Digital distribution

Digital distribution

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Digital distribution, (also called content delivery, online distribution, electronic software distribution (ESD), among others) describes the delivery of media content such as audio, video, software and video games over online delivery mediums, such as broadcasting[clarification needed] or the Internet.[citation needed] Digital distribution bypasses conventional physical distribution media, such as paper or DVDs. The term online distribution is typically applied to freestanding products; downloadable add-ons for other products are more commonly known as downloadable content. A online service for distribution of application software is usually called "application store" or "app store". With the advancement of network bandwidth capabilities, digital distribution become prominent in 2000s.

Content distributed online may be streamed or downloaded. Streaming involves downloading and using content "on-demand" as it is needed. Meanwhile, fully downloading the content to a hard drive or other form of storage media allows for quick access in the future.

Specialist networks known as content delivery networks have distribute digital content on the Internet. Alternative technologies for content delivery include peer-to-peer file sharing technologies. Content can only be delivered if it exists. If it does not exist, several techniques and methods can be used for content creation or content regeneration.[original research?] Alternatively, content delivery platforms create and syndicate content remotely, acting like hosted content management systems.

Contents

Basis

The major attraction for digital distribution is its direct nature. To make a commercially successful work, artists usually must enter their industry’s publishing chain. Publishers help artists advertise, fund and distribute their work to retail outlets. In some industries, particularly videogames, artists find themselves bound to publishers, and in many cases unable to make the content they want; the publisher might not think it will profit well. This can quickly lead to the standardization of the content and to the stifling of new, potentially risky ideas.

By opting for digital distribution, an artist can get their work into the public sphere of interest easily with potentially minimum business overheads. This often leads to cheaper goods for the consumer and increased profits for the artists, as well as increased artistic freedom. Online distribution platforms often contain or act as a form of digital rights management.

Digital distribution also opens the door to new business models (e.g., the Open Music Model). For instance, an artist could release one track from an album or one chapter from a book at a time instead of waiting for them all to be completed. This either gives them a cash boost to help continue their projects or warns that their work is not financially viable. This is hopefully done before they have spent excessive money and time on a project deemed unviable. Videogames have increased flexibility in this area, demonstrated by micropayment models such as the one in Gunbound. A clear result of these new models is their accessibility to smaller artists or artist teams who do not have the time, funds, or expertise to make a new product in one go.

An example of this can be found in the music industry. Indie artists are for the first time able to access the same distribution channels as major record labels, with none of the restrictive practices or inflated manufacturing costs; there is a growing collection of 'internet labels' that offer distribution to unsigned or independent artists directly to online music stores, and in some cases marketing and promotion services. Further, many bands are able to bypass this completely, and offer their music for sale via their own independently controlled websites; this gives even further advantage to the artist, as it completely cuts out a distributor—and their cut of the profits.

Impact on traditional retail

The rise of digital distribution of music in particular has been blamed for a number of traditional retail venues closing, such as the iconic Canadian music chain Sam the Record Man in 2007-08.[1]

See also

References

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