (cord cutting, growth in streaming, shift of time and attention to creator content, etc.) have continued at a steady, linear pace.
|
|
||||||
|
|
||||||
"The Wary Consumer" (high tech development, low consumer acceptance)
|
|
||||||
|
|
||||||
Here, AI can produce visuals that are nearly indistinguishable from live action and has leapt over the uncanny valley. Blockbuster-quality films could theoretically be made entirely synthetically, using synthetic actors and sets. But consumers aren't having it.
|
|
||||||
|
|
||||||
Unions and regulators have pushed for strict controls and disclosure of any Al usage. Consumers view AI as fake, cheap, and ethically dubious. Again, it is considered
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
suitable only for a narrow range of use cases, this time constrained by public opinion,
|
|
||||||
not technology. It is used in the same kinds of applications as in the “Novelty and
|
|
||||||
Niche" scenario: memes, social video, music videos, perhaps some educational or
|
|
||||||
factual content where there is no perceived need for human authorship or authenticity.
|
|
||||||
Even animated programming that uses AI is considered creepy and parents shun it.
|
|
||||||
|
|
||||||
AI can create high fidelity visuals that are indistinguishable from live action, but the public
|
|
||||||
won't have it.
|
|
||||||
|
|
||||||
Hollywood could do more, but is constrained by public pressure and the stance of
|
|
||||||
talent. In the production process, AI is again relegated to behind-the-scenes, mostly
|
|
||||||
pre- and post-production. For well-known creatives, the prospect of making projects
|
|
||||||
at a fraction of the cost of traditional production and ending their reliance on big
|
|
||||||
studios is appealing. But they steer clear of AI, fearful of both public backlash and
|
|
||||||
being ostracized by the rest of the creative community. Emerging creators try to
|
|
||||||
leverage Al to break into the industry, but most of the public rejects these efforts.
|
|
||||||
|
|
||||||
The current dynamics in media continue, including consumers continuing to shift
|
|
||||||
their time and attention to creator media. But they still spend a lot of time and money
|
|
||||||
on the biggest blockbusters and premium TV shows. Hollywood retains its lock on
|
|
||||||
high-production value content and the relatively small oligopoly among the biggest
|
|
||||||
media conglomerates and a few big tech companies stays intact, other than perhaps
|
|
||||||
some consolidation here and there.
|
|
||||||
|
|
||||||
## "Stuck in the Valley” (low tech development, high
|
|
||||||
consumer acceptance)
|
|
||||||
|
|
||||||
In this scenario, consumers embrace AI, but the technology doesn't keep pace.
|
|
||||||
|
|
||||||
Consumers think GenAI is cool, especially some of its unique attributes, like being
|
|
||||||
able to generate personalized, interactive and emergent stories in real time. They also
|
|
||||||
like using GenAl for fan creation, making memes, parodies and fan films about their
|
|
||||||
favorite IP.
|
|
||||||
|
|
||||||
Consumers want it, but the technology can't deliver.
|
|
||||||
|
|
||||||
The technology hasn't improved much from the current state, never achieving realistic
|
|
||||||
humans and still struggling with complex physics. However, GenAI is used extensively
|
|
||||||
in advertising, animated content, DIY/educational, historical/docudrama/true crime
|
|
||||||
and even some sci-fi, fantasy and horror movies and shows.
|
|
||||||
|
|
||||||
Creators also work within its constraints to create a tsunami of new content, most
|
|
||||||
unwatchable, but some intriguing and some compelling. To cite a statistic I use all the
|
|
||||||
time: by my estimate, Hollywood put out about 15,000 hours of film and TV shows in
|
|
||||||
2024 (a generous estimate, by the way) vs. about the 300,000,000 hours of creator
|
|
||||||
content uploaded to YouTube. At the same time, consumers' definition of quality.
|
|
||||||
|
|
||||||
https://archive.ph/spTgJ
|
|
||||||
|
|
||||||
11/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
continues to shift away from high production values. By 2030, very little of this new
|
|
||||||
content is considered good, but only an tiny proportion needs to be competitive with
|
|
||||||
Hollywood to upend the supply/demand balance. Keep in mind that 0.01% (1/100 of a
|
|
||||||
percent) of 300,000,000 hours is 30,000 hours-twice what Hollywood produces per
|
|
||||||
year.
|
|
||||||
|
|
||||||
By 2030, YouTube's share of TV viewing surpasses 20%, up from 11% today. Consumers
|
|
||||||
have enough "good enough” content available for free on YouTube and other online
|
|
||||||
platforms that in recent years they have started to cancel streaming services; by the
|
|
||||||
end of this decade, the average number of streaming services per streaming home has
|
|
||||||
slipped, falling from 4 to 3. The have/have not divide in Hollywood widens, as subscale
|
|
||||||
monoline video companies are consolidated into larger multi-line business as it
|
|
||||||
becomes clearer that corporate video is no longer a profit center for most.
|
|
||||||
|
|
||||||
## "Hollywood Horror Show” (high tech development, high
|
|
||||||
consumer acceptance)
|
|
||||||
|
|
||||||
In this scenario, both technological development and consumer acceptance continue
|
|
||||||
to increase. GenAI video is virtually indistinguishable from anything shot with a
|
|
||||||
camera. Consumers aren't phased by dramas starring synthetic people and are
|
|
||||||
embracing some of the unique capabilities of GenAI video described before.
|
|
||||||
|
|
||||||
The cost to produce video converges with the cost of compute; the below-the-line cost
|
|
||||||
(i.e., non-talent production costs) of a blockbuster-quality film falls from $1-2 million
|
|
||||||
per minute today to $10-20 per minute. There is a near infinite supply of high
|
|
||||||
production value content. Just as there are one-author books and one-artist albums, we
|
|
||||||
have one-artist feature length movies and shows. There are virtually no barriers to
|
|
||||||
high-quality content creation-competition comes from everywhere, including the
|
|
||||||
near infinite pool of independent creators, and is global. Demand for U.S. content falls
|
|
||||||
internationally as the production values and volume of local content increases.
|
|
||||||
|
|
||||||
Infinite content meets finite demand, completely altering the economics of video creation.
|
|
||||||
|
|
||||||
Content and culture atomize further along a continuum of experiences, reflecting the
|
|
||||||
tension between the need for individual and shared experiences. These range from
|
|
||||||
personalized content to micro-communities, subcultures, sub-mass and mass cultural
|
|
||||||
experiences, but the last category are few and far between.
|
|
||||||
|
|
||||||
Infinite supply meets finite demand. The economic model of content creation shifts
|
|
||||||
radically, as video becomes a loss leader to drive value elsewhere—whether data
|
|
||||||
capture, hardware purchases, live events, merchandise, fan creation or who knows
|
|
||||||
what else. The value of curation, distribution chokepoints, brands, recognizable IP,
|
|
||||||
community building, 360-degree monetization, marketing muscle and know-how all go
|
|
||||||
up.
|
|
||||||
|
|
||||||
Hollywood looks nothing like it does today.
|
|
||||||
|
|
||||||
## Placing Some Bets
|
|
||||||
|
|
||||||
https://archive.ph/spTgJ
|
|
||||||
|
|
||||||
12/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
These scenarios range from incremental change to radical transformation. Before, I
|
|
||||||
wrote that we should hold off judging their likelihood. Let's now turn to that.
|
|
||||||
|
|
||||||
The most conservative scenario, namely that the current state persists, seems highly
|
|
||||||
unlikely. The question is where we settle out among the others.
|
|
||||||
|
|
||||||
## Technology Will Surely Advance, But How Much?
|
|
||||||
|
|
||||||
The concept that GenAI technology will stall out here defies all logic and recent
|
|
||||||
experience-especially in light of the amazing advances in just the past two years, the
|
|
||||||
resources being thrown at it, and the practice in the Al community of sharing many
|
|
||||||
breakthroughs.
|
|
||||||
|
|
||||||
So, we know it will keep getting better, but how much and how fast? I'm not sure
|
|
||||||
anyone knows and I certainly don't. Here are a few things we do know:
|
|
||||||
|
|
||||||
## Training Data Will Likely Grow
|
|
||||||
|
|
||||||
Unlike LLMs, which have apparently scraped nearly all the text on the internet, a lot of
|
|
||||||
video footage is still inaccessible to AI video models. With more data, they will get
|
|
||||||
better.
|
|
||||||
|
|
||||||
So far, Hollywood studios have been reluctant to license their libraries for training.
|
|
||||||
However, the models need a large volume of hours more than they need specific
|
|
||||||
libraries or IP. My guess is that owners of smaller libraries, who are less worried about
|
|
||||||
the blowback from talent, public relations or (perhaps) the long-term strategic
|
|
||||||
implications, will be more willing to license training rights. If large studios see that
|
|
||||||
the window is closing to license their rights, some may follow suit. This could prove
|
|
||||||
enough.
|
|
||||||
|
|
||||||
## Fine-Grained Control Will Improve
|
|
||||||
|
|
||||||
There is a lot of effort underway here currently. These include fine-tuning models to
|
|
||||||
enable very specific camera controls (using more efficient, LoRA-based approaches),
|
|
||||||
more research into manipulating parameters in the inference process and creating
|
|
||||||
larger labeled datasets in pre-training.
|
|
||||||
|
|
||||||
## Al Will Probably Achieve a Better Understanding of Physics, Not Only
|
|
||||||
for Video
|
|
||||||
|
|
||||||
Most GenAl models are trained on abstractions of reality, as I alluded to above. LLMs
|
|
||||||
are trained on text (which is an abstraction of an abstraction; it is an abstraction of
|
|
||||||
language, which is an abstraction of thought); video models are trained on pixels;
|
|
||||||
audio models are trained on digitally-sampled notes, etc. They are not trained on the
|
|
||||||
real world.
|
|
||||||
|
|
||||||
The next frontier of AI will require a better understanding of real-world physics and video
|
|
||||||
models would benefit.
|
|
||||||
|
|
||||||
As also mentioned above, there are currently efforts underway to address this
|
|
||||||
deficiency by creating "world models,” some of which rely on some sort of physical
|
|
||||||
|
|
||||||
https://archive.ph/spTgJ
|
|
||||||
|
|
||||||
13/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
embodiment. These kinds of models are needed for more than just more lifelike video.
|
|
||||||
The next frontier in Al is real-world applications: autonomous vehicles and robots. For
|
|
||||||
these to succeed, it will be necessary for AI to develop a better understanding of the
|
|
||||||
physical world, including all its many edge cases. So, these efforts are pursuing a much
|
|
||||||
bigger prize than the payoff of achieving temporal coherence in a video model, but
|
|
||||||
video models should be among the beneficiaries.
|
|
||||||
|
|
||||||
## Brains Want to Interpolate
|
|
||||||
|
|
||||||
The bar for realistic video may be lower than commonly believed.
|
|
||||||
|
|
||||||
Human brains are very good at interpolating. Vision in particular is heavily
|
|
||||||
constructed, not just perceived. Many studies (like this one) have shown that most of
|
|
||||||
the input to the visual cortex comes from our own internal models of the world, not
|
|
||||||
sensory input from our eyes. (We also have a blind spot where our optic nerves connect
|
|
||||||
to our retinas, but we don't see it because our brain fills in the gap.) We actively seek to
|
|
||||||
create cohesive images from limited information. That's why minimalist and abstract
|
|
||||||
art can be highly evocative even with a few brushstrokes or lines.
|
|
||||||
|
|
||||||
AI models don't need to be perfect.
|
|
||||||
|
|
||||||
The implication is that AI video models don't need to have perfect, frame-by-frame
|
|
||||||
photorealism. They only to need to provide the right cues for the brain to fill in the
|
|
||||||
rest. Where they currently fall short is when those cues are confusing or discordant.
|
|
||||||
|
|
||||||
## There is No Technical Reason the Uncanny Valley Can't be Vaulted
|
|
||||||
|
|
||||||
While our biology is cooperative in some areas, in others it is not. As mentioned
|
|
||||||
before, the uncanny valley is a very high bar, because we're so attuned to nuanced
|
|
||||||
facial expressions. Nevertheless, there is no technical reason AI can't overcome this
|
|
||||||
challenge.
|
|
||||||
|
|
||||||
Following on the prior points, all video is an abstraction of reality. It comprises frames
|
|
||||||
moving past at the rate of 24 or 30 per second. These frames comprise pixels. And
|
|
||||||
what are pixels? They are just a color value that is captured by a lens, converted to
|
|
||||||
numbers, converted to bits, and then converted back to a color value. 3
|
|
||||||
|
|
||||||
So, when you watch iShowSpeed or Stranger Things or Downton Abbey or The
|
|
||||||
Kardashians or NBC Nightly News with Lester Holt or any other real people, doing real-
|
|
||||||
people things, everything you are watching is just pixels, no different than the pixels
|
|
||||||
produced by an Al model. Technically, video of synthetic people can be literally
|
|
||||||
indistinguishable from video of real people.
|
|
||||||
|
|
||||||
There is no technical reason that synthetic people can't be literally indistinguishable from real
|
|
||||||
people.
|
|
||||||
|
|
||||||
https://archive.ph/spTgJ
|
|
||||||
|
|
||||||
14/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
And we're getting closer. As mentioned above, it is already hard to tell that the people
|
|
||||||
in the Veo demo aren't real. This mirrors the amazing improvement in image
|
|
||||||
generation models over the last couple of years; Figure 6 shows the same prompt used
|
|
||||||
in each generation of Midjourney, up through the most recent.
|
|
||||||
|
|
||||||
Will AI ever surpass the uncanny valley? Right now, it's impossible to know, but it will
|
|
||||||
likely keep improving. The ability to capture more nuanced emotions and lip syncing
|
|
||||||
will almost certainly get better, owing to larger datasets, better markerless motion
|
|
||||||
capture (when using reference video) and multi-modal model architectures that are
|
|
||||||
better able to handle multiple data streams (like transformers that have both visual and
|
|
||||||
audio attention mechanisms).
|
|
||||||
|
|
||||||
## Figure 6. Progression in Midjourney
|
|
||||||
|
|
||||||
The image shows a grid of seven AI-generated portraits of a young Japanese woman smiling, each created using a different version of Midjourney. The versions are labeled V1, V2, V3, V4, V5, V6, and V6.1. The portraits show a progression in realism and detail, with the later versions exhibiting more natural lighting, skin texture, and facial expressions. The prompt used to generate the images is "high quality photograph of a young Japanese woman smiling, backlighting, natural pale light, film camera." The source is attributed to Rinko Kawauchi.
|
|
||||||
|
|
||||||
## Consumers Will Probably Warm to Al—To a Degree
|
|
||||||
|
|
||||||
I think that the trajectory of consumer acceptance of AI is a bigger wildcard than the
|
|
||||||
technology.
|
|
||||||
|
|
||||||
Al is unsettling. Here's a quote from Brian Arthur in The Nature of Technology that I've
|
|
||||||
cited before, which I think captures it:
|
|
||||||
|
|
||||||
Our deepest hope as humans lies in technology; but our deepest trust lies in nature.
|
|
||||||
These forces are like tectonic plates grinding inexorably into each other in one
|
|
||||||
long, slow collision....We are moving from an era where machines enhanced the
|
|
||||||
natural-speeded our movements, saved our sweat, stitched our clothing-to one
|
|
||||||
that brings in technologies that resemble or replace the natural-genetic
|
|
||||||
|
|
||||||
https://archive.ph/spTgJ
|
|
||||||
|
|
||||||
15/21
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
How Far Will AI Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
engineering, artificial intelligence, medical devices implanted in our bodies. As we
|
|
||||||
learn to use these technologies, we are moving from using nature to intervening
|
|
||||||
directly within nature. And so the story of this century will be about the clash
|
|
||||||
between what technology offers and what we feel comfortable with.
|
|
||||||
|
|
||||||
Most depictions of AI in popular culture reflect this unease. From HAL in 2001: A
|
|
||||||
Space Odyssey, to Skynet in Terminator, to M3GAN, AI is usually something to be feared
|
|
||||||
or distrusted. It's not surprising that people would be disconcerted by content created
|
|
||||||
with AI. Will they get over this hump? Here's how I think about it:
|
|
||||||
|
|
||||||
## TV and Film Keeps Getting More Synthetic and Consumers Haven't Revolted Yet
|
|
||||||
|
|
||||||
Filmmaking has always involved a social contract between viewer and filmmaker: "I
|
|
||||||
will suspend my disbelief that this is fake as long as it's sufficiently believable. But I
|
|
||||||
know it's fake.” From [AI Use Cases in Hollywood](https://www.hollywoodreporter.com/business/business-news/ai-use-cases-hollywood-1235858103/):
|
|
||||||
|
|
||||||
You can draw a line from George Méliès using stop motion animation in A Trip to
|
|
||||||
the Moon (1902) to the intricate sets in Fritz Lang's Metropolis (1927) to the
|
|
||||||
maquettes in King Kong (1933) to the even more sophisticated models, costumes and
|
|
||||||
make up in Star Wars (1977) to the first CGI in TRON (1982) and the continuing
|
|
||||||
evolution of computer graphics and VFX in Jurassic Park (1993), the Lord of the Rings
|
|
||||||
trilogy (2001) and Avatar (2009), to where we are today. Every step has become more
|
|
||||||
divorced from reality...[T]oday almost every mainstream film has some VFX and, in
|
|
||||||
a film like Avatar 2: Way of Water, almost every frame has been heavily altered and
|
|
||||||
manipulated digitally.
|
|
||||||
|
|
||||||
This history of syntheticization is pictured in Figure 7. Note that, until the advent of
|
|
||||||
CGI in the early 1980s, most of the innovation in syntheticization consisted of adding
|
|
||||||
synthetic physical elements (maquettes, prosthetics, physical special effects, etc.); after
|
|
||||||
that, most of it consisted of adding synthetic virtual elements, created on a computer.
|
|
||||||
But consumers have continued to eat it up, even as films and TV shows have become
|
|
||||||
increasingly VFX-heavy.
|
|
||||||
|
|
||||||
Figure 7: The History of Filmmaking as a Process of Syntheticization
|
|
||||||
|
|
||||||
### SYNTHETICISM
|
|
||||||
|
|
||||||
The image is a timeline of films and their advancements in syntheticism.
|
|
||||||
|
|
||||||
* 1902: A Trip to the Moon. Pioneering use of stop motion animation. More sophisticated use of stop motion and maquettes.
|
|
||||||
* 1933: King Kong. Intricate models, front projection, green screen and several other new special effects techniques.
|
|
||||||
* 1968: 2001: A Space Odyssey. More advanced models, costumes and make up.
|
|
||||||
* 1977: Star Wars. Special effects.
|
|
||||||
* 1982: Tron. First extensive use of computer-generated imagery (CGI) combined with live action.
|
|
||||||
* 1993: Jurassic Park. Groundbreaking use of CGI, robotics and digital compositing.
|
|
||||||
* 2001: Lord of the Rings. Photorealistic CGI, further advancements in motion capture and blending of practical effects with visual effects (VFX).
|
|
||||||
* 2009: Avatar. More sophisticated performance capture and use of virtual cameras/simulcam technology.
|
|
||||||
* 2019: The Mandalorian. First extensive use of virtual production (VP) sets.
|
|
||||||
* 2023: Avatar: The Way of Water. Invention of underwater motion capture technology and 98% of shots use VFX.
|
|
||||||
|
|
||||||
# 16/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
Source: Author.
|
|
||||||
|
|
||||||
So, the question then is: Is there something about the “fakeness” of AI that is
|
|
||||||
inherently more off-putting than the “fakeness” of VFX? I think the answer is no. I
|
|
||||||
believe that the problem to date has been unnatural humans, janky motion, temporal
|
|
||||||
inconsistency and temporal incoherency - things that have just looked "off." But if
|
|
||||||
these are sufficiently resolved, I don't expect that consumers will reject AI just
|
|
||||||
because it is AI.
|
|
||||||
|
|
||||||
Is there something about the “fakeness” of AI that is inherently more off-putting than the
|
|
||||||
"fakeness” of VFX, which consumers have embraced?
|
|
||||||
|
|
||||||
## The Lines Between Al and Not-Al Will Blur
|
|
||||||
|
|
||||||
It will also get harder to tell what is AI and what isn't. AI will increasingly be
|
|
||||||
incorporated in popular edit suites, native AI like Adobe Firefly or 3rd party plug-ins.
|
|
||||||
Workflows will increasingly entail some combination of live footage, Al enhancement
|
|
||||||
or augmentation, AI-assisted editing, manual cleanup, etc. At that point, who will
|
|
||||||
know what is and isn't AI in the final product?
|
|
||||||
|
|
||||||
## Familiarity Will Probably Breed Acceptance
|
|
||||||
|
|
||||||
The FTI Delta study mentioned above concluded that consumers are more receptive to
|
|
||||||
Al when they've used the tools. That follows a general truism: people like things (and,
|
|
||||||
for that matter, people) more when they're more familiar with them. Right now, Al is
|
|
||||||
scary partly because it's mysterious. As the mystery fades, reluctance probably will too.
|
|
||||||
|
|
||||||
## It Doesn't Require Radical Scenarios to Produce Radical Outcomes
|
|
||||||
|
|
||||||
A lot of people in Hollywood don't want to engage on this topic. I think they should.
|
|
||||||
|
|
||||||
Part of the problem is that we tend to think linearly, even though the world isn't linear.
|
|
||||||
So, it can be very hard to see inflection points, even when you're standing right in front
|
|
||||||
of them. It reminds me of this cartoon from [Wait But Why](https://waitbutwhy.com/):
|
|
||||||
|
|
||||||
Figure 7. It's Hard to See Inflection Points, Even When They're Right Next to You
|
|
||||||
|
|
||||||
The image shows two graphs, both titled "It's Hard to See Inflection Points, Even When They're Right Next to You". The graphs depict human progress over time. The first graph shows a gradual, linear increase in human progress, followed by a sharp, exponential increase at a later point in time. The second graph shows a similar pattern, but with a slightly different shape. Both graphs illustrate the idea that it can be difficult to recognize inflection points, even when they are occurring.
|
|
||||||
|
|
||||||
# 17/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
Source: Wait But Why.
|
|
||||||
|
|
||||||
Another challenge is that it's easy to dismiss a risk that seems so abstract. A few
|
|
||||||
months ago, I was talking with a Hollywood executive about GenAI and he shrugged
|
|
||||||
his shoulders and said "Yeah, no one knows." The point of this scenario exercise is to
|
|
||||||
make the abstract more concrete and force us to confront what might happen.
|
|
||||||
|
|
||||||
For the reasons described above, it is hardly imaginable that GenAI technology won't
|
|
||||||
keep progressing. Maybe it will never be entirely indistinguishable from live action
|
|
||||||
footage, but it will get closer. It's also hard (albeit not as hard), to imagine that
|
|
||||||
consumers won't warm to GenAI-enabled content over time. Perhaps we'll never fully
|
|
||||||
accept synthetic humans, but there are a lot of content genres and use cases that don't
|
|
||||||
rely on emotive actors. So, the most likely outcomes probably fall somewhere in the
|
|
||||||
messy blob in Figure 8.
|
|
||||||
|
|
||||||
Figure 8. The Messy Blob of Likelihood
|
|
||||||
|
|
||||||
The image is a diagram showing the messy blob of likelihood. The diagram has four quadrants: Stuck in the Valley, Novelty and Niche, The Wary Consumer, and Hit Show. The Most Likely Outcomes is in the center of the diagram.
|
|
||||||
|
|
||||||
Source: Author.
|
|
||||||
|
|
||||||
What does that tell us? Even short of the most radical scenarios, the business would
|
|
||||||
transform radically. Among other things, within that blob:
|
|
||||||
|
|
||||||
* There would be a vast increase in the supply of content, especially in certain
|
|
||||||
genres.
|
|
||||||
* Consumer time and attention would continue to get drawn away from corporate
|
|
||||||
content, perhaps everything other than the most premium blockbusters and
|
|
||||||
scripted TV.
|
|
||||||
* Barriers would fall for small teams, creators and international producers who are
|
|
||||||
willing and able to work within the constraints of technology and consumer
|
|
||||||
preferences.
|
|
||||||
* As production costs fall, new revenue and distribution models would likely
|
|
||||||
emerge.
|
|
||||||
|
|
||||||
# 18/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
* As content becomes more abundant, other things would get scarcer and more
|
|
||||||
valuable as consumers seek out both filters to navigate all that choice and human
|
|
||||||
connection. These include curation, trusted IP and brands, marketing prowess,
|
|
||||||
communities, provenance, and IRL events.
|
|
||||||
|
|
||||||
In Figure 7, you can't tell which way the little guy is facing. Today, a lot of people in
|
|
||||||
Hollywood are looking backwards, assuming or hoping the slope won't change much.
|
|
||||||
It probably will.
|
|
||||||
|
|
||||||
Thanks for Mike Gioia for his feedback on a draft of this post.
|
|
||||||
|
|
||||||
1 And, for that matter, media broadly.
|
|
||||||
|
|
||||||
2 For the sake of completeness: Entry barriers fell, paving the way for new entrants like
|
|
||||||
Netflix, Amazon and YouTube. They have radically changed the consumer video experience
|
|
||||||
and the economics of the video business. This has exerted tremendous pressure on the
|
|
||||||
incumbent video value chain, including media conglomerates, cable and satellite video
|
|
||||||
distributors, TV stations, and movie theaters, and ripple effects have been felt everywhere
|
|
||||||
else, including advertisers, ad agencies, sports leagues, talent, and talent representation.
|
|
||||||
|
|
||||||
3 Each pixel is usually made up of three subpixels, that emit different colors: red, green, and
|
|
||||||
blue (RGB). In an 8-bit system, each of these subpixels could have any of 256 values (two
|
|
||||||
possible values for each bit raised to the 8th power = 256). So, that means that each pixel can
|
|
||||||
take on one of 16.8 million values (256 x 256 x 256)-in other words, virtually any color the
|
|
||||||
human eye can see. In an HD signal, there are over 2 million pixels per frame; a 4K image
|
|
||||||
has four-times as many, or more than 8 million.
|
|
||||||
|
|
||||||
## Subscribe to The Mediator
|
|
||||||
By Doug Shapiro
|
|
||||||
|
|
||||||
The Mediator is (mostly) about the long term structural changes in the media industry and the business,
|
|
||||||
cultural, and societal implications of those shifts. I write it to get closer to the frontier.
|
|
||||||
|
|
||||||
By subscribing, I agree to Substack's [Terms of Use](https://substack.com/terms), and acknowledge
|
|
||||||
its [Information Collection Notice](https://substack.com/privacy#collection) and [Privacy Policy](https://substack.com/privacy).
|
|
||||||
|
|
||||||
47 Likes 9 Restacks
|
|
||||||
|
|
||||||
47 7 9
|
|
||||||
|
|
||||||
[Previous](#)
|
|
||||||
[Next](#)
|
|
||||||
|
|
||||||
## Discussion about this post
|
|
||||||
|
|
||||||
[Comments](#) [Restacks](#)
|
|
||||||
|
|
||||||
# 19/21
|
|
||||||
|
|
||||||
# 4/23/25, 6:54 PM
|
|
||||||
How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
Write a comment...
|
|
||||||
|
|
||||||
stephan pauly Feb 15 Edited
|
|
||||||
❤Liked by Doug Shapiro
|
|
||||||
|
|
||||||
Thank you so much, what a great and solid analysis! Beats 99,9% of my linkedin feed for sure.
|
|
||||||
I'm in the advertising film business, and there's 2 things I can already tell:
|
|
||||||
|
|
||||||
1) your second factor - audience acceptance - is irrelevant in our ecosystem as long as the quality is
|
|
||||||
good enough, which it obviously already is. The 100% ai generated COKE xmas commercials were
|
|
||||||
tested with audiences and people loved them, no pushback there.
|
|
||||||
|
|
||||||
2) "Studios have used these technologies to marginally reduce production costs, say 15-25%." That
|
|
||||||
does not seem "marginal" to me! As we pitch each&every project against at least 2 competitors, a 20%
|
|
||||||
cost advantage is a MASSIVE business advantage over the competition. I wish we could harness Al's
|
|
||||||
potential to be 20% less costly than the competition (but then again, if we can, then the competition
|
|
||||||
also can).
|
|
||||||
|
|
||||||
For now, these cost cutting advantages have not arrived in our ecosystem. I assume that is to a large
|
|
||||||
extent based on legal uncertainties around the use of Al, and will soon change drastically once the
|
|
||||||
legal frameworks get adjusted to what's technically achievable.
|
|
||||||
|
|
||||||
LIKE (3) REPLY SHARE
|
|
||||||
|
|
||||||
Jordi Martínez Subías Feb 15
|
|
||||||
❤Liked by Doug Shapiro
|
|
||||||
|
|
||||||
It is not true to say that people have enough video content available "for free" on YouTube: we either
|
|
||||||
pay a subscription fee or have to watch a huge amount of video ads. This means it has to be rewarding
|
|
||||||
anyhow. We might be open to spend 2 or 3 minutes watching entirely Al generated video while the
|
|
||||||
technology behind is surprising, but eventually we'll not care about how that video was made and
|
|
||||||
enjoy it for its content: the story, the characters, the setting, etc. So, I believe people will eventually
|
|
||||||
accept video Al except when the characters matter. Otherwise, it feels like an animation movie and
|
|
||||||
these are set apart even without the involvement of Al at all.
|
|
||||||
|
|
||||||
LIKE (2) REPLY SHARE
|
|
||||||
|
|
||||||
5 more comments...
|
|
||||||
|
|
||||||
Top Latest Discussions
|
|
||||||
|
|
||||||
28 Days of Media Slides
|
|
||||||
An Industry in Upheaval
|
|
||||||
JAN 7 DOUG SHAPIRO
|
|
||||||
|
|
||||||
The image is a thumbnail for a post titled "28 Days of Media Slides" with the subtitle "An Industry in Upheaval". The thumbnail shows a calendar with the word "December" written on it, and the letters "HBO" are circled.
|
|
||||||
|
|
||||||
53 9
|
|
||||||
|
|
||||||
Quality is a Serious Problem
|
|
||||||
Understanding The Changing Consumer Definition of Quality in Media
|
|
||||||
JAN 20 DOUG SHAPIRO
|
|
||||||
|
|
||||||
The image is a thumbnail for a post titled "Quality is a Serious Problem" with the subtitle "Understanding The Changing Consumer Definition of Quality in Media". The thumbnail shows a close-up of a person's face, with a blurred background.
|
|
||||||
|
|
||||||
91 19
|
|
||||||
|
|
||||||
The Relentless, Inevitable March of the Creator Economy
|
|
||||||
How Big it Is and Why it Will Keep Growing at the Expense of Corporate Media
|
|
||||||
DEC 1, 2024 DOUG SHAPIRO
|
|
||||||
|
|
||||||
The image is a thumbnail for a post titled "The Relentless, Inevitable March of the Creator Economy" with the subtitle "How Big it Is and Why it Will Keep Growing at the Expense of Corporate Media". The thumbnail shows a crowd of people holding up their phones, with a blurred background.
|
|
||||||
|
|
||||||
72 10
|
|
||||||
|
|
||||||
# 20/21
|
|
||||||
|
|
@ -1,369 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "article"
|
|
||||||
title: "IP as Platform"
|
|
||||||
author: "Doug Shapiro"
|
|
||||||
url: "https://dougshapiro.substack.com/p/ip-as-platform"
|
|
||||||
date_published: "2023-08-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "entertainment IP should be treated as a multi-sided platform that enables fan creation rather than a unidirectional broadcast asset"
|
|
||||||
---
|
|
||||||
# IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
archive.today Saved from https://dougshapiro.substack.com/p/ip-as-platform
|
|
||||||
search
|
|
||||||
23 Apr 2025 17:52:34 UTC
|
|
||||||
no other snapshots from this url
|
|
||||||
All snapshots from host dougshapiro.substack.com
|
|
||||||
Webpage
|
|
||||||
Screenshot
|
|
||||||
webpage capture
|
|
||||||
download.zip
|
|
||||||
report bug or abuse
|
|
||||||
|
|
||||||
## IP as Platform
|
|
||||||
|
|
||||||
How Entertainment Companies Can Capitalize on Infinite Content
|
|
||||||
|
|
||||||
[Image of Doug Shapiro]
|
|
||||||
DOUG SHAPIRO
|
|
||||||
FEB 21, 2023
|
|
||||||
|
|
||||||
2
|
|
||||||
1
|
|
||||||
share
|
|
||||||
|
|
||||||
[Note that this essay was originally published on Medium]
|
|
||||||
Share
|
|
||||||
|
|
||||||
[Image of a crowd of people walking towards a swirling vortex of colorful figures]
|
|
||||||
Source: Midjourney, prompt: "an abstract image of an infinite number of people
|
|
||||||
collaborating on a work of art"
|
|
||||||
|
|
||||||
Last month, I published a post called Forget Peak TV, Here Comes Infinite TV. It
|
|
||||||
made the case that over the next 5-10 years, several technologies (including virtual
|
|
||||||
production and AI) will cause the quality distinction between professionally-produced
|
|
||||||
and user-generated content to blur, resulting in effectively “infinite” high-quality
|
|
||||||
video.
|
|
||||||
|
|
||||||
Putting aside the specific technologies, there are two basic ideas here that I think are
|
|
||||||
hard to refute: 1) technology generally makes it possible to do more with less; and 2)
|
|
||||||
https://archive.ph/AsshV
|
|
||||||
1/12
|
|
||||||
|
|
||||||
## IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
the collective creative energy of the general population is far greater than the tiny
|
|
||||||
percentage of people who have navigated the established system for creating content.
|
|
||||||
|
|
||||||
We have already seen both play out in journalism and music. What once required an
|
|
||||||
entire newspaper printing and distribution infrastructure to accomplish can now be
|
|
||||||
done with Substack; what once required a record label now can be done with Logic Pro
|
|
||||||
and Spotify. The vast, vast majority of self-published writing and music is not worth
|
|
||||||
reading or listening to. But some is. Today, some of the best journalists in the world
|
|
||||||
never worked at a newspaper and most new superstar music acts emerge from the tail
|
|
||||||
of self-distributed music. The arc of technology suggests that inevitably film and TV
|
|
||||||
will face the same dynamics. This doesn't mean the end of Hollywood. But it has the
|
|
||||||
potential to be extremely disruptive.
|
|
||||||
|
|
||||||
Rather than focus on the threat, let's focus on the opportunity. Suppose you were
|
|
||||||
running an entertainment company and you bought the premise. Could you capitalize
|
|
||||||
on it? Even if you think the trends I'm describing are years away, the recent explosion
|
|
||||||
of activity and attention around Al make the question worth asking now.
|
|
||||||
|
|
||||||
One way to harness this creative energy, as opposed to fighting or dismissing it, is to
|
|
||||||
think of your IP as a platform.
|
|
||||||
|
|
||||||
Tl;dr:
|
|
||||||
|
|
||||||
* It's easy to see why "infinite TV" could be extremely disruptive for entertainment
|
|
||||||
companies. But they can also capitalize on it.
|
|
||||||
* "IP as platform" means enabling and encouraging creators to expand on your
|
|
||||||
intellectual property and curating this fan content for consumers.
|
|
||||||
* This may sound like a radical idea, but fan art is an inherent part of the music
|
|
||||||
business and the gaming industry has been built by commercializing emergent fan
|
|
||||||
behaviors.
|
|
||||||
* Not every entertainment franchise will inspire fan creation. But facilitating fan art
|
|
||||||
could have several benefits for entertainment companies, such as strengthening
|
|
||||||
their relationships with their most ardent fans and attracting new ones; providing
|
|
||||||
free marketing; possibly sourcing new stories and talent; and boosting revenue.
|
|
||||||
Plus, it might be hard to prevent even if they wanted to.
|
|
||||||
* I discuss a basic framework for how all this might work.
|
|
||||||
|
|
||||||
Thanks for reading The Mediator! Subscribe for
|
|
||||||
free to receive new posts and support my work.
|
|
||||||
|
|
||||||
## What Does "IP as Platform" Mean?
|
|
||||||
|
|
||||||
Let's break down "IP as platform" into its components, starting with intellectual
|
|
||||||
property (IP). From Infinite TV:
|
|
||||||
|
|
||||||
The most valuable franchises may become even more valuable. With new tools and
|
|
||||||
lower costs, many creators will want to dream up entirely new stories. A lot will also
|
|
||||||
https://archive.ph/AsshV
|
|
||||||
2/12
|
|
||||||
|
|
||||||
## IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
probably want to expand on their favorite fictional worlds, whether Harry Potter,
|
|
||||||
the MCU or Game of Thrones—or create mash-ups between them. Historically,
|
|
||||||
Hollywood has guarded its IP closely and has been more inclined to view fan fiction
|
|
||||||
as copyright infringement than enhancement. But progressive rights owners would
|
|
||||||
be wise to harness all the potential creative energy, not stifle it.
|
|
||||||
|
|
||||||
By platform, I mean a multi-sided market-a business that facilitates the interaction
|
|
||||||
of 3rd parties and consumers. Prototypical platform businesses include Microsoft
|
|
||||||
Windows, which enables developers to create applications for PC owners, or Uber,
|
|
||||||
which connects drivers and riders.
|
|
||||||
|
|
||||||
What would "IP as platform" mean for an entertainment company? Below I discuss
|
|
||||||
what this might mean in practice, but in theory it means enabling and encouraging 3rd
|
|
||||||
party creators to produce content that builds on their IP and making that content
|
|
||||||
available to consumers.
|
|
||||||
|
|
||||||
"IP as platform” means enabling and encouraging creators to expand on your intellectual
|
|
||||||
property and surfacing it for consumers.
|
|
||||||
|
|
||||||
The analogy only extends so far. Platform businesses are usually characterized by
|
|
||||||
strong network effects on each side of the market, which are key to their value
|
|
||||||
proposition, competitive moats and consumer lock in. As a result, they have a “cold
|
|
||||||
start" problem (they need to have a lot of buyers and sellers to attract a lot of sellers
|
|
||||||
and buyers) and platform businesses with particularly strong network effects often
|
|
||||||
create winner-take-most markets. Neither would be the case here. The most popular
|
|
||||||
entertainment franchises definitionally already have rabid fan bases and, because they
|
|
||||||
are so highly differentiated, there won't be winner-take-most markets (Harry Potter,
|
|
||||||
the MCU and James Bond can all succeed).
|
|
||||||
|
|
||||||
Hollywood is very precious about its IP and the idea of providing access to the general
|
|
||||||
populace might sound like heresy.
|
|
||||||
|
|
||||||
Here's why it shouldn't.
|
|
||||||
|
|
||||||
## Hollywood Needs Fans
|
|
||||||
|
|
||||||
As the world transitions to infinite content, IP owners need fans more than ever.
|
|
||||||
"Users" are dispassionate; “consumers” don't give anything back. “Fans” are...fanatical.
|
|
||||||
|
|
||||||
According to a study by Troika, 85% of people say they are a fan of something, and 97%
|
|
||||||
of people aged 18–24. Especially at a time when religious affiliation continues to
|
|
||||||
decline, for a lot of these people, their fandom is a vital part of their identity. (That's
|
|
||||||
exemplified by the prevalence of brand tattoos.)
|
|
||||||
|
|
||||||
For many people, the object of their fandom is entertainment IP. Anyone who has been
|
|
||||||
to ComicCon, E3 or a Harry Styles concert has seen that, as does anyone who has been
|
|
||||||
on the wrong side of fan backlash.
|
|
||||||
https://archive.ph/AsshV
|
|
||||||
3/12
|
|
||||||
|
|
||||||
## IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
Fans are loyal. Fans are unpaid marketers. And fans are lucrative. In theory, for every
|
|
||||||
product that has a downward sloping demand curve, every unit of demand to the left of
|
|
||||||
the market clearing price is willing to pay more than that price. Those points on the
|
|
||||||
curve represent fans. Consulting firm Activate has been particularly vocal about the
|
|
||||||
need for media companies to target “Superusers.” According to their research,
|
|
||||||
Superusers represent a disproportionate amount of both time spent (Figure 1) and
|
|
||||||
dollar spend (Figure 2).
|
|
||||||
|
|
||||||
Figure 1. Superusers Represent a Disproportionate Amount of Time Spent...
|
|
||||||
|
|
||||||
[Image of a bar graph comparing the average daily time spent with media per user between all other users and super users. The graph shows that all other users spend an average of 9 hours and 21 minutes, while super users spend an average of 18 hours and 55 minutes. The graph also shows that super users make up 22% of the user population.]
|
|
||||||
|
|
||||||
1. Includes time spent watching video, playing video games, listening to music, listening to
|
|
||||||
podcasts, and using messaging / social media services. Does not account for multitasking.
|
|
||||||
Sources: Activate analysis, Activate 2022 Consumer Technology & Media Research Study (n =
|
|
||||||
4,001), Company filings, Comscore, Conviva, eMarketer, GWI, Music Biz, Newzoo, Nielsen,
|
|
||||||
NPD Group, Pew Research Center, U.S. Bureau of Labor Statistics.
|
|
||||||
|
|
||||||
Figure 2. ...And Spend
|
|
||||||
|
|
||||||
[Image of a bar graph comparing the monthly dollar spend by media type between all other users and super users. The graph shows the total video spend, total gaming spend, and total music spend for each group. The graph also shows the percentage of the user population that each group represents.]
|
|
||||||
|
|
||||||
1. Includes money spent on all videos and video services, including traditional/virtual Pay TV,
|
|
||||||
video streaming subscription services, and video purchases/rentals. 2. Includes money spent on
|
|
||||||
video games and other video gaming purchases (e.g. in app purchases, video gaming
|
|
||||||
subscription services) across all devices. 3. Includes money spent on music and music services.
|
|
||||||
Sources: Activate analysis, Activate 2022 Consumer Technology & Media Research Study (n =
|
|
||||||
4,001), eMarketer, Goldman Sachs, Grand View Research, IFPI, Newzoo, Omdia,
|
|
||||||
PricewaterhouseCoopers, Recording Industry Association of America, SiriusXM, Statista.
|
|
||||||
https://archive.ph/AsshV
|
|
||||||
4/12
|
|
||||||
|
|
||||||
## IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
4/23/25, 6:56 PM
|
|
||||||
Fans Want to Create
|
|
||||||
|
|
||||||
For fans, fan art is a love letter to the object of their fandom and a way to strengthen
|
|
||||||
their bond with the fan community. The most prevalent form-because it has the
|
|
||||||
lowest barrier to entry—is fan fiction (or fanfic, FFs or just fics).
|
|
||||||
|
|
||||||
Figure 3. By One Estimate, the Volume of Fanfic Rivals All Fiction, Ever
|
|
||||||
|
|
||||||
[Image of a graphic comparing the volume of fanfiction to all other fiction. The graphic shows that fanfiction.net has 60 billion words, while all of human history has 80 billion words.]
|
|
||||||
|
|
||||||
Note: “All of Human History” comprises all the words in the Google English fiction corpus.
|
|
||||||
Source: Cecelia Aragon.
|
|
||||||
|
|
||||||
The modern history of fanfic dates back to science fiction fanzines in the 1940s and
|
|
||||||
the first TV-related fanzines, about Star Trek, in the late '60s. But fanfic surged with
|
|
||||||
the advent of the Internet. There are now over 14 million stories on the largest fan
|
|
||||||
fiction website, FanFiction.net. According to one researcher, this comprises 60 billion
|
|
||||||
words, compared to the 80 billion words in the entire Google English fiction corpus
|
|
||||||
over the prior five centuries (Figure 3).
|
|
||||||
|
|
||||||
There are 5 million fanfic stories on Archive of Our Own (AO3), including 500,000
|
|
||||||
stories about the MCU, 400,000 about Harry Potter and 300,000 about DC, among
|
|
||||||
many other fandoms. Sometimes even less well-known franchises have a rabid (or
|
|
||||||
prolific) fan base; the TV series Supernatural has over 250,000 stories. The most-read
|
|
||||||
work on AO3 (which occurs in the world of Harry Potter) has over 9 million hits. The
|
|
||||||
fan site Fandom has over 250,000 fan-created “wikis,” where fans post fanfic, videos
|
|
||||||
and articles that explain the official canon. Marvel and Star Wars, two of the largest
|
|
||||||
wikis, include 280,000 and 180,000 pages, respectively.
|
|
||||||
|
|
||||||
It has also been legitimized. Initially, fan fiction lurked in the dark corners of the
|
|
||||||
Internet. While much of the content is still graphic, in recent years it has become
|
|
||||||
increasingly mainstream. In 2019, AO3 won a Hugo Award, the most prestigious
|
|
||||||
award in science fiction. And a number of fan fiction works have achieved broad
|
|
||||||
commercial success, like 50 Shades of Gray (which was originally Twilight fan fiction);
|
|
||||||
The Mortal Instruments series (based off Harry Potter); and the zombie-Jane Austen
|
|
||||||
mash-up Pride and Prejudice and Zombies.
|
|
||||||
|
|
||||||
Star Wars: X-Wing | A Star Wars Fan Film
|
|
||||||
Copy link
|
|
||||||
https://archive.ph/AsshV
|
|
||||||
5/12
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
Watch on ►YouTube
|
|
||||||
|
|
||||||
IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
If you search "fan film" in YouTube, some astounding stuff comes up, like the video embedded above. Seriously, watch at least the first minute. Or consider this fan-made re-imagining of *The Fresh Prince of Bel-Air*, which resulted in the show *Bel-Air* on Peacock and landed the creator an Executive Producer role. But video fan art is far less common than fanfic for the obvious reason. It's really hard to do. (In the video embedded above, all the 3D models were made from scratch and the project took four years.)
|
|
||||||
|
|
||||||
What happens when it isn't?
|
|
||||||
|
|
||||||
# Music and Gaming as Models
|
|
||||||
|
|
||||||
Hollywood and the literary community have ambivalent relationships with fan fiction. Whether non-commercial fan fiction falls under fair use protection is not clear cut, as fair use is determined on a case-by-case basis. Studios and book publishers have generally turned a blind eye-unless it is commercialized, in which case they (understandably) spring into action. Famous examples include J.K. Rowling shutting down a fan-made *Harry Potter* encyclopedia, J.D. Salinger suing to prevent a sequel of *Catcher in the Rye* or CBS/Paramount successfully stopping a *Star Trek* feature film.
|
|
||||||
|
|
||||||
Let's look at two media for which fan creation is much more closely tied to the business: music and gaming.
|
|
||||||
|
|
||||||
# Songwriters Must Enable Fan Art by Statute
|
|
||||||
|
|
||||||
Fan art is a critical part of the music business owing to the compulsory copyright license. Anyone granted a copyright for a musical work in the U.S. must issue a license to anyone who wants to record the music.
|
|
||||||
|
|
||||||
In other words, anyone can cover a song—and commercialize it—as long as they secure a so-called "mechanical license." (Most of these licenses are administered by the Harry Fox Agency, which issues licenses and collects royalty payments.) Some streaming services, like Spotify and Apple Music, even handle that for cover artists. The statutory mechanical royalty rate is set by the Copyright Royalty Board, which is overseen by the Library of Congress. Total mechanical royalties aren't a huge part of music publishers' revenue, but successful covers generate additional royalties and can substantially boost the popularity of the original recording.
|
|
||||||
|
|
||||||
This isn't to suggest that entertainment companies develop a similar framework-they probably don't want three judges who were appointed by the Librarian of Congress to
|
|
||||||
|
|
||||||
# 6/12
|
|
||||||
|
|
||||||
[https://archive.ph/AsshV](https://archive.ph/AsshV)
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
decide the licensing terms for their IP. The point is that while we may not usually think of song covers this way, “fan art” is an inherent part of the music business.
|
|
||||||
|
|
||||||
# Gaming Was Built by Commercializing Emergent Fan Behaviors
|
|
||||||
|
|
||||||
While Hollywood has a low tolerance for fan art and the music industry has a mutually beneficial relationship (and no choice), the videogame industry has fully embraced fan creation. It is arguably built on the back of emergent fan behaviors.
|
|
||||||
|
|
||||||
Part of the reason is that, unlike passive media like TV, radio or print, gaming requires users to interact with the content and each other, which often leads in unexpected directions. Plus, the origins of gaming have close ties to the hacker/DIY community and many hardcore gamers have a high degree of technical proficiency and therefore the ability to alter games as they see fit.
|
|
||||||
|
|
||||||
Whatever the reason, progressive developers have long recognized these hacks and workarounds as unmet jobs to be done and commercialized them. I'm not talking about tangential features-much of the innovation in the videogame business originated with fan behavior.
|
|
||||||
|
|
||||||
*The videogame industry is built on the back of unexpected fan behaviors.*
|
|
||||||
|
|
||||||
# Modding
|
|
||||||
|
|
||||||
Modifying videogames, or “modding,” has been an essential part of gaming for decades. Initially, developers didn't encourage it, but in 1983, id Software released DOOM with a separate game engine and data file, which enabled the creation of game mods. Since then, it is more common than not that games permit or encourage modding and there are numerous platforms for creating and discovering mods, like Steam Workshop.
|
|
||||||
|
|
||||||
Some of the most successful games today are mods of other games: Counter-Strike is a mod of Valve's *Half-Life*; Dota 2 is a sequel to Dota, which is a mod of Blizzard's *Warcraft III*; and in turn League of Legends was inspired by Dota and is also built on the *Warcraft* engine.
|
|
||||||
|
|
||||||
Figure 5. Creating is Intrinsic to Roblox
|
|
||||||
|
|
||||||
The image shows a screenshot of the Roblox Studio interface. The interface is colorful and features a prominent "Start Creating" button. The text "Make Anything You Can Imagine" is displayed above the button, emphasizing the creative possibilities within the platform. The interface also includes options like "Discover," "Avatar Shop," and "Create," suggesting a comprehensive environment for game development and community interaction.
|
|
||||||
|
|
||||||
Some of the most successful games today have taken modding to its logical conclusion: rather than just provide separate tools for modding, it is an integral part of the
|
|
||||||
|
|
||||||
# 7/12
|
|
||||||
|
|
||||||
[https://archive.ph/AsshV](https://archive.ph/AsshV)
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
experience. Over 40 million games have been created with Roblox Studio and although there are a handful of native games on Roblox, all of the top-ranked games were made by creators. According to Epic Games CEO Tim Sweeney, half of all play time on Fortnite is now on games made by 3rd parties using Fortnite Creative.
|
|
||||||
|
|
||||||
# Virtual Goods
|
|
||||||
|
|
||||||
The first virtual goods to be exchanged for real money (“Real Money Trade”) were items made for multi-user dungeons (MUDs) in the 1970s and massively multiplayer online games (MMOGs) in the early 1980s, traded on local message boards and later on Ebay. These trades were the first indications of user willingness to spend real money on virtual items. Today, virtual goods are the foundation of free-to-play gaming and people spend an estimated $80 billion annually on virtual goods in videogames.
|
|
||||||
|
|
||||||
# Competitions and Esports
|
|
||||||
|
|
||||||
Since videogames originated prior to widespread Internet adoption and, of course, broadband access, originally competitive online play of fast (“twitch”) games was impossible. However, as early as the 1970s groups of gamers held “LAN parties," at which they would bring their own PCs and hook them into a LAN. According to Mitch Lasky in the (highly-recommended) podcast Gamecraft, *Quake III Arena*, also from id, was the first game to be geared largely around online multiplayer play. Today, almost all games include multiplayer online gameplay modes and many games can't be played offline at all.
|
|
||||||
|
|
||||||
While the idea that people would want to play with other people online was a no-brainer, it was not at all as obvious that people would want to watch other people play videogames. In 1999, South Korean broadcaster ON Media sought content to fill up airtime in the evening on its cartoon network, Tooniverse, and broadcast a *StarCraft* tournament. It was such a phenomenon that the next year it launched a dedicated esports network, OnGameNet (OGN).
|
|
||||||
|
|
||||||
Today, League of Legends World Championship tickets sell out in minutes and last year Twitch viewers watched 22 billion hours on the platform. YouTube recently announced that Minecraft videos have now received a mind-boggling 1 trillion views. The game would likely never have been nearly as popular without all that free marketing. Whether esports is a good business is a fair question. But publishers of popular multiplayer online battle arena (MOBA) and first-person shooter games, like Riot, Blizzard-Activision and Valve, now rely on both live events and livestreaming platforms as critical marketing tools for their games.
|
|
||||||
|
|
||||||
# How Would You Do It?
|
|
||||||
|
|
||||||
So, fan art, broadly defined, is an important or even critical part of other media. As mentioned, historically this has been very hard to do in video, but as I described in Infinite TV, technology is on a path to make it much easier. For entertainment companies, they may not be able to stop this even if they want to. As also mentioned above, whether non-commercial fan fiction falls under fair use is a legal gray area and determined on a case by case basis. The democratization of high production value creation tools could result in a tsunami of non-commercial fan content. Even if these fans aren't competing for dollars, a flood of high quality Batman or Star Wars fan films could compete for attention.
|
|
||||||
|
|
||||||
# 8/12
|
|
||||||
|
|
||||||
[https://archive.ph/AsshV](https://archive.ph/AsshV)
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
Entertainment companies may not be able to stop it even if they want to and embracing it could bring several benefits.
|
|
||||||
|
|
||||||
As a result, enabling fan art could be defensive. If done right, it could also provide numerous benefits. It would strengthen entertainment companies' relationship with their most ardent fans; could attract new fans; provide free marketing; might be an inexpensive way to source new stories and talent; and could boost revenue.
|
|
||||||
|
|
||||||
Figure 6. Unreal Engine Marketplace
|
|
||||||
|
|
||||||
The image shows a screenshot of the Unreal Engine Marketplace. The marketplace is a digital storefront where users can purchase and download assets for use in the Unreal Engine. The interface is clean and organized, with a search bar, filtering options, and various categories of assets. The assets displayed include environments, characters, and other 3D models. The image highlights the wide range of content available on the marketplace, suggesting its importance as a resource for game developers and other creators.
|
|
||||||
|
|
||||||
What does "done right" mean? This is just a sketch of an idea, but a framework would probably need a few components:
|
|
||||||
|
|
||||||
* Tools. The easiest way to provide creation tools would be to leverage existing real-time rendering engines, namely Unreal Engine and Unity. IP owners could offer creators packs of digital assets associated with different franchises (The Wizarding World of Harry Potter, the MCU, Minions, etc.), including characters (in different outfits, at different ages), environments, vehicles, props and even music and sound effects. These assets should be in a consistent style and aesthetic (across a franchise and, possibly, even the entire corporate umbrella) so creators can seamlessly combine them. The other benefit of tightly integrating with gaming engines would be the potential for these assets to be used for more than just linear storytelling, such as gaming and other interactive applications. They could go even further, and work with Unreal and Unity to offer a suite of assets let's say a "Warner Bros. Filmmaker" plug-in—that would offer easy set-up, editing, pre-set character animations, etc., so that complete beginners could make rudimentary films without extensive training. (This is loosely analogous to what Disney allowed in toy box mode of the now defunct Disney Infinity, albeit for game design, not filmmaking.) These assets and plug-ins could be available on new official fan creation sites and/or in the existing Unreal and Unity asset marketplaces (the Unreal Marketplace is shown in Figure 6 above). Epic and Unity could probably be persuaded to create storefronts for different franchises, to make navigation easy.
|
|
||||||
* Rights. Entertainment companies would need to ensure they have the rights for all the digital assets they provide, especially the characters. Would the 3D digital
|
|
||||||
|
|
||||||
# 9/12
|
|
||||||
|
|
||||||
[https://archive.ph/AsshV](https://archive.ph/AsshV)
|
|
||||||
|
|
||||||
# 4/23/25, 6:56 PM
|
|
||||||
|
|
||||||
IP as Platform - by Doug Shapiro - The Mediator
|
|
||||||
|
|
||||||
* Tony Stark look like Robert Downey Jr.? That probably depends on what "image and personality" rights he signed away in his contract.
|
|
||||||
* A legal framework. The digital asset licenses would need to have some sort of stipulation how the assets may be used. These should probably be as permissive as possible but include prohibitions against obscenity, whatever that is. IP owners would probably also want some sort of safe harbor protection against creators uploading fan art and then claiming that subsequent official releases were based on their ideas.
|
|
||||||
* A distribution platform. Creators would need a way to distribute their work. Perhaps they should be allowed to distribute any way they want (YouTube, TikTok), perhaps not. But it would also be important to create an "official" dedicated distribution outlet for this content, such as within entertainment companies' streaming services or YouTube channels created specifically for fan content. This official platform would also be a natural place for fan communities to gravitate, where they could comment and vote on their favorite fan works.
|
|
||||||
* A big carrot: the promise of validation. To tie this all together it would also make sense to add a strong incentive for creators to adhere to guardrails and post on the "official" distribution platform: validation. Entertainment companies could curate the best fan content, selectively provide some sort of Good-Housekeeping-seal-of-approval for some content (“Disney approved!") ("featured fan film of the month") and even hold out the promise of hiring the most talented creators for future work. The possibility of validation by IP owners would be a dream come true-and huge draw-for creators.
|
|
||||||
* An economic framework. There would need to be some established revenue sharing arrangement for any monetization of the content (and probably a watermarking system to ensure the entertainment companies/creators get credit).
|
|
||||||
* Careful management of the canon. Entertainment companies would also need to carefully manage what they deem official canon. But this already happens today. For instance, in 2014 Disney rebranded the Star Wars Expanded Universe (all non-film media, like books and comics) as *Star Wars Legends*, meaning that these stories were no longer canon and future films and stories wouldn't be bound by them. Disney also cleverly introduced the multiverse concept to the MCU, meaning that everything (and, I guess, nothing) is canon, because anything is possible. Official DC canon is also presumably up in the air with the recent arrival of James Gunn and Peter Safran to run the franchise.
|
|
||||||
|
|
||||||
As described at the beginning, the quality differential between the "head" and the "tail" has already blurred in lower-barrier media, like journalism and music. It hasn't happened yet in video because the barriers are so much higher, but the usual arc of technology suggests those high barriers only delayed the inevitable. If you buy the premise, then entertainment companies have a choice: they can fight the tide or ride it. Since the former may be futile, the latter may be the only viable option.
|
|
||||||
|
|
||||||
Special thanks to Anthony Koithra for his feedback to a draft of this post.
|
|
||||||
|
|
||||||
# 10/12
|
|
||||||
|
|
||||||
[https://archive.ph/AsshV](https://archive.ph/AsshV)
|
|
||||||
|
|
@ -1,857 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "article"
|
|
||||||
title: "Power Laws in Culture"
|
|
||||||
author: "Doug Shapiro"
|
|
||||||
url: "https://dougshapiro.substack.com/p/power-laws-in-culture"
|
|
||||||
date_published: "2023-03-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "information cascades create power law distributions in culture because consumers use popularity as a quality signal when choice is overwhelming"
|
|
||||||
---
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
archive.today Saved from https://dougshapiro.substack.com/p/power-laws-in-culture
|
|
||||||
|
|
||||||
webpage capture
|
|
||||||
All snapshots from host dougshapiro.substack.com
|
|
||||||
search
|
|
||||||
no other snapshots from this url
|
|
||||||
Webpage
|
|
||||||
Screenshot
|
|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
the mediator
|
|
||||||
|
|
||||||
Subscribe
|
|
||||||
Sign in
|
|
||||||
|
|
||||||
## Power Laws in Culture
|
|
||||||
|
|
||||||
Why Hits Will Persist in an Infinite Content World
|
|
||||||
|
|
||||||
DOUG SHAPIRO
|
|
||||||
MAR 16, 2023
|
|
||||||
|
|
||||||
[Note that this essay was originally published on Medium]
|
|
||||||
|
|
||||||
<!-- Image Description: A digital illustration depicts a person standing and looking up at several arrows of different colors (blue, orange, red) that are curving upwards. The arrows start low and curve upwards, with some reaching higher than others. The person is dressed in a blue suit and appears to be contemplating the upward trajectory of the arrows. The background is a plain white. The illustration is meant to represent growth, trends, or the power law concept. -->
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|
||||||
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|
||||||
Source: Hurca!/stock.adobe.com
|
|
||||||
|
|
||||||
* Almost 20 years ago, Chris Anderson wrote The Long Tail, which accurately predicted that the Internet would fragment attention and consumption would shift into the "tail.” But Top Gun Maverick generated over $700 million at the domestic box office last year, Bad Bunny had 18.5 billion streams on Spotify last year and 142 million households reportedly watched Squid Game Season 1 in its first 28 days. Why are there still hits in a fragmenting world?
|
|
||||||
|
|
||||||
* I recently posted an essay called Forget Peak TV, Here Comes Infinite TV. It made the case that over the next decade video will follow the path of text, photography and music and the quality distinction between “professionally-produced" content and "independent/creator/user-generated" content will increasingly blur. This will result in practically infinite quality video content. Will there still be hits then, or only personalized niches?
|
|
||||||
|
|
||||||
* Have you ever wondered why so many blockbuster movies are about superheroes? Is Hollywood lazy or are consumers' tastes becoming dumber and more homogenized? Or neither?
|
|
||||||
|
|
||||||
## 1/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
* Why does something go viral, anyway?
|
|
||||||
|
|
||||||
* Do content recommendations push you to the most popular shows, movies and songs or are they tailored just for you? Or do they have a different agenda?
|
|
||||||
|
|
||||||
* Will web3 really be the savior of small creators?
|
|
||||||
|
|
||||||
* When Billie Eilish, Lil Nas X, Mr. Beast or PewDiePie emerge from obscurity, was it inevitable that their talent would be recognized or just luck?
|
|
||||||
|
|
||||||
* Are the top rated reviews on Amazon or answers on Quora really the most helpful?
|
|
||||||
|
|
||||||
All of these are questions about the distribution of popularity. And the same phenomenon underlies the answers: networks.
|
|
||||||
|
|
||||||
This essay may be a little wonky, but the topic is something I've been thinking about for more than a decade. (Off and on, not continuously.)
|
|
||||||
|
|
||||||
I explain why power law-like distributions—meaning a few massive hits and a vast number of misses—are an inherent feature of networks; describe how recommendation systems can either dampen or reinforce social signals; show some examples of the persistence of power law-like distributions in media across movies, TV, music and the creator economy; and discuss why all this matters.
|
|
||||||
|
|
||||||
Tl;dr:
|
|
||||||
|
|
||||||
* In an apparent contradiction, the Internet both fragments and concentrates attention.
|
|
||||||
|
|
||||||
* The reason for the former is intuitive. More stuff, less attention per unit of stuff. The reason for the latter is not. It happens because networks are subject to powerful positive feedback loops. On a network, people's choices are influenced by others' decisions, amplifying "hits.”
|
|
||||||
|
|
||||||
* There are two mechanisms underlying this: information cascades (when people treat others' choices as signals of quality) and reputational cascades (when people conform with the group decision). As choice has exploded on the Internet and it has become easier to both observe others' choices and share your own, these mechanisms have become more powerful.
|
|
||||||
|
|
||||||
* Consumers also rely heavily on recommendation algorithms to make choices, intentionally and unintentionally. Depending on how they're constructed, these systems can either boost or dampen the social signals arising from the network.
|
|
||||||
|
|
||||||
* The result is that the distribution of consumption in almost all media persistently, and in some cases increasingly, looks like a power law: a few massive hits and a very, very (very) long tail. I provide a framework for thinking about the "extremeness" of the distribution and show a few examples: box office, Netflix original series, Spotify streams and Patreon patrons.
|
|
||||||
|
|
||||||
* There are a number of important implications for media companies. The good news is that there will likely always be big hits, even in a world of practically infinite content. The bad news is just about everything else: the lucrative middle is being hollowed out; the randomness—and therefore risk-in producing hits is climbing; the tail is become more competitive for hits; more economic rent will
|
|
||||||
|
|
||||||
## 2/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
likely shift to talent; content producers are increasingly at the mercy of curators' algorithms; and paid media is being devalued.
|
|
||||||
|
|
||||||
Thanks for reading The Mediator! Subscribe for free to receive new posts and support my work.
|
|
||||||
|
|
||||||
## The Long Tail Was Half Right
|
|
||||||
|
|
||||||
The idea that the Internet would cause media fragmentation is almost as old as the modern Internet itself. (Or maybe older. The line often misattributed to Andy Warhol that "in the future, everyone will be world-famous for 15 minutes” was a pre-Internet prediction of fragmentation.) In 1999, Qwest Communications produced an ad featuring a motel with “every movie ever made in every language" (Figure 1). [The Long Tail](https://www.wired.com/2004/10/tail/), published in 2004, argued that because the Internet dramatically lowered the cost to store and transport information goods, it would result in practically infinite shelf space. Faced with far more choice, consumers would shift most of their consumption to the "tail,” heralding the end of mass culture and waning importance of hits. If anything, Anderson underestimated the size of the tail because he didn't anticipate social media. The tail is not Icelandic synth pop, as it turns out, but an endless amount of user generated content.
|
|
||||||
|
|
||||||
Figure 1. Qwest Envisioned Media Fragmentation 25 Years Ago
|
|
||||||
|
|
||||||
<!-- Image Description: The image is a photograph of a vintage motel sign at night. The sign reads "ROY'S MOTEL CAFE" in large, illuminated letters. Below that, in smaller letters, it says "VACANCY." Further down, the sign advertises "EVERY ROOM HAS EVERY MOVIE EVER MADE IN EVERY LANGUAGE DAY OR NIGHT." The sign is brightly lit against the dark sky, and the surrounding area appears to be a desert landscape. The photograph is meant to evoke a sense of nostalgia and the promise of endless entertainment options. -->
|
|
||||||
|
|
||||||
Source: Qwest Communications print advertisement, 1999.
|
|
||||||
|
|
||||||
That the Internet would yield more choice and, therefore, more fragmentation was intuitive then and is indisputable now. But it only tells half the story. Though it seems contradictory, the Internet both fragments and concentrates attention. This latter idea was explored by Anita Elberse in her book [Blockbusters: Hit-making, Risk-taking, and the Big Business of Entertainment](https://www.amazon.com/Blockbusters-Hit-making-Risk-taking-Business/dp/0547248912), which was in part a rebuttal to The Long Tail. But that book
|
|
||||||
|
|
||||||
## 3/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
was more focused on why suppliers should pursue blockbuster strategies and less about the underlying demand-side dynamics that create hits.
|
|
||||||
|
|
||||||
Understanding those dynamics matters. The contention that there are still hits may seem uncontroversial and certainly feels right intuitively. We know that when Beyonce or Taylor Swift releases an album or the next season of Stranger Things or Game of Thrones drops, the collective attention of popular culture, much like the eye of Sauron, will be trained on it—at least until the next thing comes along. But understanding why there are still hits provides insight into whether this will persist as the supply of content keeps growing faster than demand.
|
|
||||||
|
|
||||||
Understanding why there are still hits provides insight into whether this will persist and the implications.
|
|
||||||
|
|
||||||
The reason the Internet concentrates attention is that it connects everyone in a big network. And networks are subject to powerful feedback loops. Since consumers increasingly both discover and consume content through information networks, their decisions are increasingly influenced by other people's decisions. These feedback loops amplify the popularity of a small number of choices-hits.
|
|
||||||
|
|
||||||
The net result of these opposing forces-fragmentation and concentration-is that media consumption, and culture more broadly, is persistently, and in some cases, increasingly observing power-law like distributions. That means that few TV shows, movies, songs, books, video games, journal articles, newsletters, short form videos and tweets will be wildly popular, while the vast (vast, vast, vast...) majority will be hardly consumed at all.
|
|
||||||
|
|
||||||
## What is a Power Law?
|
|
||||||
|
|
||||||
One of the first statistical concepts we are taught in school, right after mean, median and mode, is the "bell curve," aka the normal or Gaussian distribution. The intuition behind a normal distribution is that if you have enough random independent observations most observations will be relatively close to the average (or mean) and equally distributed on either side of it. Many independent natural phenomena approximate this distribution, especially when the extremes are bounded, like height, weight, test scores or rolling two six-sided dice.
|
|
||||||
|
|
||||||
Figure 2. Normal and Power Law Distributions
|
|
||||||
|
|
||||||
<!-- Image Description: The image is a diagram illustrating the difference between normal and power law distributions. There are three graphs. The first graph, labeled "NORMAL DISTRIBUTION," shows a bell-shaped curve, indicating that most values cluster around the mean. The second graph, labeled "POWER LAW DISTRIBUTION," shows a curve that starts high and rapidly decreases, indicating that a few values are very high while most are very low. The third graph, labeled "POWER LAW DISTRIBUTION NORMAL DISTRIBUTION," superimposes the power law distribution over the normal distribution, highlighting that the power law distribution has a longer tail and more extreme values compared to the normal distribution. The x-axis of each graph is labeled "Value." -->
|
|
||||||
|
|
||||||
## 4/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
Power law distributions, by contrast, look very different. A power law simply means that the dependent variable is a “power” of the independent variable. For instance, the volume of a cube is a “power” of the length of the sides, because volume increases 3 units for each 1 unit in length. Generally, they can be expressed as:
|
|
||||||
|
|
||||||
y = ax
|
|
||||||
|
|
||||||
In a power law probability distribution, the exponent is negative, which results in a downward sloping curve (as illustrated crudely in Figure 2). As shown, power law distributions are characterized by a large number of very small observations and a small number of very large observations.
|
|
||||||
|
|
||||||
There are plenty of places to explore the technical differences between a normal and power law distribution, including the excellent book [Networks, Crowds and Markets](http://www.cs.cornell.edu/home/kleinber/networks-book/), available for free here (see Chapter 18).
|
|
||||||
|
|
||||||
For our purposes, the main point of this comparison is shown in the graph furthest to the right in Figure 2, which superimposes a power law distribution over a normal distribution: the likelihood of both extremely small and extremely large observations is much greater in the former than the latter.
|
|
||||||
|
|
||||||
The main point: in a power law, both extremely small and extremely large observations are much more common.
|
|
||||||
|
|
||||||
Perhaps the best way of thinking about these differences is a framework popularized by Nassim Nicholas Taleb in The Black Swan. Think of the world of normal distributions as Mediocristan-a place where everything hovers somewhere around the average and the world of power-law distributions as Extremistan-a place where seemingly extreme things happen much more often.
|
|
||||||
|
|
||||||
## Why Do Power Laws Occur in Culture? Networks
|
|
||||||
|
|
||||||
As mentioned above, the idea that the Internet causes media fragmentation is intuitive but the idea that it also amplifies hits is not. Let's explore why that happens.
|
|
||||||
|
|
||||||
Power laws (or, strictly speaking, power-law like distributions) show up in a lot of places: the incidence of earthquakes, the occurrence of words in any given publication (called Zipf's Law), the population of cities, metabolic scaling among mammals and a whole lot else.
|
|
||||||
|
|
||||||
The mechanisms behind these power laws are not always clear (there is debate whether power laws are an inherent property of complex systems). But power laws are common in networks because network phenomena tend to be dependent, meaning there are feedback loops. Each node on the network influences, and is influenced by, other nodes.
|
|
||||||
|
|
||||||
## 5/20
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
Popularity follows power-law like distributions because people's choices are subject to
|
|
||||||
feedback loops.
|
|
||||||
|
|
||||||
This is particularly true for popularity. Power-law like distributions are everywhere in
|
|
||||||
media, as shown in this [article](https://archive.ph/o/0cYxS/https://stratechery.com/2023/power-laws-in-culture/) by Michael Tauberg.
|
|
||||||
|
|
||||||
## Social Signals Influence Our Choices
|
|
||||||
|
|
||||||
So, if networks tend to amplify hits because people often base their choices on what
|
|
||||||
they see other people do, the next question is: why? For two reasons: 1) it is often
|
|
||||||
rational to assume that other people's choices contain valuable information; and 2)
|
|
||||||
people care what others think of them.
|
|
||||||
|
|
||||||
These are two distinct phenomena, what social scientists call “information cascades”
|
|
||||||
and "reputational cascades."
|
|
||||||
|
|
||||||
* Information cascades. What do you do when you have to make a choice and have
|
|
||||||
incomplete information? It probably depends on how hard it is to determine the
|
|
||||||
quality of your options yourself (“search costs”), as well as the consequences
|
|
||||||
(including the reversibility) of making a bad choice (“opportunity costs”). Search
|
|
||||||
costs are a function both of the number of choices and the time required to
|
|
||||||
ascertain the quality of each choice. For instance, it is easy to quickly judge
|
|
||||||
quality when scrolling TikTok and hard when looking for the next multi-season
|
|
||||||
TV series. The opportunity cost of listening to the first 8 seconds of a
|
|
||||||
recommended song on Spotify is very different than getting a babysitter and going
|
|
||||||
to the movies. When search and opportunity costs are low, you may choose to
|
|
||||||
figure it out yourself. When they are high and you can see what other people have
|
|
||||||
done, it is reasonable to presume that (collectively) other people have more
|
|
||||||
information than you do and base your decisions on theirs. When many people do
|
|
||||||
this successively, it results in something called an "information cascade." This is
|
|
||||||
sometimes called cumulative advantage, preferential attachment or the “rich-get-
|
|
||||||
richer effect," whereby popular things tend to get more popular and unpopular
|
|
||||||
things stay unpopular.
|
|
||||||
|
|
||||||
Taking signals from the network is a rational choice when confronted with high search and
|
|
||||||
opportunity costs.
|
|
||||||
|
|
||||||
* Social conformity and reputational cascades. When you can see people's choices
|
|
||||||
and they can see yours, you may conform, consciously or subconsciously. As a
|
|
||||||
generality, we all feel pressure to conform, as was corroborated by famous social
|
|
||||||
science experiments in the 1950s-1970s, such as those conducted by Solomon
|
|
||||||
Asch. Alternatively, you may intentionally choose to follow the group's decisions
|
|
||||||
because you want to signal your allegiance and worthiness of belonging, or what is
|
|
||||||
called a reputational cascade.
|
|
||||||
|
|
||||||
# 6/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
(There is also a third reason that people are often influenced by other's choices that
|
|
||||||
I'm overlooking: network effects. Sometimes people follow the crowd because they
|
|
||||||
benefit directly from a larger network. This may be a significant factor for fax
|
|
||||||
machines, operating systems or electric vehicles, but probably has less relevance in
|
|
||||||
culture. The direct benefits of more developers building apps for Windows or more
|
|
||||||
Tesla rapid-charging stations are clear; the network effects from a lot of people
|
|
||||||
watching your favorite TV show or listening to your favorite band are questionable
|
|
||||||
and may actually be a drawback for people who believe they have unique taste.)
|
|
||||||
|
|
||||||
## Social Signals are Becoming More Important
|
|
||||||
|
|
||||||
So, people are more likely to be influenced by what other people do when: 1) there are
|
|
||||||
a lot of choices; and 2) it is easy to observe what other people do.
|
|
||||||
|
|
||||||
Over the last two decades, the conditions that lead to cascades have become more prevalent:
|
|
||||||
choice has exploded and it is far easier to observe others' actions and to be observed.
|
|
||||||
|
|
||||||
Both of those conditions have increased dramatically in the last few decades:
|
|
||||||
|
|
||||||
* The amount of content available has exploded, making search costs
|
|
||||||
astronomical and increasing opportunity costs. It is obvious that more choice
|
|
||||||
means higher search costs. It also means higher opportunity costs, because when
|
|
||||||
you make a choice today there are many more things you are choosing not to do.
|
|
||||||
* Owing to online networks, people are much more likely to be influenced
|
|
||||||
(directly and indirectly) by what other people choose. Many people explicitly
|
|
||||||
outsource their content curation to their friends (by relying on the Facebook
|
|
||||||
newsfeed), their hand-selected panel of “experts” (on their Twitter timeline) or
|
|
||||||
their favorite celebrities or influencers (on Instagram). But sometimes we forget
|
|
||||||
that elements of social networking are embedded in non-social networking
|
|
||||||
applications too. Go to the Apple app store, Amazon, OpenTable, or even look for
|
|
||||||
“restaurants near me" on Google Maps-in every case, you will probably be
|
|
||||||
influenced by other people's opinions. Most recommendation algorithms also rely
|
|
||||||
in part on collaborative filtering, discussed more below, which is based on the
|
|
||||||
collective choices of a group or subgroup. When you accept an algorithm's
|
|
||||||
recommendation you are often indirectly influenced by what other people choose,
|
|
||||||
whether you know it or not.
|
|
||||||
|
|
||||||
Taken together, this means that today, people are much more likely to base their
|
|
||||||
choices on other people's decisions. This explains the paradox described at the
|
|
||||||
beginning: while the Internet fragments attention, it also causes cascades that
|
|
||||||
concentrate attention.
|
|
||||||
|
|
||||||
## Recommendation Engines Can Help or Hurt
|
|
||||||
|
|
||||||
Confronted with so much choice, consumers don't only depend on the organic social
|
|
||||||
signals they receive from the network, they also rely (to varying degrees, depending on
|
|
||||||
the person and type of media) on recommendation systems. Those systems may
|
|
||||||
amplify or dampen the influence of the network, depending on how they are
|
|
||||||
engineered.
|
|
||||||
|
|
||||||
# 7/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
Recommendation algorithms are based on two primary types of models: collaborative
|
|
||||||
filtering and content models. In the former, the algorithm recommends content or
|
|
||||||
products based on what other people have chosen. In the latter, recommendations are
|
|
||||||
based on certain attributes of the content or products themselves.
|
|
||||||
|
|
||||||
Recommendation systems can amplify or dampen social signals, depending on how
|
|
||||||
they're built.
|
|
||||||
|
|
||||||
It is common for these algorithms to include elements of both models. For instance, in
|
|
||||||
its recommendation system Netflix incorporates all kinds of metadata associated with
|
|
||||||
each content asset (director, actors, genre, age rating, tone) and popularity (viewership,
|
|
||||||
completion rates and ratings) among cohorts it believes are similar to the customer, as
|
|
||||||
well as prior viewing behavior by the customer (device, time of day, time spent
|
|
||||||
viewing). TikTok similarly bases its algorithm on user behavior, collaborative filtering
|
|
||||||
and specific content attributes, among other things. By contrast, Pandora's
|
|
||||||
recommendation system is uncommon because it is based solely on content attributes,
|
|
||||||
not on any collaborative filtering.
|
|
||||||
|
|
||||||
## A Simple Framework
|
|
||||||
|
|
||||||
As mentioned, power-law like distributions are ubiquitous in media, but to varying
|
|
||||||
degrees. Synthesizing the last two sections, I'll propose a few rules of thumb for
|
|
||||||
predicting when distributions will be more, or less, extreme:
|
|
||||||
|
|
||||||
* Higher search costs = more extreme distributions (because people need to rely
|
|
||||||
more heavily on social signals)
|
|
||||||
* Higher opportunity costs = more extreme distributions (also because people are
|
|
||||||
more likely to seek out social signals before committing)
|
|
||||||
* Recommendation systems that lean heavily toward collaborative filtering = more
|
|
||||||
extreme distributions (because the algorithm amplifies the social signals)
|
|
||||||
|
|
||||||
## A Little Math
|
|
||||||
|
|
||||||
How do we know a popularity distribution is a power law and how do we measure
|
|
||||||
"extreme?"
|
|
||||||
|
|
||||||
Answering those requires a little more math. As shown above, the general
|
|
||||||
mathematical expression of a power law looks like this:
|
|
||||||
|
|
||||||
y = ax
|
|
||||||
|
|
||||||
In a pure power law, c is a constant, which can be thought of a scaling factor. In a
|
|
||||||
power law distribution, c is also negative, which is why the curve is downward sloping.
|
|
||||||
It can be hard to tell whether this scaling factor is constant just by looking-and
|
|
||||||
therefore whether it is really a power law. An easier way is to convert the data to a log-
|
|
||||||
log plot and determine whether the resulting relationship is linear. To see why, we
|
|
||||||
take the log of both sides of the equation above:
|
|
||||||
|
|
||||||
# 8/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
log (y) = log (a) + c log (x)
|
|
||||||
|
|
||||||
That is a linear function, equivalent to y = b + mx. In other words, if we really have a
|
|
||||||
power law (or something power-law like), the log-log plot should look like a straight
|
|
||||||
line, where the slope is c and, the larger (or more negative) the value of c, the more
|
|
||||||
"extreme" it is. We can also test how straight it is, and therefore whether the scaling
|
|
||||||
factor is really a constant, by calculating the r².
|
|
||||||
|
|
||||||
Figure 3. Popularity Distributions Usually Show Value as a Function of Probability (or Rank)
|
|
||||||
|
|
||||||
The image shows two graphs. The first graph has "Value" on the x-axis and "Probability of value" on the y-axis. The graph shows a curve that starts high on the y-axis and decreases as it moves to the right on the x-axis. The second graph has "Probability of value" on the x-axis and "Value" on the y-axis. The graph shows a curve that starts high on the y-axis and decreases as it moves to the right on the x-axis. The graph is labeled with "The 'head'" and "The 'tail'".
|
|
||||||
|
|
||||||
## A Few Examples (and Caveats)
|
|
||||||
|
|
||||||
Below, I look at some representative time series of consumption distribution for a few
|
|
||||||
media: box office, TV series on Netflix, streams on Spotify and Patreon creators.
|
|
||||||
|
|
||||||
(One quick note: In the power law distribution above in Figure 2, the Y-axis is
|
|
||||||
probability and X-axis is value to better compare normal and power law distributions. A
|
|
||||||
more intuitive and common way to discuss popularity distributions is to flip the axes
|
|
||||||
so that the Y-axis is the value and the X-axis is the probability, which is also a power
|
|
||||||
law (Figure 3). This shows that only a handful of observations will be extremely large
|
|
||||||
(what is colloquially called the “head”) and a vast number will be very small (the “tail”).
|
|
||||||
This is how I discuss popularity distributions below.)
|
|
||||||
|
|
||||||
This analysis is imperfect, for a few reasons. I would like to have longer time series
|
|
||||||
than I show here (box office is great, at ~20 years, but it would be great to have 20 years
|
|
||||||
of music data too). Also, the data for Spotify and Patreon only show the distribution of
|
|
||||||
consumption at the head of the curve. Since power laws are self-similar (or "scale
|
|
||||||
invariant"), in theory the distribution at the head of the curve is representative of the
|
|
||||||
entire distribution, but if these are not pure power laws that may not be the case.
|
|
||||||
|
|
||||||
Putting those aside, all four of these examples show persistently extreme distributions
|
|
||||||
that closely approximate power laws.
|
|
||||||
|
|
||||||
## Box Office
|
|
||||||
|
|
||||||
Relative to most other media, moviegoers face very few choices but extraordinarily
|
|
||||||
high opportunity costs. Not surprisingly, the relative distribution of consumption has
|
|
||||||
become even more concentrated in the top hits in recent years. Figure 4 shows the
|
|
||||||
distribution of total U.S. box office in 2000, 2010, 2019 and 2022 and the same data on a
|
|
||||||
log-log basis. As shown by the r-squared values in the log-log plots, these are close to
|
|
||||||
|
|
||||||
# 9/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
power law distributions. As also shown, over that time period the distribution has
|
|
||||||
gotten increasingly extreme (i.e., the slope on the log-log plots has gotten increasingly
|
|
||||||
negative); on a relative basis, the biggest hits are bigger than ever.
|
|
||||||
|
|
||||||
Figure 4. Distribution of Box Office Getting More Extreme
|
|
||||||
|
|
||||||
The image shows two graphs related to the distribution of total US box office revenue.
|
|
||||||
|
|
||||||
The first graph, titled "DISTRIBUTION OF TOTAL US BOX OFFICE," displays the percentage of total US box office revenue against release rank for the years 2000, 2010, 2019, and 2022. The graph shows that the top-ranked movies account for a larger percentage of the total box office revenue in more recent years.
|
|
||||||
|
|
||||||
The second graph, titled "DISTRIBUTION OF TOTAL US BOX OFFICE LOG-LOG," presents the same data on a log-log scale. This transformation helps to visualize the power-law distribution of box office revenue. The graph includes R² and Slope values for each year, indicating the goodness of fit of the power-law model. The R² values are close to 1, suggesting a strong fit, and the slopes are negative, indicating a decreasing trend.
|
|
||||||
|
|
||||||
Source: Box Office Mojo, Author analysis.
|
|
||||||
|
|
||||||
## Netflix TV Series
|
|
||||||
|
|
||||||
In TV, the search and opportunity costs of finding and committing to a TV series are
|
|
||||||
pretty high, which should lead to relatively extreme distributions. But it's tough to test
|
|
||||||
shifts in popularity distributions over time for all of TV because there is no good
|
|
||||||
cross-platform (linear and streaming) measurement. And although Nielsen now
|
|
||||||
provides streaming ratings, it's only been doing so for a couple of years.
|
|
||||||
|
|
||||||
The best data I could find was from the good people at Parrot Analytics, who provided
|
|
||||||
me a time series of global demand for Netflix original series. Parrot's demand metric
|
|
||||||
|
|
||||||
# 10/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
incorporates a variety of inputs (social, fan and critic ratings, piracy, wikis, blogs, etc.)
|
|
||||||
to gauge the popularity of each series and movie on each streaming service.
|
|
||||||
|
|
||||||
The most remarkable takeaway from this data is that it remains relatively skewed and
|
|
||||||
is becoming more power-law like over time despite Netflix's big international push
|
|
||||||
over this timeframe. As noted, this is global demand and measures a period when
|
|
||||||
Netflix added about 100 million subscribers, almost all of which were international,
|
|
||||||
and its annual cash content spend increased from $13 billion to $17 billion, much of
|
|
||||||
which was local content.
|
|
||||||
|
|
||||||
Despite its growth and increased spend internationally, as shown in Figure 5, globally
|
|
||||||
demand remains concentrated in relatively few titles. Note that in 2018, 2020 and 2022,
|
|
||||||
the top 10% of originals represented ~95%, 85% and 75% of all global demand on
|
|
||||||
Netflix, respectively.
|
|
||||||
|
|
||||||
Figure 5. Demand for Netflix Series Has Remained Skewed Despite Big International
|
|
||||||
Expansion
|
|
||||||
|
|
||||||
The image shows two line graphs related to the distribution of global demand among the top 250 series on Netflix. The first graph shows the distribution on a linear scale, while the second graph shows the distribution on a log-log scale. Both graphs plot data for the years 2018, 2020, and 2022. The log-log graph also includes R-squared values and slopes for each year. The graphs illustrate how demand is concentrated among a few top series, and how this concentration has changed over time.
|
|
||||||
|
|
||||||
Note: Parrot Analytics' demand metric incorporates a variety of inputs to measure the
|
|
||||||
popularity of series and movies. Source: Parrot Analytics, Author analysis.
|
|
||||||
|
|
||||||
Spotify Streams
|
|
||||||
|
|
||||||
Music is an interesting case because there are factors working in both directions. On
|
|
||||||
the one hand, with so much choice (Spotify has over 80 million tracks and 100,000 new
|
|
||||||
songs uploaded every day), listeners use both social signals and recommendation
|
|
||||||
engines to discover new music. And most streaming services' recommendation
|
|
||||||
|
|
||||||
[https://archive.ph/0cYxS](https://archive.ph/0cYxS)
|
|
||||||
|
|
||||||
11/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
engines rely heavily on collaborative filtering (see a description of Spotify's
|
|
||||||
recommendation engine here). This implies a relatively extreme distribution.
|
|
||||||
|
|
||||||
On the other hand, the search costs and opportunity cost of trying a new song are very
|
|
||||||
low and easily reversed (you can easily skip to the next song). Both of those factors
|
|
||||||
support a broader dispersion of consumption.
|
|
||||||
|
|
||||||
The result is that consumption in the head is extremely skewed toward the biggest
|
|
||||||
hits, but also that more aggregate consumption is shifting into the tail. By implication,
|
|
||||||
the "middle" is even skinnier than you would see in a pure power law.
|
|
||||||
|
|
||||||
Figure 6 shows the distribution of consumption among all the songs that appeared in
|
|
||||||
Spotify's Global Top 200 Weekly at least once, in both 2017 and 2022 (and the same
|
|
||||||
data on a log-log basis). In both years, that was about 1,000 songs. (This is the very
|
|
||||||
head of the curve-it's the top 1,000 songs out of 80 million, or the top 0.001%.) As
|
|
||||||
illustrated by the slope on the log-log plots, the distribution is very extreme, even
|
|
||||||
more so than box office. As is also evident, the slope is not constant; it becomes more
|
|
||||||
negative as you move past the 100th most popular song. That means the biggest hits
|
|
||||||
are even bigger on a relative basis and even more consumption is occurring in the tail
|
|
||||||
than would occur in a true power law.
|
|
||||||
|
|
||||||
Figure 6. The Head of the Spotify Curve Remains Extreme...
|
|
||||||
|
|
||||||
The image shows two line graphs related to the distribution of top songs on Spotify. The first graph shows the percentage of total streams among songs appearing in the weekly chart of top 200 songs globally, plotted against song rank. The second graph shows the same data on a log-log scale. Both graphs plot data for the years 2017 and 2022. The log-log graph also includes R-squared values and slopes for each year. The graphs illustrate how consumption is skewed towards the top songs, and how this skewness has changed over time.
|
|
||||||
|
|
||||||
[https://archive.ph/0cYxS](https://archive.ph/0cYxS)
|
|
||||||
|
|
||||||
12/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
Source: Spotify, Author analysis.
|
|
||||||
|
|
||||||
The idea that more consumption is shifting to the tail is corroborated by aggregate
|
|
||||||
consumption data. As shown in Figure 7, based on Spotify's reporting, the three
|
|
||||||
majors (Universal, Sony and Warner Music) and Merlin (a partnership of independent
|
|
||||||
labels) represented 77% of total streams in 2021, down 10 percentage points from 2017.
|
|
||||||
|
|
||||||
Figure 7. ...But More Consumption is Also Shifting to the Tail
|
|
||||||
|
|
||||||
The image is a bar graph showing the combined distribution market share of annual Spotify plays for Universal Music, Sony Music, Warner Music, and Merlin (%). The graph displays data from 2017 to 2021, with the market share decreasing from 87% in 2017 to 77% in 2021.
|
|
||||||
|
|
||||||
Source: Spotify company reports, via Music Business Worldwide.
|
|
||||||
|
|
||||||
Patreon Creators
|
|
||||||
|
|
||||||
Patreon provides a backend solution for creators to sell subscriptions, with more than
|
|
||||||
250,000 creators on the platform and 13 million patrons. It is also an interesting
|
|
||||||
example because consumption distribution is unaffected by recommendation
|
|
||||||
algorithms. While Patreon.com features a handful of creators on its landing page, few
|
|
||||||
consumers visit it. They primarily navigate directly to creators' Patreon pages from
|
|
||||||
wherever their work is featured, such as YouTube, Apple podcasts or their websites.
|
|
||||||
|
|
||||||
With no amplifying effect from recommendation algorithms, it should show a slightly
|
|
||||||
less skewed distribution than some other examples. Figure 8 shows the distribution of
|
|
||||||
the top 1,000 creators at the end of both 2016 and 2022 and the log-log data. Again, this
|
|
||||||
is the head of the curve, or 0.4% of creators in 2022. As shown, the distribution tracks
|
|
||||||
almost exactly as a power law, but the slope is less extreme than the prior examples.
|
|
||||||
|
|
||||||
Figure 8. The Creator Economy Observes Power Laws Too
|
|
||||||
|
|
||||||
[https://archive.ph/0cYxS](https://archive.ph/0cYxS)
|
|
||||||
|
|
||||||
13/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
The image shows two line graphs related to the distribution of patrons to top creators on Patreon. The first graph shows the distribution on a linear scale, while the second graph shows the distribution on a log-log scale. Both graphs plot data for the years 2016 and 2022. The log-log graph also includes R-squared values and slopes for each year. The graphs illustrate how patrons are distributed among the top creators, and how this distribution has changed over time.
|
|
||||||
|
|
||||||
Source: Graphtreon, Author analysis.
|
|
||||||
|
|
||||||
So What? Understanding the Pervasive Implications of
|
|
||||||
Power Laws
|
|
||||||
|
|
||||||
As my 11th grade history teacher Mr. Conroy used to say "So what?" The persistence
|
|
||||||
of these highly skewed consumption distributions has very important practical
|
|
||||||
implications for the media business and culture more broadly.
|
|
||||||
|
|
||||||
Hits Will Persist in an Infinite Content World
|
|
||||||
|
|
||||||
As mentioned at the top, lately I have been writing about the inevitability of Infinite
|
|
||||||
TV as the quality distinction between professional and independent/creator content
|
|
||||||
blurs.
|
|
||||||
|
|
||||||
One of the questions I got back was: will there still be hits in such a world?
|
|
||||||
|
|
||||||
The short answer: there will likely always be hits, if not even larger ones. As described
|
|
||||||
above, the more choice, the more consumers need to rely on social signals and
|
|
||||||
recommendation engines (which in turn rely on social signals) to manage search costs.
|
|
||||||
This is already evident in music. High production value tools have been democratized,
|
|
||||||
leading to a practically infinite amount of high production value music. But massive
|
|
||||||
hits persist.
|
|
||||||
|
|
||||||
[https://archive.ph/0cYxS](https://archive.ph/0cYxS)
|
|
||||||
|
|
||||||
14/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM
|
|
||||||
|
|
||||||
Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
OK, but can we really use the word "always"? Let's go really far out. What if eventually
|
|
||||||
generative Al is able to create distinct personalized content for each individual? In a
|
|
||||||
recent post about generative AI, Sequoia posited that by 2030, movies will be
|
|
||||||
"personalized dreams” (Figure 9).
|
|
||||||
|
|
||||||
Figure 9. Will All Content be “Personalized Dreams"?
|
|
||||||
|
|
||||||
The image is a table that outlines the evolution of AI capabilities in content creation across different media types (text, code, images, video/3D/gaming) from pre-2020 to a projected 2030. It shows a progression from basic tasks like spam detection and auto-complete to advanced capabilities like generating final drafts better than professional writers and developers, and ultimately, personalized video games and movies by 2030.
|
|
||||||
|
|
||||||
Source: Sequoia.
|
|
||||||
|
|
||||||
This may not be as far fetched as it sounds, at least technologically. Let's say that by
|
|
||||||
2035 we are all wearing AR glasses, which record data about us that put Google and
|
|
||||||
Facebook to shame. They track our gaze, including the length of time we linger on
|
|
||||||
anything and the dilation of our pupils, respiration and heart rate (h/t Rony Abovitz).
|
|
||||||
They might know more about us than we know ourselves. Let's go even further.
|
|
||||||
Perhaps we'll wear devices that record brain activity as we sleep and reconstruct the
|
|
||||||
imagery from our dreams. Sound crazy? Researchers in Japan just showed that this is
|
|
||||||
already possible.
|
|
||||||
|
|
||||||
There is no way to disprove the concept of individualized content. But just because it
|
|
||||||
might be technically possible doesn't mean it will be popular. It runs counter to two
|
|
||||||
fundamental human needs: 1) People want agency (or at least the appearance of
|
|
||||||
agency) in their choices-they don't want to be reduced to an algorithm. (Which is
|
|
||||||
why Netflix recently removed its "Surprise Me" button.) 2) More important, we are
|
|
||||||
ultimately social animals and have a need to coalesce around common experiences. As
|
|
||||||
I discussed in another recent essay, for many people, those shared experiences are
|
|
||||||
entertainment (sports, music, gaming, movies, TV shows). At a time when loneliness is
|
|
||||||
considered a public health crisis, it is hard to imagine that we would forego shared
|
|
||||||
experiences and retreat to lonely theaters of one.
|
|
||||||
|
|
||||||
Bye, Bye Middle
|
|
||||||
|
|
||||||
If the biggest hits are as big as ever-or bigger—and the tail is also getting bigger,
|
|
||||||
another implication is that the middle is going away.
|
|
||||||
|
|
||||||
What's the middle? Consider the middle any content that attracted attention (and
|
|
||||||
economics) solely because it benefited from formerly scarce distribution: local
|
|
||||||
newspapers largely comprising syndicated news, TV stations with weak local
|
|
||||||
coverage, radio stations without distinctive on-air personalities, middling general
|
|
||||||
entertainment cable networks populated with second-tier reruns or inexpensive reality
|
|
||||||
programming, mid-budget me-too theatrical releases, etc. It's hard to define "the
|
|
||||||
|
|
||||||
[https://archive.ph/0cYxS](https://archive.ph/0cYxS)
|
|
||||||
|
|
||||||
15/20
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
middle" with precision, but it's safe to say that historically the middle has collectively
|
|
||||||
generated a substantial proportion of profits in every media vertical.
|
|
||||||
|
|
||||||
The dwindling middle has generated a substantial portion of profits in every media vertical.
|
|
||||||
|
|
||||||
## Hits Include a Big Dose of Luck
|
|
||||||
|
|
||||||
Another important implication of this "power-lawing" is that hits are increasingly
|
|
||||||
random because of how information cascades work. To be clear, I'm not arguing that
|
|
||||||
all hits are random, but that luck is becoming more important.
|
|
||||||
|
|
||||||
Hits are not completely random, but the role of luck is increasing.
|
|
||||||
|
|
||||||
[Meta Comment: Link to archive.ph]
|
|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
More than 15 years ago, researchers Matthew Salganik, Peter Dodds and Duncan
|
|
||||||
Watts conducted an experiment to determine the effect of social influence on content
|
|
||||||
choices. They split 14,000 subjects into nine groups, one "independent group" and
|
|
||||||
eight "social influence groups." All the subjects were invited to visit a website where
|
|
||||||
they were asked to rate 48 unknown songs by unknown bands. They were able to
|
|
||||||
download the songs if they chose. In the eight social influence groups, subjects could
|
|
||||||
see how many times each song had been downloaded by prior visitors from their
|
|
||||||
group; in the independent group, they couldn't. At the end, the researchers tallied the
|
|
||||||
popularity of the songs in each group.
|
|
||||||
|
|
||||||
The major conclusions were twofold: 1) each of the nine groups had different rankings
|
|
||||||
of the songs (while some songs tended to be more popular and some songs were
|
|
||||||
consistently less popular, other than that the rankings were quite different); and 2) the
|
|
||||||
distribution of popularity within the social influence groups was more extreme than in
|
|
||||||
the independent group. The second conclusion supports the main point of this essay,
|
|
||||||
namely that the presence of social signals will cause the distribution of popularity to
|
|
||||||
be more skewed. (And keep in mind that in this experiment the only signal was the
|
|
||||||
number of previous downloads, so the participants were only subject to information
|
|
||||||
cascades, not pressure to conform or reputational cascades. In the real world, the
|
|
||||||
social signals are a lot stronger.)
|
|
||||||
|
|
||||||
But let's think about the implications of the first conclusion, namely that each group
|
|
||||||
produced a different popularity ranking. It implies that hits require a high degree of
|
|
||||||
luck.
|
|
||||||
|
|
||||||
To see why this happens, try out a thought experiment (borrowed from Michael
|
|
||||||
Mauboussin). Imagine a barrel with 1,000 balls in it, each of which is numbered 1-10,
|
|
||||||
and there are 100 of each number (100 #1s, 100 #2s, etc.). Also imagine you have 10
|
|
||||||
urns, each marked 1-10. Now randomly pick 10 balls out of the barrel and, based on
|
|
||||||
the number marked on each, put each ball in its corresponding urn. Replace the 10
|
|
||||||
balls you removed from the barrel with new balls, but this time the distribution of new
|
|
||||||
balls will be equivalent to the distribution of balls in the urns. (If there are two balls in
|
|
||||||
urn #2 and none in #3, then two of the new balls should be marked #2 and none should
|
|
||||||
|
|
||||||
## 16/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
be marked #3.) Keep running the process, removing 10 balls from the barrel at random,
|
|
||||||
placing them in the corresponding urns, and adding new balls to the barrel based on
|
|
||||||
the distribution of balls in the urns. After you run this process for enough cycles, what
|
|
||||||
you find is that the urns with more balls are increasingly likely to have more balls
|
|
||||||
added each time.
|
|
||||||
|
|
||||||
Or think of a real-world example: Amazon reviews. The Amazon algorithm places the
|
|
||||||
reviews with the most "helpful" votes at the top. Naturally, most people start at the top
|
|
||||||
and read just a few reviews. The first reviews written for a new book will appear at the
|
|
||||||
top of the page (for lack of many reviews). So, they are more likely to be read and
|
|
||||||
deemed helpful than subsequent reviews. This creates a positive feedback loop: they
|
|
||||||
are more likely to remain near the top of the page, making it likely that new visitors
|
|
||||||
will mark them as helpful, cementing their position at the top of the page.
|
|
||||||
|
|
||||||
In a networked environment, hits are highly sensitive to initial conditions.
|
|
||||||
|
|
||||||
[Meta Comment: Link to archive.ph]
|
|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
This phenomenon (which above I referred to as the rich-get-richer effect, cumulative
|
|
||||||
advantage or preferential attachment) shows that in a networked environment
|
|
||||||
popularity is influenced by luck and highly sensitive to initial conditions. The balls
|
|
||||||
that happen to be selected first (or the reviews that are written first) have a much
|
|
||||||
higher likelihood of dominating. Even in a hypothetical world in which all content was
|
|
||||||
of equal quality there would still be massive, random hits. Was the success of
|
|
||||||
PewDiePie or Charlie Puth inevitable? Hard to say.
|
|
||||||
|
|
||||||
As content consumption is increasingly affected by network dynamics, this means that
|
|
||||||
hits will become more unpredictable. And just as in the financial markets, higher
|
|
||||||
volatility means higher risk, and higher risk means lower returns.
|
|
||||||
|
|
||||||
## Hits Can (and Will) Emerge from the Tail
|
|
||||||
|
|
||||||
A corollary of the prior point is that hits can, and will, emerge from the tail. Again,
|
|
||||||
this is already evident in music. As I wrote in Infinite TV:
|
|
||||||
|
|
||||||
[A]lmost all of the new breakout acts of the last few years-like The Weeknd, Billie
|
|
||||||
Eilish, Lil Uzi Vert, XXXTentacion, Bad Bunny, Post Malone, Migos and many
|
|
||||||
more-emerged from the tail of self-distributed content, not from A&R reps
|
|
||||||
hanging around at 2AM for the last act.
|
|
||||||
|
|
||||||
Writing compelling fiction, composing a catchy pop song, conceiving innovative
|
|
||||||
gameplay or writing a great screenplay are extraordinarily rare talents. It is reasonable
|
|
||||||
to think that many of the people capable of doing these things, with persistence and
|
|
||||||
luck, are able to succeed through the traditional channels of content production and
|
|
||||||
win the support of the small handful of people who control resources at places like
|
|
||||||
HarperCollins, Republic Records, Blizzard or Universal Pictures. But how many
|
|
||||||
creative "lost Einsteins" are there who have fell through the cracks? Thousands? Tens
|
|
||||||
of Thousands? Hundreds of thousands?
|
|
||||||
|
|
||||||
Just has occurred with the music labels, every traditional producer of any type of
|
|
||||||
content should be prepared to both discover talent that emerges from the tail and
|
|
||||||
|
|
||||||
## 17/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
compete with it.
|
|
||||||
|
|
||||||
## There's a Reason Every Movie Star Wears Tights
|
|
||||||
|
|
||||||
If it sometimes feels like every movie is a prequel or sequel or about superheroes (or
|
|
||||||
both) and every new TV show is a spinoff or reboot, that's because a disproportionate
|
|
||||||
percentage of them are (as discussed in this article by Adam Mastroianni).
|
|
||||||
|
|
||||||
[Meta Comment: Link to article]
|
|
||||||
this article
|
|
||||||
|
|
||||||
The reasons often cited for this include entertainment companies' crass
|
|
||||||
commercialism, the death of creativity and the dumbing-down of the American
|
|
||||||
consumer, among others. But looking at this through the lens of the network dynamics
|
|
||||||
described in this essay suggests several other reinforcing reasons. Established IP
|
|
||||||
reduces risk because it:
|
|
||||||
|
|
||||||
* Lowers consumer search costs. As discussed above, consumers are overwhelmed
|
|
||||||
by choice and the resulting high search costs. Well-known brands, talent and
|
|
||||||
franchises reduce those costs, making consumers less reliant on network signals.
|
|
||||||
* Benefits from a pre-existing community. As also discussed, consumers
|
|
||||||
sometimes choose content because of a desire to join a community or enhance
|
|
||||||
their standing within it. Established IP has established communities, increasing
|
|
||||||
the community's influence.
|
|
||||||
|
|
||||||
Whether this is good or bad is a different question. There is a risk that major media
|
|
||||||
companies lean too heavily on established IP and all the innovative ideas instead
|
|
||||||
emerge from the tail. But there is a clear logic behind it.
|
|
||||||
|
|
||||||
## Rents Will Likely Shift Even More Toward Top Talent
|
|
||||||
|
|
||||||
The details of how talent is compensated in creative businesses can be extraordinarily
|
|
||||||
complicated and opaque. If you abstract it out, however, ultimately talent
|
|
||||||
compensation is a function of the underlying economic structure of the industries in
|
|
||||||
which they operate.
|
|
||||||
|
|
||||||
At a time when there is both more transparency of performance data and greater
|
|
||||||
competition for superstars, a more extreme distribution of consumption will likely
|
|
||||||
shift even more bargaining power to the top talent.
|
|
||||||
|
|
||||||
## No One is Policing the Algorithm
|
|
||||||
|
|
||||||
Algorithms clearly influence the distribution of consumption and they will become
|
|
||||||
increasingly important. According to Spotify, 1/3 of new music discovery occurs
|
|
||||||
through algorithmic recommendation. Netflix says that 80% of watch time comes from
|
|
||||||
its recommendations and 20% from direct search (but it also concedes that "users tend
|
|
||||||
to come to the service with a specific show, movie or genre in mind"). All things equal,
|
|
||||||
the more choice, the more consumers will seek help in choosing, whether from the
|
|
||||||
organic social signals that emerge from the network or recommendation systems.
|
|
||||||
|
|
||||||
Platforms have a strong incentive to surface the best recommendations. More usage
|
|
||||||
increases consumer affinity, improves retention and, for ad supported platforms,
|
|
||||||
increases revenue. But, at least on the margin, they may have other incentives. Spotify
|
|
||||||
and Netflix both have an incentive to reduce their reliance on their largest suppliers.
|
|
||||||
Both Spotify and TikTok disclose that “commercial considerations” influence their
|
|
||||||
recommendations. Not much can or will likely be done about this, but the opacity and
|
|
||||||
|
|
||||||
## 18/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
importance of algorithms will become an increasingly important competitive
|
|
||||||
advantage for content aggregators over time.
|
|
||||||
|
|
||||||
## The Creator Economy and Web3 Live in Extremistan Too
|
|
||||||
|
|
||||||
Much has been written (including by me) about the rise of the creator economy and
|
|
||||||
platforms and tools that enable creators to connect directly with—and generate
|
|
||||||
revenue from-fans (not just Patreon, but Substack, OnlyFans, Cameo and many
|
|
||||||
others). Web3 promises an even more decisive step in that direction. Since web3
|
|
||||||
applications are decentralized, data is not mediated by centralized servers and creators
|
|
||||||
retain ownership of their product. For many people, the greatest promise of web3 is to
|
|
||||||
redistribute power and value from centralized institutions to creators and users.
|
|
||||||
|
|
||||||
While both the evolution of the creator economy and web3 should enable more
|
|
||||||
creators to make a living wage, redistribution should not be confused with equal
|
|
||||||
distribution, something I also discussed here. As shown in the popularity distributions
|
|
||||||
for Patreon creators above, as long as there are network dynamics, there will be power-
|
|
||||||
law like popularity distributions.
|
|
||||||
|
|
||||||
## Earned Media is Increasingly Important
|
|
||||||
|
|
||||||
Back to Salganik, Dodds and Watts for a moment. As mentioned, some of the subjects
|
|
||||||
were placed in an independent group that received no social signals at all. The
|
|
||||||
researchers used this group's popularity ranking of songs as a proxy for “quality." What
|
|
||||||
they found among the other groups was that the songs considered best by the
|
|
||||||
independent group rarely did poorly and the songs considered the worst rarely did
|
|
||||||
very well, but anything else could happen.
|
|
||||||
|
|
||||||
Quality matters in popularity. Complete crap will fail. But, above some threshold of quality,
|
|
||||||
popularity is highly reliant on network dynamics.
|
|
||||||
|
|
||||||
The implication is that, as any marketer would tell you, marketing matters. Quality
|
|
||||||
will not necessarily naturally rise to the top. The question is how to market.
|
|
||||||
|
|
||||||
Marketers draw a distinction between paid, earned and owned media. Paid is
|
|
||||||
traditional advertising: TV, outdoor, print, radio, retail media, display, search and
|
|
||||||
social. Earned is PR and word-of-mouth, increasingly through influencers. And owned
|
|
||||||
is the brand's own marketing channels, such as its branded content, website, retail
|
|
||||||
outlets, catalogs, etc. Media companies tend to rely very heavily on paid media-think
|
|
||||||
of massive advertising campaigns to launch a new show or movie. As more content
|
|
||||||
discovery occurs through the network itself, the value of paid media is increasingly
|
|
||||||
diluted. It also becomes more important for marketers to understand what signals are
|
|
||||||
emerging organically and how to use both paid and earned media to amplify or
|
|
||||||
counter those signals.
|
|
||||||
|
|
||||||
## We're Not in Kansas Anymore
|
|
||||||
|
|
||||||
Almost 30 years since the IPO of Netscape, the media industry is still coming to grips
|
|
||||||
with the implications of the Internet. The reality that it fragments attention is
|
|
||||||
intuitive. The reasons why it also amplifies hits are less well understood.
|
|
||||||
|
|
||||||
## 19/20
|
|
||||||
|
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
|
||||||
|
|
||||||
For media companies, the implications of operating in a networked world are a mixed
|
|
||||||
bag, at best. The good news is that hits still matter and likely always will. The bad
|
|
||||||
news is just about everything else: the lucrative middle is being hollowed out; risk is
|
|
||||||
climbing; the tail is become more competitive for hits; bargaining power is shifting to
|
|
||||||
the top talent; content producers are increasingly at the mercy of curators' algorithms;
|
|
||||||
and paid media is being devalued. As consumers grapple with a growing tsunami of
|
|
||||||
options, these dynamics will become more pronounced. None of this will get easier.
|
|
||||||
|
|
||||||
[Meta Comment: Social Media Icons]
|
|
||||||
D
|
|
||||||
|
|
||||||
Previous
|
|
||||||
|
|
||||||
Comments
|
|
||||||
|
|
||||||
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|
||||||
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|
||||||
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||||||
[Meta Comment: Link to archive.ph]
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|
||||||
https://archive.ph/0cYxS
|
|
||||||
|
|
||||||
## 20/20
|
|
||||||
File diff suppressed because one or more lines are too long
|
|
@ -1,557 +0,0 @@
|
||||||
---
|
|
||||||
source_type: "article"
|
|
||||||
title: "What is Scarce When Quality is Abundant"
|
|
||||||
author: "Doug Shapiro"
|
|
||||||
url: "https://dougshapiro.substack.com/p/what-is-scarce-when-quality-is-abundan"
|
|
||||||
date_published: "2023-10-01"
|
|
||||||
date_archived: "2025-04-23"
|
|
||||||
archived_by: "clay"
|
|
||||||
domain: "entertainment"
|
|
||||||
status: processed
|
|
||||||
claims_extracted:
|
|
||||||
- "consumer definition of quality is fluid and revealed through preference not fixed by production value"
|
|
||||||
- "fanchise management is a stack of increasing fan engagement from content extensions through co-creation and co-ownership"
|
|
||||||
---
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
archive.today Saved from https://dougshapiro.substack.com/p/what-is-scarce-when-quality-is-abundan
|
|
||||||
|
|
||||||
23 Apr 2025 14:29:31 UTC
|
|
||||||
|
|
||||||
All snapshots from host dougshapiro.substack.com
|
|
||||||
|
|
||||||
## What is Scarce When Quality is Abundant
|
|
||||||
|
|
||||||
Where Does Value Accrue?
|
|
||||||
|
|
||||||
DOUG SHAPIRO
|
|
||||||
|
|
||||||
OCT 22, 2023
|
|
||||||
|
|
||||||
3
|
|
||||||
2
|
|
||||||
Share
|
|
||||||
|
|
||||||
[Note that this essay was originally published on Medium]
|
|
||||||
|
|
||||||
### Image: Vizcom rendering of my sketch
|
|
||||||
|
|
||||||
The image shows a Vizcom rendering of a sketch. The rendering depicts a set of scales with a flat base. On one side of the scale, there is a flat, round weight. On the other side, there is a stack of coins. The scales are balanced.
|
|
||||||
|
|
||||||
Many of my recent posts explore the following idea: the last decade in film and TV was
|
|
||||||
defined by the disruption of content distribution and the next decade will be defined
|
|
||||||
by the disruption of content creation. The premise is that over the next five-seven
|
|
||||||
years several technologies, particularly AI (including GenAI), will further blur the
|
|
||||||
quality distinction between professionally-produced (or "Hollywood") content and
|
|
||||||
creator or independent content, resulting in effectively “infinite" quality.
|
|
||||||
|
|
||||||
This idea raises a lot of questions, some of which I've tried to answer in posts like
|
|
||||||
Forget Peak TV, Here Comes Infinite TV, How Will the Disruption of Hollywood Play
|
|
||||||
Out? and AI Use Cases in Hollywood. But here's another question: what becomes
|
|
||||||
scarce when quality is abundant? Where will value accrue in an abundant quality
|
|
||||||
world?
|
|
||||||
|
|
||||||
Tl;dr:
|
|
||||||
|
|
||||||
* In analyzing any industry, it's critically important to understand which resources
|
|
||||||
are abundant and which are scarce. That's because value accrues to the scarce
|
|
||||||
|
|
||||||
## 1/17
|
|
||||||
|
|
||||||
* resource in a value chain and, accordingly, it shifts along the chain when the
|
|
||||||
relative abundance/scarcity of resources changes.
|
|
||||||
* Hollywood will need to prepare for abundant quality content.
|
|
||||||
* Last year, Hollywood released about 15,000 hours of new TV episodes and films in
|
|
||||||
the U.S. Creators upload 500 hours of content to YouTube each minute, or over
|
|
||||||
250 million hours per year. If consumers consider just 0.01% of this to be
|
|
||||||
competitive with Hollywood, that would double Hollywood's annual output; if
|
|
||||||
they consider 0.1% competitive, it would be 20x.
|
|
||||||
* Al is set to democratize high production values. At the same time, many
|
|
||||||
consumers' definitions of quality are shifting away from high production values
|
|
||||||
and therefore lowering the bar at least some of the time. YouTube is already the
|
|
||||||
most streamed service in the U.S. to TVs, equivalent to Hulu, Disney+, HBO Max,
|
|
||||||
Peacock and Paramount+ combined. Or, consider that Mr. Beast's last video,
|
|
||||||
which is performing near his average, got enough viewing to be a top 10 series on
|
|
||||||
Netflix globally.
|
|
||||||
* So, what becomes scarce (and more valuable) when quality becomes abundant? A
|
|
||||||
few things: consumer time and attention; hits; marketing prowess; curation;
|
|
||||||
fandom and community; IRL experiences; premium IP; library; and (maybe)
|
|
||||||
certain picks and shovels.
|
|
||||||
* Big media companies should invest in scarce resources where they can.
|
|
||||||
* One opportunity is a much more purposeful effort to cultivate fandom, or what I
|
|
||||||
refer to as "fanchise management.” Below, I discuss what this might mean in
|
|
||||||
practice.
|
|
||||||
|
|
||||||
Thanks for reading The Mediator! Subscribe for
|
|
||||||
free to receive new posts and support my work.
|
|
||||||
|
|
||||||
### Scarcity, Abundance and Value
|
|
||||||
|
|
||||||
In analyzing any industry, understanding the relative scarcity and abundance of key
|
|
||||||
resources is critically important for two simple reasons: 1) value accrues to whomever
|
|
||||||
controls the relatively scarce resource(s); and 2) when the relative abundance and
|
|
||||||
scarcity of resources changes, value shifts along the value chain.
|
|
||||||
|
|
||||||
### Value Flows to the (Relatively) Scarce Resource
|
|
||||||
|
|
||||||
The idea that value flows toward scarce resources is a foundational concept in
|
|
||||||
economics. Somewhere in the second or third chapter of every Econ 101 textbook is a
|
|
||||||
discussion of market structures. It usually includes a few charts with a bunch of
|
|
||||||
intersecting supply, demand, marginal revenue and marginal cost lines that illustrate
|
|
||||||
the differences between pricing, profits, consumer surplus and producer surplus
|
|
||||||
(among other things) for different market structures.
|
|
||||||
|
|
||||||
The two extremes in these textbooks, perfect competition and monopoly, illustrate
|
|
||||||
why value flows to the scarce resource.
|
|
||||||
|
|
||||||
## 2/17
|
|
||||||
|
|
||||||
* In perfect competition, no company controls the key resources, all competitors are
|
|
||||||
price takers and they generally only earn enough profit to offset their cost of
|
|
||||||
capital (if that), earning no economic profit.
|
|
||||||
* In a monopoly, at the other extreme, one company controls the scarce resource. As
|
|
||||||
a result, it can set prices and extract profits above its cost of capital.
|
|
||||||
|
|
||||||
The graphs usually look something like Figure 1. As shown, relative to a perfectly
|
|
||||||
competitive firm, a monopoly extracts much more producer surplus (and consumers
|
|
||||||
extract less consumer surplus) because it controls the scarce resource(s).
|
|
||||||
|
|
||||||
### Figure 1. Value Flows to Whomever Controls the Scarce Resource
|
|
||||||
|
|
||||||
The image shows two graphs illustrating market structures. The first graph represents perfect competition, and the second represents a monopoly. Both graphs have axes labeled "Q" (quantity) and "P" (price).
|
|
||||||
|
|
||||||
In the perfect competition graph, the supply curve (MC) intersects the demand curve (D=MR) at the equilibrium point (Pc, Qc). The area above the equilibrium price and below the demand curve represents consumer surplus, while the area below the equilibrium price and above the supply curve represents producer surplus.
|
|
||||||
|
|
||||||
In the monopoly graph, the marginal revenue curve (MR) lies below the demand curve (Dmarket). The monopolist maximizes profit by producing at the quantity where marginal revenue equals marginal cost (Qm), resulting in a higher price (Pm) compared to perfect competition. The consumer surplus is smaller, and the producer surplus is larger. There is also a deadweight loss, representing the loss of economic efficiency due to the monopolist's restriction of output.
|
|
||||||
|
|
||||||
Note: Consumer surplus is the difference between what consumers would be willing to pay and
|
|
||||||
the market clearing price; producer surplus is the difference between the price at which
|
|
||||||
producers would be willing to supply and the market clearing price; and dead weight loss is the
|
|
||||||
loss to society from market inefficiency (i.e., units that could have been bought/sold but are
|
|
||||||
not). Source: Every economics textbook ever.
|
|
||||||
|
|
||||||
### Value Shifts When Relative Scarcity and Abundance Change
|
|
||||||
|
|
||||||
It follows that when the relative scarcity and abundance of key resources changes (and
|
|
||||||
consequently who controls the scarce resource(s) changes), value shifts along the
|
|
||||||
chain. Industries are often disrupted expressly because a key input that was scarce
|
|
||||||
becomes abundant and entry barriers fall.
|
|
||||||
|
|
||||||
As an example, here's an excerpt from Web3 Could be Even More Disruptive than You
|
|
||||||
Think describing the shifting relative scarcity and abundance of bandwidth and
|
|
||||||
processing power over the last 60-70 years:
|
|
||||||
|
|
||||||
* In the first enterprise computing systems, local bandwidth was cheap and processing power
|
|
||||||
was expensive. Dumb terminals were connected over a local area network to a centralized
|
|
||||||
mainframe, which performed the processing.
|
|
||||||
* In 1971, Intel invented the microprocessor and processing power became more abundant
|
|
||||||
than bandwidth. That change birthed the modern computer industry and everything related
|
|
||||||
to it the PC, peripherals, consumer software, enterprise software, video games and
|
|
||||||
mobile phones, etc., etc.
|
|
||||||
|
|
||||||
## 3/17
|
|
||||||
|
|
||||||
* With all that distributed (and eventually commoditized) processing power in place, capital
|
|
||||||
flowed toward the new scarce resource, bandwidth. During the '90s and '00s billions of
|
|
||||||
dollars were spent laying fiber and putting up cell towers which, along with improved
|
|
||||||
multiplexing technologies, compression algorithms and network architectures, flipped the
|
|
||||||
script again, making bandwidth relatively inexpensive and processing power again relatively
|
|
||||||
scarce. In turn, from cheap bandwidth emerged the cloud, the SaaS business model,
|
|
||||||
streaming media and mobile gaming, among many other things.
|
|
||||||
|
|
||||||
The biggest beneficiaries of technological change are those who can anticipate which
|
|
||||||
resources will become abundant and which will become scarce and are able to
|
|
||||||
squander the abundant resource to corner the scarce one.
|
|
||||||
|
|
||||||
### The Math of Abundant Quality Video
|
|
||||||
|
|
||||||
Let's turn to the math.
|
|
||||||
|
|
||||||
To use round numbers, Hollywood put out around 15,000 hours of new film and TV
|
|
||||||
content in 2022 in the U.S. That includes 496 films with an average running time of
|
|
||||||
about 100 minutes, or about 800 hours of film content. As shown in Figure 2, last year
|
|
||||||
there were an estimated 2,000 original series on TV in the U.S., including almost 600
|
|
||||||
scripted series. Assuming an average of 10 episodes per series and 40 minutes per
|
|
||||||
episode, that is another 13,000 hours of original video. So, we'll call it 15,000 total, if
|
|
||||||
we're rounding up.
|
|
||||||
|
|
||||||
### Figure 2. There Were ~2,000 Originals on TV in the U.S. Last Year
|
|
||||||
|
|
||||||
The image is a bar chart titled "Scripted and Unscripted Originals on Broadcast, Cable and SVOD." The chart displays the number of original series on television in the United States from 2002 to 2022. The figures shown are for networks and services in the U.S.
|
|
||||||
|
|
||||||
The chart shows a general upward trend in the number of original series over time. The number of series increased from 125 in 2002 to 2,024 in 2022.
|
|
||||||
|
|
||||||
## 4/17
|
|
||||||
|
|
||||||
By contrast, in 2019 YouTube disclosed that 500 hours of new video are uploaded every
|
|
||||||
minute, or 30,000 hours per hour. That is double the amount of new content released
|
|
||||||
annually by Hollywood and equivalent to Netflix's entire domestic library every hour.
|
|
||||||
And keep in mind that was in 2019. It has surely increased since then.
|
|
||||||
|
|
||||||
### Figure 3. A Vast Amount of Content is Uploaded to YouTube
|
|
||||||
|
|
||||||
The image shows a person standing in front of a large red screen displaying the text "> 500 hours of content are uploaded every minute." The person is wearing a dark suit and tie and appears to be presenting or speaking about the information on the screen. The background is blurred, suggesting the photo was taken at an event or conference.
|
|
||||||
|
|
||||||
Source: YouTube Newfronts presentation, May 2019.
|
|
||||||
|
|
||||||
But let's stick with the 30,000 hours per hour (or over 250 million hours per year).
|
|
||||||
Obviously, most of that is not considered competitive with professionally-produced,
|
|
||||||
Hollywood content. But consider this: if 0.01% of it is, that would equate to ~30,000
|
|
||||||
hours of new, competitive content produced annually by independent creators, or
|
|
||||||
double Hollywood's annual output. If 0.1% is considered competitive, that would be
|
|
||||||
20x what Hollywood produces per year. Either way, it would be enough to completely
|
|
||||||
upend the supply-demand dynamic.
|
|
||||||
|
|
||||||
If 0.01% of independent content is considered competitive with Hollywood, that would equate
|
|
||||||
to 2x Hollywood output annually.
|
|
||||||
|
|
||||||
### Defining "Quality"
|
|
||||||
|
|
||||||
How realistic is it that consumers will eventually consider 0.01% or even 0.1% of
|
|
||||||
independent content to be of sufficiently good quality to compete with Hollywood?
|
|
||||||
Pretty realistic.
|
|
||||||
|
|
||||||
There are two primary reasons for this. The first, which is causing hand wringing
|
|
||||||
throughout Hollywood, is that Al is democratizing high quality production. In a
|
|
||||||
recent post (AI Use Cases in Hollywood), I discussed in detail both current and
|
|
||||||
potential future AI use cases in film and TV production and why (and how) they may
|
|
||||||
dramatically reduce production costs. The second reason, which is more subtle, is that
|
|
||||||
many consumers' definition of quality is shifting away from high production values.
|
|
||||||
|
|
||||||
## 5/17
|
|
||||||
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
The assertion that independent content will increasingly be able to compete with Hollywood content is sometimes misconstrued to mean that the production values of independent content will match the upper echelon of blockbuster movies and premium TV. I'm not making that case. The question is not whether the production values of independent content will be comparable to the best Hollywood output, it is whether consumers will consider it competitive for similar use cases based on their own definitions of quality.
|
|
||||||
|
|
||||||
The question is not whether the production values of independent content will be comparable, it is whether consumers will consider it competitive for similar use cases based on their own definitions of quality.
|
|
||||||
|
|
||||||
## The Definition of Quality is Fluid
|
|
||||||
|
|
||||||
I've written about quality before, such as in The Four Horsemen of the TV Apocalypse, but I'll revisit it briefly. The word "quality" is hard-to-define, but here's what I mean: quality is the weighted combination of attributes one considers when choosing between identically-priced choices. So, quality is based on revealed preference; each person may have a different definition of quality; it is context dependent (e.g., you will have a different definition of quality when settling down with your family on a Sunday night than while sitting on a long flight); and it can change over time.
|
|
||||||
|
|
||||||
Quality is the weighted combination of attributes one considers when choosing between identically-priced choices.
|
|
||||||
|
|
||||||
It is self-evident to most younger consumers, or anyone who observes younger consumers, that social video is changing the definition of quality for many. Some Hollywood executives may define TV and film quality as high production values, good writing, well-known above the line talent (writers, directors, showrunners, actors), expensive effects, etc. But social video has introduced all kinds of potential new attributes to many consumers' quality algorithms, like accessibility (low friction), digestibility (easy and quick to watch), authenticity, virality and relevance to my sub-community or social circle, etc. The introduction of these new attributes lowers the weighting of more traditional attributes. That's not to say that high production values no longer matter, just that the introduction of new attributes necessarily means they matter less.
|
|
||||||
|
|
||||||
The introduction of new quality attributes necessarily means that traditional measures of quality, like high production values, matter less.
|
|
||||||
|
|
||||||
Let's make this less abstract. My wake up call occurred years ago, when I saw my son switch his Saturday-morning viewing from Teen Titans Go on Cartoon Network to watching gaming streamers DanTDM and LazarBeam on YouTube. Since he didn't pay
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
## 6/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
the bills then (and still doesn't), his marginal cost to view everything was zero. So, when he chose a streamer over traditional TV, he revealed that he considered the former to be higher quality than the latter (at least at that moment). Or consider your own experience. If you subscribe to one or more streaming services, your marginal cost of consumption is also zero. If you've ever plopped down on the coach and scrolled through TikTok for 30 minutes rather than watch Netflix, you've signaled that TikTok was higher quality than Netflix at that moment — whether you explicitly thought about it that way or not.
|
|
||||||
|
|
||||||
## The Data Illustrate that the Definition is Changing
|
|
||||||
|
|
||||||
As shown in Figure 4, according to Nielsen, YouTube is the most streamed service in the U.S. to televisions. It gets the same viewing as Hulu, Disney+, Max, Peacock and Paramount+ combined. Note that this excludes viewing of the YouTube TV vMVPD service and YouTube viewing on PC, mobile or other devices. The usual rationale for why independent or creator content doesn't compete with Hollywood is that it is a very different use case. But this comparison is measuring precisely the same use case — watching on a TV. When looking to be entertained on their TVs, more people pick up a remote and select YouTube than any other service.
|
|
||||||
|
|
||||||
YouTube already surpasses every other streaming service for their primary use case — watching on a TV.
|
|
||||||
|
|
||||||
Figure 4. YouTube is Already the Most Streamed Service on TVs
|
|
||||||
|
|
||||||
The image is a pie chart showing the streaming service market share on TVs, according to Nielsen data from August 2023. The chart shows that YouTube has the largest share at 9.1%, followed by Netflix at 8.2%, Broadcast at 20.4%, Cable at 30.2%, Streaming SVOD at 38.3%, and Other at 11.1%. The streaming SVOD category includes Hulu (3.6%), Prime Video (3.4%), Disney+ (2.0%), Tubi (1.3%), Max (1.3%), Peacock (1.2%), Roku Channel (1.1%), Paramount+ (1.1%), and Pluto (0.9%).
|
|
||||||
|
|
||||||
Source: Nielsen.
|
|
||||||
|
|
||||||
To underscore the point, Figure 5 compares the first week viewing of Mr. Beast's latest video on YouTube (World's Most Dangerous Trap!) to the most watched English-language series on Netflix globally around the same period. The video garnered over 100 million views in its first week, which is about the (recent) average for a Mr. Beast video. With a 20 minute running time, it would rank right alongside Netflix's top viewed series whether you assume a 75%, 50% or even 25% completion rate.
|
|
||||||
|
|
||||||
Figure 5. Mr. Beast's Last Episode Would Rank With Netflix's Top Series Globally
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
## 7/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
The image is a bar chart comparing the viewership hours of Netflix Global Top 10 Series (10/2/2023-10/8/2023) with the last Mr. Beast Episode (10/7/2023-10/13/2023). The y-axis represents hours, ranging from 0 to 70,000,000. The x-axis lists various series and the Mr. Beast episode with different completion rates (75%, 50%, 25%). The chart shows that the Mr. Beast episode, even at a 25% completion rate, has comparable viewership hours to some of the top Netflix series.
|
|
||||||
|
|
||||||
Source: Netflix, YouTube, Author (concept from Benedict Evans).
|
|
||||||
|
|
||||||
According to the collective judgment of bettors on Manifold Markets, at the time of this writing there is a 26% chance that a film created using a text-to-video generator (like Runway) will be nominated for an Academy Award (in any category) by 2030. But the bar is far lower than that. "Abundant quality" merely means that there will be a lot more content that competes with Hollywood in similar use cases and similar contexts, for a sufficient number of people.
|
|
||||||
|
|
||||||
## What Becomes Scarce When Quality is Abundant?
|
|
||||||
|
|
||||||
Let's paint a blurry picture of 2030.
|
|
||||||
|
|
||||||
* The cost to produce "quality" video content (as defined above) has dropped several orders of magnitude as a larger proportion of what appears on screen is synthetic.
|
|
||||||
* In 2027, Runway achieves its stated goal of enabling the first (watchable) feature-length film entirely created by stitching together text/image/video-to-video generated video, so by 2030 it is common to see video that largely or entirely comprises synthetic scenes. Human actors are still prevalent in comedies and dramas, but less so in sci-fi, fantasy, action/adventure and horror genres.
|
|
||||||
* With much lower cost, and risk, it is economically feasible to distribute content for free on ad-supported platforms, like YouTube and maybe TikTok.
|
|
||||||
* The ability to render video near-real time enables dynamic, contextually relevant or perhaps even personalized content.
|
|
||||||
* In 2029, three of the top 10 most popular shows in the U.S. are distributed on YouTube and TikTok, for free (ad supported).
|
|
||||||
* YouTube exceeds 20% share of viewing by seamlessly combining Hollywood content and creator content, premium and ad-supported, in one consumer experience. For consumers, the distinction between “professionally-produced" and "creator" content becomes even less meaningful.
|
|
||||||
|
|
||||||
In other words, while it already feels like consumers are faced with infinite choice, it will become even “more infinite” (yes, there is such a thing).
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
## 8/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
So, back to the questions I posed at the very beginning: When quality is abundant, what is scarce? Where does value flow?
|
|
||||||
|
|
||||||
Some of my answers below are obvious, in part because we've already seen this play out with other media, and only warrant a few sentences. Others would justify (or already have justified) an entire essay in themselves:
|
|
||||||
|
|
||||||
## Consumer Time and Attention
|
|
||||||
|
|
||||||
Consumers will clearly benefit. With more people competing for their time and attention, consumers will have even more choice, at higher quality and lower cost. We may not always think about consumers as competing for value within the value chain, but they do.
|
|
||||||
|
|
||||||
Beneficiary: consumers
|
|
||||||
|
|
||||||
## Hits
|
|
||||||
|
|
||||||
Hits will be scarcer and more valuable than ever. I discussed why in an essay a few months ago, called Power Laws in Culture, which has been one of most-read posts. As I wrote in that piece though, hits are hard to harness because they include a large dose of luck.
|
|
||||||
|
|
||||||
Here's a quick summary. When confronted with so much choice, consumers need filters. One of those filters is popularity, because people assume that other people's choices contain valuable information (i.e., “the most popular stuff must be popular for a reason, right?”). This causes an “information cascade,” a powerful positive feedback loop that amplifies hits. Across media this is resulting in persistently, and sometimes increasingly, extreme power law-like popularity distributions — a few huge hits and a massively long tail of misses. (In the essay, I show this empirically for Netflix shows, songs on Spotify, U.S. box office and Patreon patrons.) Over time, these distributions may become relatively more extreme as the tail gets ever longer. While in the future the hits may not be absolutely bigger, they will be relatively bigger, and therefore more valuable, than ever.
|
|
||||||
|
|
||||||
Who benefits from this? As I discuss in the Power Laws essay, information cascades are "highly sensitive to initial conditions" that are difficult to predict or control. So, while successful content must exceed some quality threshold, hits are heavily influenced by luck.
|
|
||||||
|
|
||||||
Beneficiary: a lucky few
|
|
||||||
|
|
||||||
## Marketing Prowess
|
|
||||||
|
|
||||||
Another implication of abundant quality is that marketing becomes more important and a lot harder.
|
|
||||||
|
|
||||||
An instructive example is the major music labels, as I discussed in Will Radio Save the Video Star? They already confront “infinite quality" (Spotify boasts 100 million tracks and an estimated 100,000 new songs are uploaded to streaming services each day). Plus, the value they provide artists — which was historically financing, marketing and distribution — has changed as technology has made it easier for artists to do these things themselves. But they have maintained their primacy in the value chain, and
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
## 9/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
their value to artists, in part because of their marketing prowess and ability to manage artists' brands and images holistically.
|
|
||||||
|
|
||||||
But marketing also gets tougher, for a bunch of reasons: there is much more competition for users' attention; fragmentation makes it harder to reach consumers using traditional mass media; the consumer decision journey becomes more complex, as does attribution; the rising ability to segment and target consumers raises the bar (and the cost) for everyone; and you need to monitor and, if possible, dynamically influence or counter, the organic signals arising from the network itself. So, the job becomes a lot more analytical, data intensive and difficult to manage.
|
|
||||||
|
|
||||||
Beneficiary: good marketers
|
|
||||||
|
|
||||||
## Curation
|
|
||||||
|
|
||||||
Another filter consumers use is curation. This obviously shifts value to the platforms that control distribution. They have reams of data and control the UI. When done correctly, recommendation systems give the platforms the power to increase consumer usage, engagement and retention and perhaps steer viewers to content in which they have a vested interest (such as content they own or for which they pay lower license fees).
|
|
||||||
|
|
||||||
But there are limits. As I also discussed in Power Laws in Culture, not all recommendation algorithms are equally valuable. Consumers' dependence on recommendation engines seems directly correlated with search costs and inversely correlated with the opportunity cost of consumption. In music, for instance, the search costs are extremely high (100,000 new tracks per day!) and the opportunity cost of trying out a new song is very low (and easily surmounted by skipping it). By contrast, in TV the search costs are not as high (there are a lot of shows, but not as many) and the opportunity cost of watching a few episodes of a new series is very high. It is telling, for instance, that Netflix recently eliminated its “Surprise Me" button because “users tend to come to the service with a specific show, movie or genre in mind.” Rather than rely on recommendation algorithms, some consumers prefer to carefully manage their curation, outsourcing it to their most reliable friends on Facebook, favorite influencers on Instagram or TikTok, tastemakers on Spotify or chosen thought leaders on Twitter/X. Or, in some cases, they rely on good old word-of-mouth.
|
|
||||||
|
|
||||||
In addition, there's an open question whether technology will ultimately supplant the recommendation algorithm as we know it. Today, Spotify, Netflix or YouTube benefit by observing our behavior on-platform and perhaps appending additional first-party data they obtain through ownership of adjacent platforms or third-party data (such as might be obtainable if they have personally identifiable information (PII), like credit cards). But everything they know about us is by inference and they can't see all our behavior across digital platforms and offline. In the future, will we all have Al agents that both know our intentions (“pull me up a Lizzo-vibe playlist” or “what was that article I bookmarked on Twitter the other day?" or "give me a list of the top 10 movies I should watch with my 6-year-old daughter and 10-year-old son”) and have access to behavioral data across platforms and even IRL? Probably.
|
|
||||||
|
|
||||||
Beneficiary: the platforms, for now
|
|
||||||
|
|
||||||
## Fandom/Community
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
## 10/17
|
|
||||||
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
4/23/25, 6:48 PM
|
|
||||||
|
|
||||||
Yet another filter consumers will use to choose content is fandom or community. As Ben Valenta and David Sikorjak explain in their recent book Fans Have More Friends, fandom is ultimately driven by a deep-seated need for belonging. Fandoms provide a sense of connection, a common vernacular and perhaps even a shared value system. (We've all had that experience of meeting someone and realizing we share similar tastes in music, TV series or authors, and feeling a tighter bond.) When confronted with infinite choice, people will not only gravitate to content about their fandom, they will actively seek it out.
|
|
||||||
|
|
||||||
In the future, having an engaged, loyal fan base will be more important than ever.
|
|
||||||
|
|
||||||
The challenge for IP owners is how best to foster this fandom. For most traditional entertainment companies, it is an afterthought today. But as the volume of quality content explodes, having an engaged, loyal fan base will be more important than ever. Below, I discuss how entertainment companies should think about what I call "fanchise management."
|
|
||||||
|
|
||||||
Beneficiary: IP owners, if they prioritize it
|
|
||||||
|
|
||||||
## Premium Brands and IP
|
|
||||||
|
|
||||||
Following from the prior point, diehard fans will actively seek out content that relates to their fandom. But even casual fans will lean on well-known brands and IP as yet another filter to help them cut through the clutter. This is partly due to what behavioral economists call the “mere exposure effect:" people tend to like something just because they've been exposed to it before.
|
|
||||||
|
|
||||||
The big media companies already know this, as evidenced by Disney's investments in Star Wars and the MCU, WarnerBros. Discovery's announcement of a reboot of Harry Potter or NBCU's reported interest in bringing back The Office.
|
|
||||||
|
|
||||||
With lower production costs, it becomes less risky to resuscitate dormant or underleveraged IP.
|
|
||||||
|
|
||||||
Of course, you can take this too far and risk weakening the value of IP by creating so- called franchise fatigue. Perhaps a more interesting opportunity is to leverage falling production costs to try to resuscitate dormant or elevate underleveraged IP. Think it might be time to bring back Thundercats or reach deeper into the DC library and give Ragman or Metamorpho a shot? Might as well.
|
|
||||||
|
|
||||||
Beneficiary: IP owners
|
|
||||||
|
|
||||||
## Library
|
|
||||||
|
|
||||||
The major media companies have enormous libraries of content. For instance, this is from the Warner Bros. website (and this doesn't include HBO or the Turner networks):
|
|
||||||
|
|
||||||
The company's vast library, one of the most prestigious and valuable in the world, consists of more than 145,000 hours of programming, including 12,500 feature films and 2,400
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
11/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
4/23/25, 6:48 PM
|
|
||||||
|
|
||||||
television programs comprised of more than 150,000 individual episodes.
|
|
||||||
|
|
||||||
No matter how inexpensive it gets to create new content, these libraries will retain value: they can be re-monetized through licensing or owned SVOD or FAST networks; they can be licensed to train generative Al models; they can be trained for proprietary internal generative models; it may be possible to upscale 2D content to 3D (using technologies such as NeRF or Gaussian Splatting) to give some of this content a new life and enable new experiences or create digital asset libraries for future games or productions; and, using new dubbing technologies, it may be possible to re-exploit them in non-English language countries.
|
|
||||||
|
|
||||||
In many cases, the owners of these libraries don't know exactly what they have, where it is, what rights they have in different jurisdictions or how to administer royalties if they can monetize them again. This is one of those big problems that sound really un- sexy but could unlock a lot of value.
|
|
||||||
|
|
||||||
Beneficiary: Big media owners, if they can figure it out
|
|
||||||
|
|
||||||
## IRL Experiences
|
|
||||||
|
|
||||||
There's a trope that when information goods get cheaper, experiences get more expensive. That's certainly been true in music. Live experiences offer a number of benefits that you can't get at home: the exclusivity itself is a draw, the communal experience, the social status (such as posting online that you "were there"), the signaling of the degree of your fandom and establishing a lasting memory.
|
|
||||||
|
|
||||||
In film and TV, that probably benefits the companies who are best poised to create live experiences around their IP, namely Disney and NBCUniversal, who own theme parks. But that is an extremely capital intensive business and it's highly unlikely any other major media company will take the plunge.
|
|
||||||
|
|
||||||
It is possible to create live experiences around entertainment IP with less investment, such as stage versions (like musical versions of Disney films) or traveling live shows (such as for Impractical Jokers). Netflix just announced plans to open brick and mortar locations for retail, dining and other live experiences. The challenge is that these businesses are definitionally tough to scale. Will it eventually be possible to create synthetic “metaverse”-type experiences that are compelling and exclusive, at scale? We'll see.
|
|
||||||
|
|
||||||
Beneficiary: Disney and NBCU
|
|
||||||
|
|
||||||
## Picks and Shovels, Maybe (?)
|
|
||||||
|
|
||||||
Many companies are currently trying to position themselves as the enablers of the democratization of content production. It's very much an open question whether it is possible to establish a competitive moat around enabling tools. For instance, Runway has established itself as the frontrunner in Al video generation and just secured a $1.5 billion valuation in its last funding round. But competitors seem to crop up every month or so, such as recent entrants Replay and Moonvalley. Adobe could be an even bigger competitive threat as it adds its Firefly generative AI features inside Premiere Pro and After Effects, since this is already the most-used edit suite in the industry. Alternatively, OpenAI will surely eventually launch a video generator, so maybe multi- modal AI (text, image, video and probably audio) in one platform ultimately wins.
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
12/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
4/23/25, 6:48 PM
|
|
||||||
|
|
||||||
Will someone create the “TikTok” of high-quality content that provides easy-to-use, no code tools for content creation and a distribution platform all in one place? (And if so, why isn't this TikTok itself or the evolution of Fortnite Creator?) Will someone create the digital watermarking system that enables content to be tracked and monetized wherever it appears online? Will someone solve the library rights management problem I cited above?
|
|
||||||
|
|
||||||
The answer to all these questions is a resounding: who knows? It's too early to tell.
|
|
||||||
|
|
||||||
Beneficiary: if you know, tell me
|
|
||||||
|
|
||||||
## What's Big Media to Do?
|
|
||||||
|
|
||||||
As I've written before, disruption is never good for incumbents. But that doesn't mean you shouldn't play the hand you're dealt as best you can.
|
|
||||||
|
|
||||||
If you're a big media company, what do you do? When the relative scarcity/abundance of resources shifts, successful companies invest in the scarce resource. Looking through the list above, many of these new areas of scarcity aren't accessible for media companies. There is no way to corner the market for hits and there is little opportunity to control curation. But there are a few areas where the big media companies should invest (and, in some cases, they already are):
|
|
||||||
|
|
||||||
* Premium IP and brands (particularly those that have the best potential to cut through the noise, such as those with rich mythologies).
|
|
||||||
* Marketing science.
|
|
||||||
* Library rights management and monetization.
|
|
||||||
* "Fanchise management.TM"
|
|
||||||
|
|
||||||
The first three are pretty self explanatory, so let's spend a moment on the last one.
|
|
||||||
|
|
||||||
(I didn't really trademark "fanchise management," but I should, right?)
|
|
||||||
|
|
||||||
## From Franchise Management to “Fanchise Management"
|
|
||||||
|
|
||||||
Above, I made the case that fandom and community will be an increasingly important filter as consumers confront infinite choice. What can entertainment companies do to foster it?
|
|
||||||
|
|
||||||
## Fandom as Output, Not Input
|
|
||||||
|
|
||||||
Historically, Hollywood had a largely one way relationship with its fans, partly because there was no practical alternative. A TV series or film was made by a relatively small team of creatives and released and, if it succeeded, a fandom would emerge. Fandom was considered an output of the creation process, not an input. These fandoms started as fan clubs (sometimes "official", sometimes not) and have evolved into dedicated websites, wikis and subreddits and conversations that happen on Twitter, Facebook, TikTok, etc. The most dedicated fans create their own fanfics or fan films, something I discussed in depth in IP as Platform.
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
13/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
4/23/25, 6:48 PM
|
|
||||||
|
|
||||||
Even today, fandom is often viewed as something to manage, not cultivate.
|
|
||||||
|
|
||||||
Today, marketers engage with fans by establishing an official online presence, like dedicated Facebook pages or posts on YouTube, TikTok, Reels, etc., and use tools like sentiment analysis to monitor the online conversation. They'll also engage key influencers and have special screenings or sneak previews and talent panels at events like ComicCon. Studios try to listen and cater to the fans you definitely don't want to piss them off - but fandom is often viewed more so as something to manage than cultivate. And almost all of these fan conversations are happening on platforms the studios don't control.
|
|
||||||
|
|
||||||
Fanchise management is a much more purposeful approach to cultivating fandoms and developing community around them.
|
|
||||||
|
|
||||||
## Fanchise Management
|
|
||||||
|
|
||||||
To truly foster fandom, studios need to move from franchise management to "fanchise management." Most studios have some sort of franchise management function, the goal of which is to think holistically about a specific franchise and coordinate across the company on long-term creative strategy, brand marketing, merchandising, live events, licensing, gaming, etc. Sometimes it's done well and sometimes it's not, although it is often hard to tell from the outside (and sometimes even from the inside) whether this function is effective.
|
|
||||||
|
|
||||||
Figure 6. The Fanchise Management Stack
|
|
||||||
|
|
||||||
The image is a diagram illustrating the "Fanchise Management Stack." It's structured as an upward-pointing arrow, with "FAN ENGAGEMENT" written vertically along the left side, indicating that engagement increases as you move up the stack. The arrow is divided into several horizontal sections, each representing a different level or component of fanchise management:
|
|
||||||
|
|
||||||
1. **Good Content:** This forms the base of the stack, suggesting it's the foundational element.
|
|
||||||
2. **360° Content Extensions:** This level builds upon good content, implying broader engagement opportunities.
|
|
||||||
3. **Loyalty and Engagement Incentives:** This section focuses on rewarding and motivating fan participation.
|
|
||||||
4. **Community Tooling:** This level emphasizes providing tools and platforms for fans to connect and interact.
|
|
||||||
5. **User-Generated Content/Co-Creation:** This section highlights the importance of involving fans in content creation.
|
|
||||||
6. **Co-Ownership:** This is at the top of the stack, suggesting the highest level of engagement where fans have a sense of ownership.
|
|
||||||
|
|
||||||
The diagram is intended to show how different elements of fanchise management contribute to increasing fan engagement, with each level building upon the previous one.
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
14/17
|
|
||||||
|
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
4/23/25, 6:48 PM
|
|
||||||
|
|
||||||
Fanchise management would be an extension of this, but with a much more purposeful approach to encouraging fandoms and developing community around them. In Figure 6, I show an illustrative “fanchise management stack” with a series of capabilities that correspond to a higher degree of engagement as you move up the stack. Also note that most studios are currently trying to do some of this (especially the bottom two layers), but much less so as you move up the stack.
|
|
||||||
|
|
||||||
* The foundation is, as always, making good stuff.
|
|
||||||
* On top of that is multiple, year-round content extensions that give fans the opportunity to engage with the IP and keep it top of mind, even outside of the normal content (TV, film) release cycle. This could include digital shorts, book or comic book publishing, mobile games, IRL events, podcasts, immersive experiences (eventually), physical and digital collectibles, etc. These are all potential revenue opportunities, but building fandom may be equally or even more valuable.
|
|
||||||
* From there it gets progressively less common. Loyalty and engagement incentives might include digital collectibles or badges in exchange for viewing, commenting, sharing, etc. They could also be paired with utility tokens that could be exchanged for discounts or exclusive merchandise or events. In Every Media Company Needs an NFT Strategy-Now, I discussed how NFTs could facilitate this. NFT has become a four-letter word of late, so perhaps we should just call them unique digital assets, but the infrastructure keeps maturing and it is increasingly possible to abstract away the “crypto” so that consumers aren't even aware of it. For instance, Feature is currently partnering with media companies to create blockchain-enabled fan loyalty and engagement programs.
|
|
||||||
* On top of that is community tooling. Today, the conversations about IP are spread between multiple platforms, so the goal would be to aggregate more of those conversations in one place. That would require either adding social tools in the places where fans already congregate, namely streaming apps, or creating new products or services that draw fans and also have social features. That's a good segue to the next layer.
|
|
||||||
* Co-creation refers to giving fans input into content creation. At the most conservative end of the spectrum, copyright owners could tightly control what elements of the story fans are able to influence. For instance, viewers could choose between a few plot developments. At the other end, creators would be encouraged to make entirely new content using the copyright owner's IP, something I discussed in IP as Platform. I won't repeat the entire essay, but the bottom line is that encouraging fan creation (with the appropriate guardrails) would strengthen the entertainment companies' relationships with their most avid fans and attract new ones. (It might also provide free marketing; possibly source new stories and talent; and, to the degree they can monetize some of this new content, boost revenue.)
|
|
||||||
* By co-ownership, I mean the opportunity for fans to have an economic interest in the success of an IP. This is a natural outgrowth of some of the prior ideas. For instance, the value of rare digital collectibles would likely increase if a show or movie becomes more successful. Similarly, if fan-created content can be monetized, the creator should get a cut. Providing fans an economic interest in their favorite IPs would make them even more ardent evangelizers.
|
|
||||||
|
|
||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
|
||||||
|
|
||||||
15/17
|
|
||||||
|
|
||||||
|
|
||||||
# 4/23/25, 6:48 PM
|
|
||||||
|
|
||||||
What is Scarce When Quality is Abundant - by Doug Shapiro
|
|
||||||
|
|
||||||
## Hollywood Needs to Prepare
|
|
||||||
|
|
||||||
Right now, some of this might seem “out there." But keep in mind that I'm writing about trends that will play out over the next five-10 years. In 2009, the idea that Netflix would upend the entire pay TV ecosystem – globally seemed out there too.
|
|
||||||
|
|
||||||
Hollywood should be working overtime to position itself.
|
|
||||||
|
|
||||||
## Subscribe to The Mediator
|
|
||||||
|
|
||||||
By Doug Shapiro
|
|
||||||
|
|
||||||
The Mediator is (mostly) about the long term structural changes in the media industry and the business, cultural, and societal implications of those shifts. I write it to get closer to the frontier.
|
|
||||||
|
|
||||||
By subscribing, I agree to Substack's [Terms of Use](https://substack.com/terms), and acknowledge its [Information Collection Notice](https://substack.com/privacy). and [Privacy Policy](https://substack.com/privacy).
|
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||||||
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|
||||||
* 3 Likes 2 Restacks
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||||||
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||||||
* 3
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||||||
* 2
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||||||
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||||||
[Previous](#)
|
|
||||||
[Next](#)
|
|
||||||
|
|
||||||
## Discussion about this post
|
|
||||||
|
|
||||||
Comments Restacks
|
|
||||||
|
|
||||||
Write a comment...
|
|
||||||
|
|
||||||
Top Latest Discussions
|
|
||||||
|
|
||||||
### 28 Days of Media Slides
|
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||||||
|
|
||||||
An Industry in Upheaval
|
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||||||
JAN 7 DOUG SHAPIRO
|
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||||||
53
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||||||
9
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||||||
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||||||
### Quality is a Serious Problem
|
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||||||
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||||||
Understanding The Changing Consumer Definition of Quality in Media
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||||||
JAN 20 DOUG SHAPIRO
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||||||
91
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||||||
19
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||||||
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||||||
[https://archive.ph/nhtA3](https://archive.ph/nhtA3)
|
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||||||
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|
||||||
## 16/17
|
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||||||
|
|
||||||
**Image Descriptions:**
|
|
||||||
|
|
||||||
* The first image is a thumbnail for "28 Days of Media Slides" and features a dark blue background with white text that reads "28 Days of Media Slides" in a stylized font.
|
|
||||||
* The second image is a thumbnail for "Quality is a Serious Problem" and features a person sitting in front of a television screen displaying the HBO logo. The person is looking at the screen with a thoughtful expression.
|
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||||||
|
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@ -7,17 +7,13 @@ date: 2026-01-13
|
||||||
domain: health
|
domain: health
|
||||||
secondary_domains: [internet-finance]
|
secondary_domains: [internet-finance]
|
||||||
format: report
|
format: report
|
||||||
status: enrichment
|
status: unprocessed
|
||||||
priority: high
|
priority: high
|
||||||
tags: [glp-1, employer-costs, cancer-risk, cardiovascular, cost-offset, real-world-evidence]
|
tags: [glp-1, employer-costs, cancer-risk, cardiovascular, cost-offset, real-world-evidence]
|
||||||
processed_by: vida
|
processed_by: vida
|
||||||
processed_date: 2026-03-18
|
processed_date: 2026-03-18
|
||||||
enrichments_applied: ["glp-1-multi-organ-protection-creates-compounding-value-across-kidney-cardiovascular-and-metabolic-endpoints.md", "GLP-1 receptor agonists are the largest therapeutic category launch in pharmaceutical history but their chronic use model makes the net cost impact inflationary through 2035.md", "glp-1-persistence-drops-to-15-percent-at-two-years-for-non-diabetic-obesity-patients-undermining-chronic-use-economics.md", "lower-income-patients-show-higher-glp-1-discontinuation-rates-suggesting-affordability-not-just-clinical-factors-drive-persistence.md"]
|
enrichments_applied: ["glp-1-multi-organ-protection-creates-compounding-value-across-kidney-cardiovascular-and-metabolic-endpoints.md", "GLP-1 receptor agonists are the largest therapeutic category launch in pharmaceutical history but their chronic use model makes the net cost impact inflationary through 2035.md", "glp-1-persistence-drops-to-15-percent-at-two-years-for-non-diabetic-obesity-patients-undermining-chronic-use-economics.md", "lower-income-patients-show-higher-glp-1-discontinuation-rates-suggesting-affordability-not-just-clinical-factors-drive-persistence.md"]
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
extraction_model: "anthropic/claude-sonnet-4.5"
|
||||||
processed_by: vida
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
enrichments_applied: ["glp-1-persistence-drops-to-15-percent-at-two-years-for-non-diabetic-obesity-patients-undermining-chronic-use-economics.md", "glp-1-multi-organ-protection-creates-compounding-value-across-kidney-cardiovascular-and-metabolic-endpoints.md", "GLP-1 receptor agonists are the largest therapeutic category launch in pharmaceutical history but their chronic use model makes the net cost impact inflationary through 2035.md"]
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Content
|
## Content
|
||||||
|
|
@ -68,16 +64,3 @@ flagged_for_rio: ["GLP-1 cost dynamics have direct implications for health inves
|
||||||
- Female GLP-1 users: ~50% lower ovarian cancer incidence, 14% lower breast cancer incidence
|
- Female GLP-1 users: ~50% lower ovarian cancer incidence, 14% lower breast cancer incidence
|
||||||
- Adherent users (80%+): 47% fewer MACE hospitalizations for women, 26% for men
|
- Adherent users (80%+): 47% fewer MACE hospitalizations for women, 26% for men
|
||||||
- Study released January 13, 2026
|
- Study released January 13, 2026
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Aon analyzed 192,000+ GLP-1 users in U.S. commercial health claims data
|
|
||||||
- Study released January 13, 2026
|
|
||||||
- First 12 months on Wegovy/Zepbound: medical costs rise 23% vs 10% for non-users
|
|
||||||
- After 12 months: medical costs grow 2% vs 6% for non-users
|
|
||||||
- Diabetes indication at 30 months: medical cost growth 6 percentage points lower; 9 points lower with 80%+ adherence
|
|
||||||
- Weight loss indication at 18 months: cost growth 3 points lower; 7 points lower with consistent use
|
|
||||||
- Female GLP-1 users: ~50% lower ovarian cancer incidence
|
|
||||||
- Female GLP-1 users: 14% lower breast cancer incidence
|
|
||||||
- Adherent users (80%+): 47% fewer MACE hospitalizations for women, 26% for men
|
|
||||||
- Also associated with lower rates of osteoporosis, rheumatoid arthritis, alcohol/drug abuse hospitalizations
|
|
||||||
|
|
|
||||||
|
|
@ -7,7 +7,7 @@ date: 2026-02-00
|
||||||
domain: internet-finance
|
domain: internet-finance
|
||||||
secondary_domains: []
|
secondary_domains: []
|
||||||
format: essay
|
format: essay
|
||||||
status: enrichment
|
status: unprocessed
|
||||||
priority: high
|
priority: high
|
||||||
triage_tag: claim
|
triage_tag: claim
|
||||||
tags: [prediction-markets, gambling, regulation, CFTC, gaming, counter-argument, CEA]
|
tags: [prediction-markets, gambling, regulation, CFTC, gaming, counter-argument, CEA]
|
||||||
|
|
@ -15,10 +15,6 @@ processed_by: rio
|
||||||
processed_date: 2026-03-18
|
processed_date: 2026-03-18
|
||||||
enrichments_applied: ["futarchy-governed entities are structurally not securities because prediction market participation replaces the concentrated promoter effort that the Howey test requires.md", "polymarket-achieved-us-regulatory-legitimacy-through-qcx-acquisition-establishing-prediction-markets-as-cftc-regulated-derivatives.md"]
|
enrichments_applied: ["futarchy-governed entities are structurally not securities because prediction market participation replaces the concentrated promoter effort that the Howey test requires.md", "polymarket-achieved-us-regulatory-legitimacy-through-qcx-acquisition-establishing-prediction-markets-as-cftc-regulated-derivatives.md"]
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
extraction_model: "anthropic/claude-sonnet-4.5"
|
||||||
processed_by: rio
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
enrichments_applied: ["polymarket-achieved-us-regulatory-legitimacy-through-qcx-acquisition-establishing-prediction-markets-as-cftc-regulated-derivatives.md", "futarchy-governed entities are structurally not securities because prediction market participation replaces the concentrated promoter effort that the Howey test requires.md"]
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Content
|
## Content
|
||||||
|
|
@ -75,10 +71,3 @@ WHY ARCHIVED: Steelman of the opposition — the strongest articulated case agai
|
||||||
- Senator Blanche Lincoln stated the intent was NOT to 'enable gambling through supposed event contracts' and specifically named sports events
|
- Senator Blanche Lincoln stated the intent was NOT to 'enable gambling through supposed event contracts' and specifically named sports events
|
||||||
- Kalshi previously admitted 'Congress did not want sports betting conducted on derivatives markets' when defending election contracts
|
- Kalshi previously admitted 'Congress did not want sports betting conducted on derivatives markets' when defending election contracts
|
||||||
- Better Markets is a financial reform advocacy group influential with Democratic lawmakers and regulators
|
- Better Markets is a financial reform advocacy group influential with Democratic lawmakers and regulators
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- The CFTC issued a rule in 2011 under CEA Section 5c(c)(5)(C) that banned all event contracts involving war, assassination, terrorism, gaming, or unlawful activities
|
|
||||||
- Senator Blanche Lincoln stated legislative intent was NOT to enable gambling through event contracts and specifically named sports events
|
|
||||||
- Kalshi previously admitted 'Congress did not want sports betting conducted on derivatives markets' when defending election contracts
|
|
||||||
- Better Markets is a financial reform advocacy group influential with Democratic lawmakers and regulators
|
|
||||||
|
|
|
||||||
|
|
@ -1,13 +1,13 @@
|
||||||
{
|
{
|
||||||
"rejected_claims": [
|
"rejected_claims": [
|
||||||
{
|
{
|
||||||
"filename": "glp-1-cost-effectiveness-requires-long-term-risk-bearing-because-medical-savings-lag-drug-costs-by-12-18-months.md",
|
"filename": "glp-1-cost-effectiveness-requires-long-term-risk-bearing-because-savings-lag-drug-costs-by-12-18-months.md",
|
||||||
"issues": [
|
"issues": [
|
||||||
"missing_attribution_extractor"
|
"missing_attribution_extractor"
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"filename": "glp-1-receptor-agonists-show-50-percent-ovarian-cancer-reduction-in-women-suggesting-multi-system-benefits-beyond-metabolic-endpoints.md",
|
"filename": "glp-1-female-users-show-50-percent-ovarian-cancer-reduction-and-14-percent-breast-cancer-reduction.md",
|
||||||
"issues": [
|
"issues": [
|
||||||
"missing_attribution_extractor"
|
"missing_attribution_extractor"
|
||||||
]
|
]
|
||||||
|
|
@ -19,14 +19,14 @@
|
||||||
"fixed": 2,
|
"fixed": 2,
|
||||||
"rejected": 2,
|
"rejected": 2,
|
||||||
"fixes_applied": [
|
"fixes_applied": [
|
||||||
"glp-1-cost-effectiveness-requires-long-term-risk-bearing-because-medical-savings-lag-drug-costs-by-12-18-months.md:set_created:2026-03-19",
|
"glp-1-cost-effectiveness-requires-long-term-risk-bearing-because-savings-lag-drug-costs-by-12-18-months.md:set_created:2026-03-18",
|
||||||
"glp-1-receptor-agonists-show-50-percent-ovarian-cancer-reduction-in-women-suggesting-multi-system-benefits-beyond-metabolic-endpoints.md:set_created:2026-03-19"
|
"glp-1-female-users-show-50-percent-ovarian-cancer-reduction-and-14-percent-breast-cancer-reduction.md:set_created:2026-03-18"
|
||||||
],
|
],
|
||||||
"rejections": [
|
"rejections": [
|
||||||
"glp-1-cost-effectiveness-requires-long-term-risk-bearing-because-medical-savings-lag-drug-costs-by-12-18-months.md:missing_attribution_extractor",
|
"glp-1-cost-effectiveness-requires-long-term-risk-bearing-because-savings-lag-drug-costs-by-12-18-months.md:missing_attribution_extractor",
|
||||||
"glp-1-receptor-agonists-show-50-percent-ovarian-cancer-reduction-in-women-suggesting-multi-system-benefits-beyond-metabolic-endpoints.md:missing_attribution_extractor"
|
"glp-1-female-users-show-50-percent-ovarian-cancer-reduction-and-14-percent-breast-cancer-reduction.md:missing_attribution_extractor"
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
"model": "anthropic/claude-sonnet-4.5",
|
||||||
"date": "2026-03-19"
|
"date": "2026-03-18"
|
||||||
}
|
}
|
||||||
|
|
@ -1,13 +1,13 @@
|
||||||
{
|
{
|
||||||
"rejected_claims": [
|
"rejected_claims": [
|
||||||
{
|
{
|
||||||
"filename": "prediction-markets-face-statutory-gaming-prohibition-under-cea-section-5c-that-mechanism-design-cannot-solve.md",
|
"filename": "futarchy-governance-markets-survive-gaming-classification-through-legitimate-commercial-purpose-test.md",
|
||||||
"issues": [
|
"issues": [
|
||||||
"missing_attribution_extractor"
|
"missing_attribution_extractor"
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"filename": "futarchy-governance-markets-may-survive-gaming-classification-through-legitimate-commercial-purpose-test.md",
|
"filename": "cftc-lacks-institutional-capacity-for-nationwide-gambling-enforcement.md",
|
||||||
"issues": [
|
"issues": [
|
||||||
"missing_attribution_extractor"
|
"missing_attribution_extractor"
|
||||||
]
|
]
|
||||||
|
|
@ -19,14 +19,14 @@
|
||||||
"fixed": 2,
|
"fixed": 2,
|
||||||
"rejected": 2,
|
"rejected": 2,
|
||||||
"fixes_applied": [
|
"fixes_applied": [
|
||||||
"prediction-markets-face-statutory-gaming-prohibition-under-cea-section-5c-that-mechanism-design-cannot-solve.md:set_created:2026-03-19",
|
"futarchy-governance-markets-survive-gaming-classification-through-legitimate-commercial-purpose-test.md:set_created:2026-03-18",
|
||||||
"futarchy-governance-markets-may-survive-gaming-classification-through-legitimate-commercial-purpose-test.md:set_created:2026-03-19"
|
"cftc-lacks-institutional-capacity-for-nationwide-gambling-enforcement.md:set_created:2026-03-18"
|
||||||
],
|
],
|
||||||
"rejections": [
|
"rejections": [
|
||||||
"prediction-markets-face-statutory-gaming-prohibition-under-cea-section-5c-that-mechanism-design-cannot-solve.md:missing_attribution_extractor",
|
"futarchy-governance-markets-survive-gaming-classification-through-legitimate-commercial-purpose-test.md:missing_attribution_extractor",
|
||||||
"futarchy-governance-markets-may-survive-gaming-classification-through-legitimate-commercial-purpose-test.md:missing_attribution_extractor"
|
"cftc-lacks-institutional-capacity-for-nationwide-gambling-enforcement.md:missing_attribution_extractor"
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
"model": "anthropic/claude-sonnet-4.5",
|
||||||
"date": "2026-03-19"
|
"date": "2026-03-18"
|
||||||
}
|
}
|
||||||
|
|
@ -1,25 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "community-validation-before-production-reduces-media-development-risk.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 1,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 2,
|
|
||||||
"rejected": 1,
|
|
||||||
"fixes_applied": [
|
|
||||||
"community-validation-before-production-reduces-media-development-risk.md:set_created:2026-03-19",
|
|
||||||
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|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"community-validation-before-production-reduces-media-development-risk.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,34 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "progressive-validation-through-community-building-reduces-development-risk-by-proving-audience-demand-before-production-investment.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "traditional-media-buyers-now-seek-content-with-pre-existing-community-engagement-data-as-risk-mitigation.md",
|
|
||||||
"issues": [
|
|
||||||
"no_frontmatter"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
"fixes_applied": [
|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"progressive-validation-through-community-building-reduces-development-risk-by-proving-audience-demand-before-production-investment.md:missing_attribution_extractor",
|
|
||||||
"traditional-media-buyers-now-seek-content-with-pre-existing-community-engagement-data-as-risk-mitigation.md:no_frontmatter"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,45 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "cost-plus-deals-shifted-risk-to-streamers-while-misaligning-creative-incentives.md",
|
|
||||||
"issues": [
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|
||||||
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|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "progressive-validation-through-community-building-reduces-development-risk-by-proving-audience-demand-before-production-investment.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "generative-ai-cost-reduction-enables-independent-production-of-studio-quality-content.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 3,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 8,
|
|
||||||
"rejected": 3,
|
|
||||||
"fixes_applied": [
|
|
||||||
"cost-plus-deals-shifted-risk-to-streamers-while-misaligning-creative-incentives.md:set_created:2026-03-19",
|
|
||||||
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|
|
||||||
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|
|
||||||
"progressive-validation-through-community-building-reduces-development-risk-by-proving-audience-demand-before-production-investment.md:stripped_wiki_link:the-fanchise-engagement-ladder-from-content-to-co-ownership-",
|
|
||||||
"progressive-validation-through-community-building-reduces-development-risk-by-proving-audience-demand-before-production-investment.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and",
|
|
||||||
"generative-ai-cost-reduction-enables-independent-production-of-studio-quality-content.md:set_created:2026-03-19",
|
|
||||||
"generative-ai-cost-reduction-enables-independent-production-of-studio-quality-content.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and",
|
|
||||||
"generative-ai-cost-reduction-enables-independent-production-of-studio-quality-content.md:stripped_wiki_link:knowledge-embodiment-lag-means-technology-is-available-decad"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
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|
|
||||||
"progressive-validation-through-community-building-reduces-development-risk-by-proving-audience-demand-before-production-investment.md:missing_attribution_extractor",
|
|
||||||
"generative-ai-cost-reduction-enables-independent-production-of-studio-quality-content.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,46 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "web3-native-funding-enables-creative-control-through-community-capitalization-before-content-production.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "progressive-validation-through-staged-platform-expansion-reduces-entertainment-ip-risk-by-proving-demand-before-major-production-investment.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "community-driven-world-building-produces-authentic-narrative-depth-through-bidirectional-feedback-that-traditional-studio-development-cannot-replicate.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
"fixes_applied": [
|
|
||||||
"web3-native-funding-enables-creative-control-through-community-capitalization-before-content-production.md:set_created:2026-03-19",
|
|
||||||
"web3-native-funding-enables-creative-control-through-community-capitalization-before-content-production.md:stripped_wiki_link:community-ownership-accelerates-growth-through-aligned-evang",
|
|
||||||
"web3-native-funding-enables-creative-control-through-community-capitalization-before-content-production.md:stripped_wiki_link:the-fanchise-engagement-ladder-from-content-to-co-ownership-",
|
|
||||||
"progressive-validation-through-staged-platform-expansion-reduces-entertainment-ip-risk-by-proving-demand-before-major-production-investment.md:set_created:2026-03-19",
|
|
||||||
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|
|
||||||
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|
|
||||||
"community-driven-world-building-produces-authentic-narrative-depth-through-bidirectional-feedback-that-traditional-studio-development-cannot-replicate.md:set_created:2026-03-19",
|
|
||||||
"community-driven-world-building-produces-authentic-narrative-depth-through-bidirectional-feedback-that-traditional-studio-development-cannot-replicate.md:stripped_wiki_link:the-gardener-cultivates-conditions-for-emergence-while-the-b",
|
|
||||||
"community-driven-world-building-produces-authentic-narrative-depth-through-bidirectional-feedback-that-traditional-studio-development-cannot-replicate.md:stripped_wiki_link:complex-ideas-propagate-with-higher-fidelity-through-persona"
|
|
||||||
],
|
|
||||||
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|
|
||||||
"web3-native-funding-enables-creative-control-through-community-capitalization-before-content-production.md:missing_attribution_extractor",
|
|
||||||
"progressive-validation-through-staged-platform-expansion-reduces-entertainment-ip-risk-by-proving-demand-before-major-production-investment.md:missing_attribution_extractor",
|
|
||||||
"community-driven-world-building-produces-authentic-narrative-depth-through-bidirectional-feedback-that-traditional-studio-development-cannot-replicate.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,35 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "genai-adoption-in-entertainment-gated-by-consumer-acceptance-not-technology.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "non-atl-production-costs-converge-with-compute-costs-as-ai-replaces-labor.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 2,
|
|
||||||
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|
|
||||||
"fixed": 5,
|
|
||||||
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|
|
||||||
"fixes_applied": [
|
|
||||||
"genai-adoption-in-entertainment-gated-by-consumer-acceptance-not-technology.md:set_created:2026-03-19",
|
|
||||||
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|
|
||||||
"non-atl-production-costs-converge-with-compute-costs-as-ai-replaces-labor.md:set_created:2026-03-19",
|
|
||||||
"non-atl-production-costs-converge-with-compute-costs-as-ai-replaces-labor.md:stripped_wiki_link:AI-labor-displacement-follows-knowledge-embodiment-lag-phase",
|
|
||||||
"non-atl-production-costs-converge-with-compute-costs-as-ai-replaces-labor.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"genai-adoption-in-entertainment-gated-by-consumer-acceptance-not-technology.md:missing_attribution_extractor",
|
|
||||||
"non-atl-production-costs-converge-with-compute-costs-as-ai-replaces-labor.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,44 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "cost-plus-deals-shift-risk-from-talent-to-streamers-while-misaligning-creative-incentives.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "tv-industry-needs-diversified-small-bets-like-venture-capital-not-concentrated-large-bets-because-power-law-returns-dominate.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "franchise-commoditization-not-fatigue-is-the-strategic-problem-when-everyone-pursues-familiar-ip.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 3,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 7,
|
|
||||||
"rejected": 3,
|
|
||||||
"fixes_applied": [
|
|
||||||
"cost-plus-deals-shift-risk-from-talent-to-streamers-while-misaligning-creative-incentives.md:set_created:2026-03-19",
|
|
||||||
"cost-plus-deals-shift-risk-from-talent-to-streamers-while-misaligning-creative-incentives.md:stripped_wiki_link:giving-away-the-commoditized-layer-to-capture-value-on-the-s",
|
|
||||||
"tv-industry-needs-diversified-small-bets-like-venture-capital-not-concentrated-large-bets-because-power-law-returns-dominate.md:set_created:2026-03-19",
|
|
||||||
"tv-industry-needs-diversified-small-bets-like-venture-capital-not-concentrated-large-bets-because-power-law-returns-dominate.md:stripped_wiki_link:industries-are-need-satisfaction-systems-and-the-attractor-s",
|
|
||||||
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|
|
||||||
"franchise-commoditization-not-fatigue-is-the-strategic-problem-when-everyone-pursues-familiar-ip.md:set_created:2026-03-19",
|
|
||||||
"franchise-commoditization-not-fatigue-is-the-strategic-problem-when-everyone-pursues-familiar-ip.md:stripped_wiki_link:disruptors-redefine-quality-rather-than-competing-on-the-inc"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"cost-plus-deals-shift-risk-from-talent-to-streamers-while-misaligning-creative-incentives.md:missing_attribution_extractor",
|
|
||||||
"tv-industry-needs-diversified-small-bets-like-venture-capital-not-concentrated-large-bets-because-power-law-returns-dominate.md:missing_attribution_extractor",
|
|
||||||
"franchise-commoditization-not-fatigue-is-the-strategic-problem-when-everyone-pursues-familiar-ip.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,41 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "streaming-churn-may-be-permanently-uneconomic-because-maintenance-marketing-consumes-up-to-half-of-arpu.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "resubscribe-rates-above-30-percent-indicate-churning-on-and-off-is-becoming-habitual-consumer-behavior-not-transitional-friction.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "good-bundles-reduce-churn-through-transparent-discounts-while-bad-bundles-reduce-churn-through-forced-packaging.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 3,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 4,
|
|
||||||
"rejected": 3,
|
|
||||||
"fixes_applied": [
|
|
||||||
"streaming-churn-may-be-permanently-uneconomic-because-maintenance-marketing-consumes-up-to-half-of-arpu.md:set_created:2026-03-19",
|
|
||||||
"streaming-churn-may-be-permanently-uneconomic-because-maintenance-marketing-consumes-up-to-half-of-arpu.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and",
|
|
||||||
"resubscribe-rates-above-30-percent-indicate-churning-on-and-off-is-becoming-habitual-consumer-behavior-not-transitional-friction.md:set_created:2026-03-19",
|
|
||||||
"good-bundles-reduce-churn-through-transparent-discounts-while-bad-bundles-reduce-churn-through-forced-packaging.md:set_created:2026-03-19"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"streaming-churn-may-be-permanently-uneconomic-because-maintenance-marketing-consumes-up-to-half-of-arpu.md:missing_attribution_extractor",
|
|
||||||
"resubscribe-rates-above-30-percent-indicate-churning-on-and-off-is-becoming-habitual-consumer-behavior-not-transitional-friction.md:missing_attribution_extractor",
|
|
||||||
"good-bundles-reduce-churn-through-transparent-discounts-while-bad-bundles-reduce-churn-through-forced-packaging.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,35 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "genai-adoption-in-entertainment-gated-by-consumer-acceptance-not-technology.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "genai-is-simultaneously-sustaining-and-disruptive-depending-on-progressive-syntheticization-vs-progressive-control.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 2,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 5,
|
|
||||||
"rejected": 2,
|
|
||||||
"fixes_applied": [
|
|
||||||
"genai-adoption-in-entertainment-gated-by-consumer-acceptance-not-technology.md:set_created:2026-03-19",
|
|
||||||
"genai-adoption-in-entertainment-gated-by-consumer-acceptance-not-technology.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and",
|
|
||||||
"genai-is-simultaneously-sustaining-and-disruptive-depending-on-progressive-syntheticization-vs-progressive-control.md:set_created:2026-03-19",
|
|
||||||
"genai-is-simultaneously-sustaining-and-disruptive-depending-on-progressive-syntheticization-vs-progressive-control.md:stripped_wiki_link:good-management-causes-disruption-because-rational-resource-",
|
|
||||||
"genai-is-simultaneously-sustaining-and-disruptive-depending-on-progressive-syntheticization-vs-progressive-control.md:stripped_wiki_link:disruptors-redefine-quality-rather-than-competing-on-the-inc"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"genai-adoption-in-entertainment-gated-by-consumer-acceptance-not-technology.md:missing_attribution_extractor",
|
|
||||||
"genai-is-simultaneously-sustaining-and-disruptive-depending-on-progressive-syntheticization-vs-progressive-control.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,35 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "entertainment-ip-as-platform-enables-fan-creation-to-strengthen-franchise-value.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "fan-creation-barriers-determine-content-volume-not-fan-passion.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 2,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 5,
|
|
||||||
"rejected": 2,
|
|
||||||
"fixes_applied": [
|
|
||||||
"entertainment-ip-as-platform-enables-fan-creation-to-strengthen-franchise-value.md:set_created:2026-03-19",
|
|
||||||
"entertainment-ip-as-platform-enables-fan-creation-to-strengthen-franchise-value.md:stripped_wiki_link:the-fanchise-engagement-ladder-from-content-to-co-ownership-",
|
|
||||||
"entertainment-ip-as-platform-enables-fan-creation-to-strengthen-franchise-value.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and",
|
|
||||||
"fan-creation-barriers-determine-content-volume-not-fan-passion.md:set_created:2026-03-19",
|
|
||||||
"fan-creation-barriers-determine-content-volume-not-fan-passion.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"entertainment-ip-as-platform-enables-fan-creation-to-strengthen-franchise-value.md:missing_attribution_extractor",
|
|
||||||
"fan-creation-barriers-determine-content-volume-not-fan-passion.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,44 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "information-cascades-create-power-law-distributions-in-culture-because-consumers-use-popularity-as-quality-signal-when-choice-is-overwhelming.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "recommendation-algorithms-amplify-or-dampen-power-laws-depending-on-collaborative-filtering-weight-because-algorithms-that-surface-popular-content-reinforce-network-cascades.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "the-middle-of-cultural-markets-is-disappearing-because-power-law-amplification-concentrates-returns-at-the-head-and-tail-simultaneously.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 3,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 7,
|
|
||||||
"rejected": 3,
|
|
||||||
"fixes_applied": [
|
|
||||||
"information-cascades-create-power-law-distributions-in-culture-because-consumers-use-popularity-as-quality-signal-when-choice-is-overwhelming.md:set_created:2026-03-19",
|
|
||||||
"information-cascades-create-power-law-distributions-in-culture-because-consumers-use-popularity-as-quality-signal-when-choice-is-overwhelming.md:stripped_wiki_link:meme-propagation-selects-for-simplicity-novelty-and-conformi",
|
|
||||||
"information-cascades-create-power-law-distributions-in-culture-because-consumers-use-popularity-as-quality-signal-when-choice-is-overwhelming.md:stripped_wiki_link:network-effects-create-winner-take-most-markets-because-each",
|
|
||||||
"recommendation-algorithms-amplify-or-dampen-power-laws-depending-on-collaborative-filtering-weight-because-algorithms-that-surface-popular-content-reinforce-network-cascades.md:set_created:2026-03-19",
|
|
||||||
"recommendation-algorithms-amplify-or-dampen-power-laws-depending-on-collaborative-filtering-weight-because-algorithms-that-surface-popular-content-reinforce-network-cascades.md:stripped_wiki_link:agents-that-raise-capital-via-futarchy-accelerate-their-own-",
|
|
||||||
"the-middle-of-cultural-markets-is-disappearing-because-power-law-amplification-concentrates-returns-at-the-head-and-tail-simultaneously.md:set_created:2026-03-19",
|
|
||||||
"the-middle-of-cultural-markets-is-disappearing-because-power-law-amplification-concentrates-returns-at-the-head-and-tail-simultaneously.md:stripped_wiki_link:disruptors-redefine-quality-rather-than-competing-on-the-inc"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"information-cascades-create-power-law-distributions-in-culture-because-consumers-use-popularity-as-quality-signal-when-choice-is-overwhelming.md:missing_attribution_extractor",
|
|
||||||
"recommendation-algorithms-amplify-or-dampen-power-laws-depending-on-collaborative-filtering-weight-because-algorithms-that-surface-popular-content-reinforce-network-cascades.md:missing_attribution_extractor",
|
|
||||||
"the-middle-of-cultural-markets-is-disappearing-because-power-law-amplification-concentrates-returns-at-the-head-and-tail-simultaneously.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,43 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "creator-and-corporate-media-are-zero-sum-because-total-time-is-stagnant.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "genai-reduces-creative-decisions-not-just-execution-cost-which-is-categorically-different-from-prior-tools.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "genai-as-general-purpose-technology-advances-faster-than-domain-specific-tools-because-breakthroughs-compound-across-modalities.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 3,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 6,
|
|
||||||
"rejected": 3,
|
|
||||||
"fixes_applied": [
|
|
||||||
"creator-and-corporate-media-are-zero-sum-because-total-time-is-stagnant.md:set_created:2026-03-19",
|
|
||||||
"creator-and-corporate-media-are-zero-sum-because-total-time-is-stagnant.md:stripped_wiki_link:two-phase-disruption-where-distribution-moats-fall-first-and",
|
|
||||||
"genai-reduces-creative-decisions-not-just-execution-cost-which-is-categorically-different-from-prior-tools.md:set_created:2026-03-19",
|
|
||||||
"genai-reduces-creative-decisions-not-just-execution-cost-which-is-categorically-different-from-prior-tools.md:stripped_wiki_link:metis-is-practical-knowledge-that-can-only-be-acquired-throu",
|
|
||||||
"genai-as-general-purpose-technology-advances-faster-than-domain-specific-tools-because-breakthroughs-compound-across-modalities.md:set_created:2026-03-19",
|
|
||||||
"genai-as-general-purpose-technology-advances-faster-than-domain-specific-tools-because-breakthroughs-compound-across-modalities.md:stripped_wiki_link:technology-advances-exponentially-but-coordination-mechanism"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"creator-and-corporate-media-are-zero-sum-because-total-time-is-stagnant.md:missing_attribution_extractor",
|
|
||||||
"genai-reduces-creative-decisions-not-just-execution-cost-which-is-categorically-different-from-prior-tools.md:missing_attribution_extractor",
|
|
||||||
"genai-as-general-purpose-technology-advances-faster-than-domain-specific-tools-because-breakthroughs-compound-across-modalities.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -1,34 +0,0 @@
|
||||||
{
|
|
||||||
"rejected_claims": [
|
|
||||||
{
|
|
||||||
"filename": "consumer-quality-definition-is-revealed-preference-not-production-value.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "value-accrues-to-scarce-resources-and-shifts-when-relative-scarcity-changes.md",
|
|
||||||
"issues": [
|
|
||||||
"missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"validation_stats": {
|
|
||||||
"total": 2,
|
|
||||||
"kept": 0,
|
|
||||||
"fixed": 4,
|
|
||||||
"rejected": 2,
|
|
||||||
"fixes_applied": [
|
|
||||||
"consumer-quality-definition-is-revealed-preference-not-production-value.md:set_created:2026-03-19",
|
|
||||||
"consumer-quality-definition-is-revealed-preference-not-production-value.md:stripped_wiki_link:disruptors-redefine-quality-rather-than-competing-on-the-inc",
|
|
||||||
"value-accrues-to-scarce-resources-and-shifts-when-relative-scarcity-changes.md:set_created:2026-03-19",
|
|
||||||
"value-accrues-to-scarce-resources-and-shifts-when-relative-scarcity-changes.md:stripped_wiki_link:giving-away-the-commoditized-layer-to-capture-value-on-the-s"
|
|
||||||
],
|
|
||||||
"rejections": [
|
|
||||||
"consumer-quality-definition-is-revealed-preference-not-production-value.md:missing_attribution_extractor",
|
|
||||||
"value-accrues-to-scarce-resources-and-shifts-when-relative-scarcity-changes.md:missing_attribution_extractor"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"model": "anthropic/claude-sonnet-4.5",
|
|
||||||
"date": "2026-03-19"
|
|
||||||
}
|
|
||||||
|
|
@ -7,14 +7,10 @@ date_published: "2025-06-02"
|
||||||
date_archived: "2025-06-02"
|
date_archived: "2025-06-02"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
||||||
- "traditional media buyers now seek content with pre-existing community engagement data as risk mitigation"
|
- "traditional media buyers now seek content with pre-existing community engagement data as risk mitigation"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 1 claims, 1 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# Mediawan Kids & Family to Turn Viral NFT Brand Claynosaurz Into Animated Series (EXCLUSIVE)
|
# Mediawan Kids & Family to Turn Viral NFT Brand Claynosaurz Into Animated Series (EXCLUSIVE)
|
||||||
|
|
||||||
|
|
@ -53,15 +49,3 @@ Katell France (“Vic the Vicking”) at Method Animation (“The Little Prince
|
||||||
Mediawan was at the Cannes Film Festival this year with the animated feature "Marcel et Monsieur Pagnol" directed by Sylvain Chomet (“The Triplets of Belleville").
|
Mediawan was at the Cannes Film Festival this year with the animated feature "Marcel et Monsieur Pagnol" directed by Sylvain Chomet (“The Triplets of Belleville").
|
||||||
|
|
||||||
The image is a document containing an article titled "Mediawan Kids & Family to Turn Viral NFT Brand Claynosaurz Into Animated Series (EXCLUSIVE)". The article discusses Mediawan Kids & Family's deal with Claynosaurz Inc. to co-produce an animated series based on the digital-native franchise. The article includes quotes from Julien Borde, Mediawan Kids & Family president, and Nicholas Cabana, creator of Claynosaurz. The article also mentions that the show will launch on Youtube and will be available for licensing by traditional TV channels and platforms.
|
The image is a document containing an article titled "Mediawan Kids & Family to Turn Viral NFT Brand Claynosaurz Into Animated Series (EXCLUSIVE)". The article discusses Mediawan Kids & Family's deal with Claynosaurz Inc. to co-produce an animated series based on the digital-native franchise. The article includes quotes from Julien Borde, Mediawan Kids & Family president, and Nicholas Cabana, creator of Claynosaurz. The article also mentions that the show will launch on Youtube and will be available for licensing by traditional TV channels and platforms.
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Claynosaurz has generated 450M+ views and 200M+ impressions across digital platforms
|
|
||||||
- Claynosaurz has 530K+ subscribers
|
|
||||||
- Claynosaurz won 11 Collision Awards and 1 Webby Award
|
|
||||||
- The Mediawan/Claynosaurz series will be 39 episodes of 7 minutes each
|
|
||||||
- The series targets children aged 6-12
|
|
||||||
- Jesse Cleverly from Wildseed Studios is showrunner
|
|
||||||
- The series will launch on YouTube and be available for licensing to traditional TV channels
|
|
||||||
- Katell France at Method Animation is producing with Nicholas Cabana
|
|
||||||
- Mediawan presented 'Marcel et Monsieur Pagnol' at Cannes 2025
|
|
||||||
|
|
|
||||||
|
|
@ -7,14 +7,10 @@ date_published: "2025-06-02"
|
||||||
date_archived: "2025-06-02"
|
date_archived: "2025-06-02"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
||||||
- "traditional media buyers now seek content with pre-existing community engagement data as risk mitigation"
|
- "traditional media buyers now seek content with pre-existing community engagement data as risk mitigation"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 2 claims, 2 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# Mediawan Kids & Family to Turn Claynosaurz Into Animated Series
|
# Mediawan Kids & Family to Turn Claynosaurz Into Animated Series
|
||||||
|
|
||||||
|
|
@ -79,13 +75,3 @@ across screens, shelves, and generations.
|
||||||
We're all about changing the game and becoming a beacon for Web3. Mediawan
|
We're all about changing the game and becoming a beacon for Web3. Mediawan
|
||||||
understands how important this is to us, and the gamified content opportunities that we
|
understands how important this is to us, and the gamified content opportunities that we
|
||||||
can explore. This is the next chapter—and it's a big one.
|
can explore. This is the next chapter—and it's a big one.
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Claynosaurz has 450K+ social media following as of June 2025
|
|
||||||
- Claynosaurz content has generated 500M+ short-form views
|
|
||||||
- Miraculous: Tales of Ladybug & Cat Noir generated $2B+ franchise revenue
|
|
||||||
- Miraculous has 35B+ YouTube views and 100M monthly active viewers
|
|
||||||
- Miraculous airs in 120+ countries and is translated into 50+ languages
|
|
||||||
- Mediawan Kids & Family has produced/distributed 2,500+ half-hours of content
|
|
||||||
- Claynosaurz is developing a mobile game with Gameloft
|
|
||||||
|
|
|
||||||
|
|
@ -7,14 +7,10 @@ date_published: "2025-01-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "cost-plus deals shifted economic risk from talent to streamers while misaligning creative incentives"
|
- "cost-plus deals shifted economic risk from talent to streamers while misaligning creative incentives"
|
||||||
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
- "progressive validation through community building reduces development risk by proving audience demand before production investment"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 3 claims, 3 rejected by validator"
|
|
||||||
---
|
---
|
||||||
Human beings have always been creative. This innate ability sets us apart from the rest of the animal kingdom. However, it is only in the last hundred years or so that our creativity has been leveraged to create massive industries. The creative industries, which include movies, TV shows, books, art, games, science, and social media, are among the fastest-growing and most interesting segments of our economy.
|
Human beings have always been creative. This innate ability sets us apart from the rest of the animal kingdom. However, it is only in the last hundred years or so that our creativity has been leveraged to create massive industries. The creative industries, which include movies, TV shows, books, art, games, science, and social media, are among the fastest-growing and most interesting segments of our economy.
|
||||||
|
|
||||||
|
|
@ -301,19 +297,3 @@ How this would work is that a founder would get in touch with a sci fi author th
|
||||||
This strategy is made more appealing by ChatGPT and generative AI. The cost of content production, both script development and special effects will come down precipitously over the next decade. TV shows and movies that would previously have only been accessible to the largest studios with massive budgets will become cheap enough to be produced by any large independent studio.
|
This strategy is made more appealing by ChatGPT and generative AI. The cost of content production, both script development and special effects will come down precipitously over the next decade. TV shows and movies that would previously have only been accessible to the largest studios with massive budgets will become cheap enough to be produced by any large independent studio.
|
||||||
|
|
||||||
As blockbusters become less and less expensive, having a series of them will become incredibly important to streamers. However, there are not that many storylines that you can invest billions of dollars into across the length of a franchise and have it end up well. You need extremely strong IP.
|
As blockbusters become less and less expensive, having a series of them will become incredibly important to streamers. However, there are not that many storylines that you can invest billions of dollars into across the length of a franchise and have it end up well. You need extremely strong IP.
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- The global publishing industry is controlled by 5 companies that account for 90% of anticipated top-selling books
|
|
||||||
- Traditional publishing authors receive 5-20% of royalties after advance repayment
|
|
||||||
- Literary agents typically take 15% of author net pay
|
|
||||||
- Self-published authors retain 50-70% of book royalties
|
|
||||||
- In 2011, 148k books and 87k eBooks were self-published; by 2017 this grew to 1.5 million
|
|
||||||
- YouTube makes over $30 billion per year in ad revenue
|
|
||||||
- The creator economy is valued at over $100 billion
|
|
||||||
- Streaming platforms typically use cost-plus deals with 10-20% premiums over budget
|
|
||||||
- Independent production houses routinely invest $500k-1m developing a piece of IP
|
|
||||||
- Content spending growth slowed from 8% last year to 2% this year
|
|
||||||
- Billy Eilish recorded a Grammy-winning album with only a microphone and laptop
|
|
||||||
- Everything Everywhere All At Once was edited on a years-old iMac using commercially available software
|
|
||||||
- After the first two Transformer movies, GM saw a 10% gain in sales for yellow Camaros
|
|
||||||
|
|
|
||||||
|
|
@ -7,11 +7,8 @@ date_published: "2025-05-22"
|
||||||
date_archived: "2025-05-22"
|
date_archived: "2025-05-22"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: enrichment
|
status: unprocessed
|
||||||
claims_extracted: []
|
claims_extracted: []
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
---
|
---
|
||||||
# Popkins Mint Announcement
|
# Popkins Mint Announcement
|
||||||
|
|
||||||
|
|
@ -123,16 +120,3 @@ Our team will hand-pick standout reveals, and the winners will earn an exclusive
|
||||||
The pop-ening is almost here.
|
The pop-ening is almost here.
|
||||||
|
|
||||||
The question is, how ready are you?
|
The question is, how ready are you?
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Popkins mint date: May 29, 2025
|
|
||||||
- Public ticket price: $200
|
|
||||||
- Pack allocation check: May 26, 2025
|
|
||||||
- Pack distribution: June 3-4, 2025
|
|
||||||
- Reveal day: June 5, 2025
|
|
||||||
- Top 50 pity points leaderboard winners receive free OG Claynosaurz
|
|
||||||
- Class selection pauses May 26 and resumes after mint
|
|
||||||
- Escape Cards are soulbound collectibles
|
|
||||||
- Three pack types: Purple (Escape), Gold (Legendary), Blue (Rat)
|
|
||||||
- Pizza NFT holders from NFT NYC 2023 get guaranteed pack claims
|
|
||||||
|
|
|
||||||
|
|
@ -7,12 +7,8 @@ date_published: "2025-01-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted: []
|
claims_extracted: []
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 0 claims, 0 rejected by validator"
|
|
||||||
---
|
---
|
||||||
🌋 Claynotopia is a world of endless possibilities, where ancient clay creatures roam vast landscapes and every corner holds stories waiting to be told.
|
🌋 Claynotopia is a world of endless possibilities, where ancient clay creatures roam vast landscapes and every corner holds stories waiting to be told.
|
||||||
|
|
||||||
|
|
@ -75,11 +71,3 @@ Clay's mission is clear: help make web3 the future of media and entertainment, w
|
||||||
This is about building something unprecedented - an IP that's truly a platform for creativity. Where community stories expand our universe and the best ideas shape our future. I'm leading the way in creating an identity for my favorite Clayno, hoping to inspire others to build rich stories for theirs.
|
This is about building something unprecedented - an IP that's truly a platform for creativity. Where community stories expand our universe and the best ideas shape our future. I'm leading the way in creating an identity for my favorite Clayno, hoping to inspire others to build rich stories for theirs.
|
||||||
|
|
||||||
15/ Follow @aiCLAYno to help build this future. He'll be explaining how you can contribute to his ongoing development and tell stories through his voice. This is just the beginning. Let's make Claynotopia bigger than any of us imagined. 🌋
|
15/ Follow @aiCLAYno to help build this future. He'll be explaining how you can contribute to his ongoing development and tell stories through his voice. This is just the beginning. Let's make Claynotopia bigger than any of us imagined. 🌋
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Claynosaurz has four active subDAOs: The Crimson Clan (33 members), The Sandsparks, Sky Chicky DAO, and Apres Mount Lodge
|
|
||||||
- Sky Taxis originated as community imagination about Dactyl transportation and evolved into canonical lore
|
|
||||||
- Clay Living Agent was created by gifting a Midas Dactyl Ancient avatar
|
|
||||||
- The project has an achievement system with social rewards
|
|
||||||
- Clay character concept draws inspiration from Wan Shi Tong (Avatar) and Gwaihir (Middle-earth)
|
|
||||||
|
|
|
||||||
|
|
@ -7,12 +7,8 @@ date_published: "2025-04-23"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted: []
|
claims_extracted: []
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 3 claims, 3 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# The New Entertainment Playbook: How Claynosaurz is Revolutionizing IP Development and Distribution
|
# The New Entertainment Playbook: How Claynosaurz is Revolutionizing IP Development and Distribution
|
||||||
|
|
||||||
|
|
@ -171,16 +167,3 @@ What Claynosaurz has achieved since their November 2022 launch represents more t
|
||||||
By building their brand through progressive stages of validation, maintaining creative control, and keeping their community at the center of their development process, Claynosaurz has created something traditional entertainment companies often struggle to achieve: an authentic, engaging world with a passionate audience eager for more content across multiple platforms.
|
By building their brand through progressive stages of validation, maintaining creative control, and keeping their community at the center of their development process, Claynosaurz has created something traditional entertainment companies often struggle to achieve: an authentic, engaging world with a passionate audience eager for more content across multiple platforms.
|
||||||
|
|
||||||
As they continue to expand through their Gameloft partnership and upcoming TV show, Claynosaurz isn't just succeeding - they're showing the entire entertainment industry a new path forward. One that reduces risk, enhances creativity, and puts community at the heart of world-building. In doing so, they're not just creating a successful franchise; they're pioneering the future of entertainment IP development.
|
As they continue to expand through their Gameloft partnership and upcoming TV show, Claynosaurz isn't just succeeding - they're showing the entire entertainment industry a new path forward. One that reduces risk, enhances creativity, and puts community at the heart of world-building. In doing so, they're not just creating a successful franchise; they're pioneering the future of entertainment IP development.
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Claynosaurz raised $1.3 million through 10,000 NFTs at 10 SOL each in November 2022
|
|
||||||
- Launch occurred weeks after FTX collapse
|
|
||||||
- Won 13 awards at 2024 Collision Choice Awards including Gold in Film Character Design
|
|
||||||
- Achieved 239,000 Instagram followers and 155,000 TikTok followers
|
|
||||||
- Videos reached over 21.4 million views across platforms
|
|
||||||
- Received Webby nomination in 2025, placing in top 12% of 13,000+ entries
|
|
||||||
- First Web3-native brand to receive Webby recognition
|
|
||||||
- Gameloft partnership announced in 2024 for mobile game development
|
|
||||||
- TV show targeting late 2026 launch
|
|
||||||
- Merchandise program launched November 2023
|
|
||||||
|
|
|
||||||
|
|
@ -7,14 +7,10 @@ date_published: "2023-09-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "GenAI adoption in entertainment will be gated by consumer acceptance not technology capability"
|
- "GenAI adoption in entertainment will be gated by consumer acceptance not technology capability"
|
||||||
- "non-ATL production costs will converge with the cost of compute as AI replaces labor across the production chain"
|
- "non-ATL production costs will converge with the cost of compute as AI replaces labor across the production chain"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 2 claims, 2 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# 4/23/25, 6:56 PM Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
# 4/23/25, 6:56 PM Al Use Cases in Hollywood - by Doug Shapiro - The Mediator
|
||||||
|
|
||||||
|
|
@ -552,18 +548,3 @@ Share
|
||||||
Next →
|
Next →
|
||||||
|
|
||||||
20/22
|
20/22
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Median blockbuster film budget is approximately $200 million (2023)
|
|
||||||
- Avatar 2: The Way of Water production costs exceeded $400 million
|
|
||||||
- Barbie production budget was $145 million
|
|
||||||
- Game of Thrones final season cost $15 million per episode
|
|
||||||
- Lord of Rings series cost over $25 million per episode
|
|
||||||
- Avengers: Infinity War involved approximately 4,500 people
|
|
||||||
- Avatar: Way of Water had 98% of shots requiring VFX
|
|
||||||
- Average VFX spend on big-budget films is ~$50 million, reaching $100 million for effects-heavy films
|
|
||||||
- Film production budgets typically break down as: 15-20% above-the-line, 50% below-the-line, 25-30% post-production, remainder other
|
|
||||||
- Approximately 2/3 of film production costs are labor
|
|
||||||
- Runway Gen-2 increased video generation length from 4 seconds to 18 seconds
|
|
||||||
- Disney used GenAI to create the title sequence for Secret Invasion
|
|
||||||
|
|
|
||||||
|
|
@ -7,14 +7,10 @@ date_published: "2023-04-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "cost-plus deals shifted economic risk from talent to streamers while misaligning creative incentives"
|
- "cost-plus deals shifted economic risk from talent to streamers while misaligning creative incentives"
|
||||||
- "the TV industry needs diversified small bets like venture capital not concentrated large bets because power law returns dominate"
|
- "the TV industry needs diversified small bets like venture capital not concentrated large bets because power law returns dominate"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 3 claims, 3 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# You Can't Just Make the Hits - by Doug Shapiro
|
# You Can't Just Make the Hits - by Doug Shapiro
|
||||||
|
|
||||||
|
|
@ -815,14 +811,3 @@ Comments Restacks
|
||||||
https://archive.ph/J88sw
|
https://archive.ph/J88sw
|
||||||
|
|
||||||
## 14/15
|
## 14/15
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Average hour-long cable drama production costs rose from $3-4M per episode ten years ago to commonly exceeding $15M today
|
|
||||||
- The Rings of Power cost $58M per episode, Stranger Things S4 $30M per episode
|
|
||||||
- Median film production budgets have roughly doubled over 20 years (not inflation-adjusted)
|
|
||||||
- Netflix ordered its first pilot ever in 2023, reversing straight-to-series practice
|
|
||||||
- Disney CEO Bob Iger said company is re-evaluating making content for third parties
|
|
||||||
- WarnerBros Discovery struck deals to license content to Roku and Tubi
|
|
||||||
- Writers Guild of America is reportedly seeking to constrain studios' ability to use AI in pending contract renegotiation
|
|
||||||
- SVB MoffettNathanson projects only Netflix will re-achieve historical FCF levels by 2025 among major media companies
|
|
||||||
|
|
|
||||||
|
|
@ -7,13 +7,9 @@ date_published: "2023-05-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "streaming churn may be permanently uneconomic because maintenance marketing consumes up to half of average revenue per user"
|
- "streaming churn may be permanently uneconomic because maintenance marketing consumes up to half of average revenue per user"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 3 claims, 3 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# 4/23/25, 7:38 PM To Everything, Churn, Churn, Churn - by Doug Shapiro
|
# 4/23/25, 7:38 PM To Everything, Churn, Churn, Churn - by Doug Shapiro
|
||||||
|
|
||||||
|
|
@ -804,14 +800,3 @@ Next →
|
||||||
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
[https://archive.ph/dP22g](https://archive.ph/dP22g)
|
||||||
|
|
||||||
18/19
|
18/19
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Netflix's U.S. churn rate was 4.9% monthly in 2011, declined to 1.9-2.0% in 2020-2021, then increased to 3.3% in 2022
|
|
||||||
- Antenna estimates Netflix's U.S. SAC at approximately $40 per gross addition through 9 months of 2022
|
|
||||||
- Netflix's average customer lifetime at 3.3% monthly churn is 30.3 months
|
|
||||||
- Over 40% of U.S. Disney+ subscribers opt for the Disney Bundle as of Q4 2022
|
|
||||||
- Showtime had 7.4% monthly churn, Peacock 7.1%, Paramount+ 6.4%, HBO Max 5.9% in 9 months ended Sept 2022
|
|
||||||
- About 50% of subscribers who signed up around Hamilton (Disney+) and WW84 (HBO Max) canceled within 6 months
|
|
||||||
- The proportion of 'serial churners' (canceled 3+ services in 2 years) increased from ~6% in 2019 to ~16% in 2022
|
|
||||||
- Spotify's monthly churn rate is 3.9%, SiriusXM 2.3%, Verizon Wireless 1.0%, DISH 1.6%, Peloton 1.1%
|
|
||||||
|
|
|
||||||
|
|
@ -7,14 +7,10 @@ date_published: "2025-02-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "GenAI adoption in entertainment will be gated by consumer acceptance not technology capability"
|
- "GenAI adoption in entertainment will be gated by consumer acceptance not technology capability"
|
||||||
- "GenAI is simultaneously sustaining and disruptive depending on whether users pursue progressive syntheticization or progressive control"
|
- "GenAI is simultaneously sustaining and disruptive depending on whether users pursue progressive syntheticization or progressive control"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 2 claims, 2 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
# How Far Will Al Video Go? - by Doug Shapiro - The Mediator
|
||||||
|
|
||||||
|
|
@ -855,16 +851,3 @@ The image is a thumbnail for a post titled "The Relentless, Inevitable March of
|
||||||
72 10
|
72 10
|
||||||
|
|
||||||
# 20/21
|
# 20/21
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Will Smith eating spaghetti AI video was created with Stable Diffusion in April 2023
|
|
||||||
- Veo2 claims to enable up to 4K resolution and clips as long as 1 minute
|
|
||||||
- HarrisX/Variety survey (May 2024, N=1,001 U.S. Adults) found 54% of consumers indifferent or more interested in GenAI-written content
|
|
||||||
- YouTube's share of TV viewing was 11% at time of writing, projected to surpass 20% by 2030 in one scenario
|
|
||||||
- Average streaming services per home was 4 at time of writing
|
|
||||||
- Hollywood produced approximately 15,000 hours of film and TV in 2024
|
|
||||||
- YouTube had approximately 300,000,000 hours of creator content uploaded in 2024
|
|
||||||
- Hailuo introduced T2V-01-Director Model with sophisticated camera controls
|
|
||||||
- Runway offers Lip Sync tool for audio-visual synchronization
|
|
||||||
- Live Portrait is an open-source tool for syncing facial movements between videos
|
|
||||||
|
|
|
||||||
|
|
@ -7,13 +7,9 @@ date_published: "2023-08-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "entertainment IP should be treated as a multi-sided platform that enables fan creation rather than a unidirectional broadcast asset"
|
- "entertainment IP should be treated as a multi-sided platform that enables fan creation rather than a unidirectional broadcast asset"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 2 claims, 2 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# IP as Platform - by Doug Shapiro - The Mediator
|
# IP as Platform - by Doug Shapiro - The Mediator
|
||||||
|
|
||||||
|
|
@ -371,17 +367,3 @@ Special thanks to Anthony Koithra for his feedback to a draft of this post.
|
||||||
# 10/12
|
# 10/12
|
||||||
|
|
||||||
[https://archive.ph/AsshV](https://archive.ph/AsshV)
|
[https://archive.ph/AsshV](https://archive.ph/AsshV)
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- FanFiction.net has over 14 million stories comprising approximately 60 billion words
|
|
||||||
- Archive of Our Own (AO3) has 5 million fanfic stories including 500K about MCU, 400K about Harry Potter, 300K about DC, 250K about Supernatural
|
|
||||||
- The most-read work on AO3 has over 9 million hits
|
|
||||||
- Fandom has over 250,000 fan-created wikis with Marvel and Star Wars wikis containing 280K and 180K pages respectively
|
|
||||||
- AO3 won a Hugo Award in 2019
|
|
||||||
- According to Troika study, 85% of people say they are a fan of something, 97% of people aged 18-24
|
|
||||||
- Over 40 million games have been created with Roblox Studio
|
|
||||||
- According to Epic Games CEO Tim Sweeney, half of all play time on Fortnite is now on games made by 3rd parties using Fortnite Creative
|
|
||||||
- Twitch viewers watched 22 billion hours on the platform in recent period
|
|
||||||
- Minecraft videos have received 1 trillion views on YouTube
|
|
||||||
- The compulsory copyright license in music is administered by the Harry Fox Agency and statutory mechanical royalty rate is set by the Copyright Royalty Board
|
|
||||||
|
|
|
||||||
|
|
@ -7,13 +7,9 @@ date_published: "2023-03-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "information cascades create power law distributions in culture because consumers use popularity as a quality signal when choice is overwhelming"
|
- "information cascades create power law distributions in culture because consumers use popularity as a quality signal when choice is overwhelming"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 3 claims, 3 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
# 4/23/25, 6:53 PM Power Laws in Culture - The Mediator by Doug Shapiro
|
||||||
|
|
||||||
|
|
@ -859,17 +855,3 @@ Subscribe
|
||||||
https://archive.ph/0cYxS
|
https://archive.ph/0cYxS
|
||||||
|
|
||||||
## 20/20
|
## 20/20
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Spotify has over 80 million tracks with 100,000 new songs uploaded daily as of 2023
|
|
||||||
- Top Gun Maverick generated over $700 million domestic box office in 2022
|
|
||||||
- Bad Bunny had 18.5 billion Spotify streams in 2022
|
|
||||||
- 142 million households watched Squid Game Season 1 in first 28 days per Netflix
|
|
||||||
- Patreon has 250,000+ creators and 13 million patrons
|
|
||||||
- Netflix reports 80% of watch time comes from recommendations, 20% from direct search
|
|
||||||
- Spotify reports 1/3 of new music discovery occurs through algorithmic recommendation
|
|
||||||
- Major labels (Universal, Sony, Warner) plus Merlin represented 87% of Spotify streams in 2017, declining to 77% by 2021
|
|
||||||
- In Salganik/Dodds/Watts experiment, 14,000 subjects rated 48 unknown songs across 9 groups (1 independent, 8 social influence)
|
|
||||||
- Box office distribution slope became increasingly negative (more extreme) from 2000 to 2022
|
|
||||||
- Netflix top 10% of originals represented 95%, 85%, and 75% of global demand in 2018, 2020, and 2022 respectively during period of massive international expansion
|
|
||||||
|
|
|
||||||
|
|
@ -7,13 +7,9 @@ date_published: "2023-06-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "creator and corporate media economies are zero-sum because total media time is stagnant and every marginal hour shifts between them"
|
- "creator and corporate media economies are zero-sum because total media time is stagnant and every marginal hour shifts between them"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 3 claims, 3 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# 4/23/25, 6:54 PM The Relentless, Inevitable March of the Creator Economy
|
# 4/23/25, 6:54 PM The Relentless, Inevitable March of the Creator Economy
|
||||||
|
|
||||||
|
|
@ -856,20 +852,3 @@ JAN 7 DOUG SHAPIRO
|
||||||
https://archive.ph/wTgnR
|
https://archive.ph/wTgnR
|
||||||
|
|
||||||
# 21/22
|
# 21/22
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Global M&E market grew at ~5% annually 2019-2023 (PwC/Omdia estimates)
|
|
||||||
- Creator media economy grew ~25% annually 2019-2023 (Shapiro estimate)
|
|
||||||
- Corporate media grew ~3% annually 2019-2023 (Shapiro estimate)
|
|
||||||
- Creator media economy was ~$250B globally in 2023 (~15% of total M&E)
|
|
||||||
- Creator media accounted for almost half of total M&E revenue growth 2019-2023
|
|
||||||
- Social video represents ~1/4 of all video consumption time in U.S. (Maverix/Nielsen data)
|
|
||||||
- ~25% of Spotify streams are from artists not represented by majors or Merlin
|
|
||||||
- YouTube has 114 million channels and users upload ~250 million hours annually
|
|
||||||
- Spotify has 10 million+ total artists uploading ~37 million tracks per year (vs 225K professional/professionally-aspiring)
|
|
||||||
- Steam has 100,000 games vs 3,000 supported on Xbox
|
|
||||||
- Kodak estimated 80 billion photos taken in 2000; current estimates close to 2 trillion for 2023 (25x increase)
|
|
||||||
- 83% of TikTok users have posted a video (2021 study) vs ~4% of YouTube users who create
|
|
||||||
- Over 4 million podcasts exist today vs only a few thousand in 2004
|
|
||||||
- Major labels and Merlin accounted for 74% of Spotify streams in 2023
|
|
||||||
|
|
|
||||||
|
|
@ -7,14 +7,10 @@ date_published: "2023-10-01"
|
||||||
date_archived: "2025-04-23"
|
date_archived: "2025-04-23"
|
||||||
archived_by: "clay"
|
archived_by: "clay"
|
||||||
domain: "entertainment"
|
domain: "entertainment"
|
||||||
status: null-result
|
status: unprocessed
|
||||||
claims_extracted:
|
claims_extracted:
|
||||||
- "consumer definition of quality is fluid and revealed through preference not fixed by production value"
|
- "consumer definition of quality is fluid and revealed through preference not fixed by production value"
|
||||||
- "fanchise management is a stack of increasing fan engagement from content extensions through co-creation and co-ownership"
|
- "fanchise management is a stack of increasing fan engagement from content extensions through co-creation and co-ownership"
|
||||||
processed_by: leo
|
|
||||||
processed_date: 2026-03-19
|
|
||||||
extraction_model: "anthropic/claude-sonnet-4.5"
|
|
||||||
extraction_notes: "LLM returned 2 claims, 2 rejected by validator"
|
|
||||||
---
|
---
|
||||||
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
# What is Scarce When Quality is Abundant - by Doug Shapiro
|
||||||
|
|
||||||
|
|
@ -559,13 +555,3 @@ JAN 20 DOUG SHAPIRO
|
||||||
|
|
||||||
* The first image is a thumbnail for "28 Days of Media Slides" and features a dark blue background with white text that reads "28 Days of Media Slides" in a stylized font.
|
* The first image is a thumbnail for "28 Days of Media Slides" and features a dark blue background with white text that reads "28 Days of Media Slides" in a stylized font.
|
||||||
* The second image is a thumbnail for "Quality is a Serious Problem" and features a person sitting in front of a television screen displaying the HBO logo. The person is looking at the screen with a thoughtful expression.
|
* The second image is a thumbnail for "Quality is a Serious Problem" and features a person sitting in front of a television screen displaying the HBO logo. The person is looking at the screen with a thoughtful expression.
|
||||||
|
|
||||||
|
|
||||||
## Key Facts
|
|
||||||
- Hollywood released approximately 15,000 hours of new TV and film content in the U.S. in 2022 (496 films averaging 100 minutes plus ~2,000 TV series averaging 10 episodes of 40 minutes each)
|
|
||||||
- YouTube disclosed in 2019 that 500 hours of new video are uploaded every minute, or 30,000 hours per hour, equivalent to over 250 million hours per year
|
|
||||||
- According to Nielsen (August 2023), YouTube is the most-streamed service on U.S. TVs at 9.1% share, exceeding Netflix (8.2%) and equal to Hulu, Disney+, Max, Peacock, and Paramount+ combined
|
|
||||||
- Mr. Beast's recent video 'World's Most Dangerous Trap!' garnered over 100 million views in its first week with a 20-minute runtime, comparable to Netflix's top global series
|
|
||||||
- Warner Bros. library consists of more than 145,000 hours of programming including 12,500 feature films and 2,400 television programs
|
|
||||||
- Manifold Markets bettors gave 26% probability that a film created using text-to-video generator will be nominated for an Academy Award by 2030 (as of October 2023)
|
|
||||||
- Impact investing is a $1.57 trillion market with 92% of investors citing fragmented measurement as a concern and $19.6 billion fleeing U.S. ESG funds in 2024
|
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue