How to Preserve the Profit Motive
While Promoting the Free and Fair Exchange of Content
Marc A. Donis
A
free-market model is proposed which follows the current file-sharing trend to
its logical conclusion. This model both
preserves profits for the content publishing industry and,
paradoxically, serves to reinforce the standard business model. This is accomplished by dispensing entirely
with the notion of intellectual property rights and allowing the price of
content to be determined naturally by market dynamics. All users of content have equal rights to
distribute the content, and to profit from distribution. It is shown that this situation creates
healthy profit for the content creator, with asymptotically diminishing returns
for distributors on progressively lower rungs of the distribution network. At the bottom of the distribution network
are the end users, who necessarily pay a fair price for content. This process is illustrated by way of a
computer simulation.
Content
will refer to any
form of data that can be transmitted on a network. We chose to use this term instead of domain-specific language
(mp3, media, file, data, etc.) in order to reflect the fact that the proposed
model applies equally to many diverse forms of content. Content might mean music, film, or other
video, but it could just as well be artwork, software, designs, chemical
formulae, books, press articles, financial analysis, scientific research
results, and other kinds of data.
Similarly,
intellectual property rights refers to legal rights involving various
forms of intellectual property, including copyright and patent.
A distributor
is an agent who purchases and distributes content with the aim of turning a
profit.
The distribution
network is a decentralized aggregate of connected distributors. For the purposes of this paper, the
distribution network may be assumed to be a peer-to-peer (P2P) file-sharing
system.
The consumer
is an end-user whose interest lies primarily in viewing and using the
content. The consumer places some
subjective value on the content, which will vary from consumer to consumer.
The
elimination of intellectual property rights, it is often argued, would
inevitably destroy any incentive for creativity. If content could be reproduced and distributed free of charge and
without restriction, the argument goes, there would no longer be any incentive
to create content, and the marketplace would descend into anarchy. This vision, however, is based on the faulty
assumption that, barring the artificial intervention of the law, content would
be passed from user to user at no charge.
We contend that the law is in fact directly responsible for the illicit
distribution of free content.
Laws
forbidding unauthorized content redistribution have proven very difficult to
enforce. The law additionally forbids
the redistribution of content for profit without
the proper licensing agreement. Since
accepting payment links the seller directly to the transaction, this latter
stricture is much more easily enforceable, and penalties for violation tend to
be much more severe. This unfortunate
situation leads to an artificial distortion of the marketplace whereby content
is widely distributed at zero cost.
This constraint effectively sets the market price for content to zero
dollars, since zero is, by law, the lowest asking price.
Many
industries have attempted to solve the problem of illicit free distribution of
content by employing a variety of tactics, including various forms of digital
rights management (DRM) as well as prosecution of consumers who share
content. We contend that industry,
government, and consumers would all be better served if the market price for
content were allowed to assume its natural value. The model described in the following section attempt to
accomplish this goal.
The
model that will be described here is the answer to the question: What if the artificial
concept of intellectual property rights was eliminated, and all content owners
were allowed to receive payment for its distribution? If content is no longer protected from redistribution, then the
distribution rights are sold along with the content. The key to understanding this solution is that the buyer has
no interest in distributing content for free, as he hopes to recover his
investment. Allowing consumers to
act as distributors and to be paid for their participation in the distribution
network establishes a market rate for the content, thereby restoring a natural
equilibrium to the market. A
distribution network naturally emerges in which the producer of the content
sells to a first-tier of distributors, who then sell to lower-tier distributors,
and so on, until the bottom tier is reached.
This bottom tier is composed of end consumers, who necessarily pay a
fair price for the content since nobody has any incentive to give it away free
of charge. Furthermore, when the demand
becomes saturated (after some natural period of time), traders have no one left
to whom they can sell the content, and it passes naturally into the public
domain.
What
if a philanthropist buys the content before it passes into the public domain
and then chooses to distribute it freely, thereby undermining the value of the
content for other interested parties?
Although this is a remote possibility, it is unlikely that such a person
would intervene at a level where the cost of the content is still very
high. Furthermore, the impact of a
single user on the network would be minimal.
In order to have a significant impact on the marketplace, the user would
need to purchase large amounts of upstream bandwidth, which is itself an expense.
The question is parallel to asking what happens when a single stockholder
chooses to unload all his stock for nothing.
This simply does not happen in the real marketplace.
This
model rests on the same liberal principles that provide the conceptual
foundation of market economics in free economies.
This
system could easily be incorporated into popular P2P file-sharing
protocols. All that is needed is the
addition of an "ask" and a "bid" price for every file being
made available or requested, respectively, by the user. Creators and publishers simply make their
content available with an asking price, presumably one that is high enough to
justify the expense of creating the content.
Users who accept to pay the lowest asking price available on the network
at any given moment initiate data transfer.
Each file part is charged as an equivalent percentage of the agreed
price for the whole file. File sharing
software need only be linked to a micropayment system in order to process the
multitude of resulting transactions. A
full elaboration of the technical details of this implementation is beyond the
scope of this paper.
Alternatively,
users may sign up for flat-rate services, which in turn use these fees to
purchase content on the open market.
This business model is familiar to a number of industries, but with two
important differences: users are free to record and redistribute whatever
content they buy, and the service providers may operate independently
from the control of the publisher of the content.
Like
any open market, this model allows for the possibility of speculation. A distributor may buy "long shot"
content at a low price, believing that it has hidden value. If this value is later realized, the
investment will pay off when demand increases.
The model therefore rewards good predictive insight. The owner of low-value content also has
every incentive to create higher demand through his own marketing and sales
efforts.
As
an example, consider the case of a distributor who spots a rising musical star. Because the creator is not yet a well known
artist, he may be forced to distribute his work at a low price due to the
market’s underestimation of the consumer demand. Recognizing the value in the content produced by this artist, the
distributor buys a copy of the artist’s music.
When the demand rises unexpectedly, our insightful distributor is able
to sell many copies, both to other distributors and to consumers. Since the market has now recognized the
demand, the price will rise temporarily, until the market begins to become
saturated. Being one of a small number
of content-owners, our distributor is well placed to earn a healthy reward for
his insight. Also, note that the
distributor’s interests are aligned with the artist’s, as his job also involves
creating and increasing the demand for the content he has purchased.
Just
as in the equities market, a good professional distributor makes it his job to
seek out undervalued content and to buy it before it becomes
popular. Distributors own large portfolios
of content, with varying degrees of risk and potential for reward involved in
each. Some content will do well, and
others will lose money. On balance, a
distributor will be able to profit to the degree of his predictive prowess and
marketing skill.
If
the content creator shows or transmits his open content to a user, that user
may then distribute it. If content is
revealed for the purposes of advertisement, then no sale has taken place, and
the content provider has lost the value of his content to the marketplace. How is it possible to advertise content that
cannot be shown?
Various
industries have already provided a number of innovative answers to this
question. The music industry
distributes a certain number tracks on a new album via radio and television
without disclosing the entire contents of the album. Presumably, this is done to increase album sales. Online retailers commonly distribute parts
of songs or other media free of charge in order to promote the sale of the product. Similarly, music artists often choose to
disseminate some of their work freely in order to gain publicity, which they
hope to translate into album sales. The
software industry releases demo or trial versions of software with
functionality limited in time or scope in the hope that users will find the
software useful enough to buy it. The
film industry launches movie trailers, effectively informing consumers about
the films it hopes to sell without disclosing the entire film. Furthermore, consumers see films because of
a variety of factors, none of which require them to see the films in their
entirety before buying them. The cast,
the director, and simple word-of-mouth are among these selling points.
Also,
as in the flat-rate service example sited above in Implementation,
content may be "pushed" to consumers without any need for specific
marketing at all. In this case, the
consumer trusts this agent to find quality content. If consumers feel that the service provider is not providing
content of sufficient quality, they are free to stop paying the service fee and
shop for a different service provider.
Examples
from other domains abound. In fact,
most traditional forms of marketing do not need to reveal the content in all
its detail. Only enough information is
given to pique the consumer's interest.
One outstanding counterexample to this is the music industry, where only
after music has been distributed free of charge to the consumer on radio
and television networks are consumers then asked to pay to own the music. In contrast to other forms of content, it
seems that music becomes valuable because it is popular, in a reversal
of the natural situation in which content is popular because of its intrinsic
value. However, as mentioned above,
free music distribution is often, and should be, used to drive sales of paid
content.
Finally,
it should be noted that the distributors in the network have a vested interest
in selling as many copies of the content as possible, and as quickly as
possible, since the market price tends to decrease with time and increase with
rising demand. It stands to reason that
the distributors in this network benefit from a highly effective marketing
campaign. The model therefore encourages
the creation of highly efficient distribution channels, thereby increasing
total sales.
Our
example will involve a content creator, a distribution network, and a number of
end consumers. The content creator
incurs expenses of $1000 in creating an original work. The creator then makes the work available on
a P2P distribution network with an asking price of $800. Note that this price is less than the $1000
cost of the investment. The creator is
banking on the possibility of selling more than one copy of the work to
distributors and consumers.
Market
research determines that consumers are willing to pay between $1 and $2 for the
work. This is what we call the
subjective "intrinsic value" of the work, as assessed by each
consumer. Research further indicates
that there may be about 2000 consumers interested in owning a copy. The total amount of profit available is
therefore estimated to be about $3000.
Understanding this, one distributor accepts to buy the work for the
creator's asking price of $800. There
are now two copies available on the network.
The number of existing copies of the work available on the network is
always public information. It is the
responsibility of each distributor to estimate the potential for profit from his
copy based on the number of copies on the network, the potential number of
end-users who have not acquired a copy (but want one), the various amounts of
money that consumers are willing to pay to own (and distribute) the work, and
other data gathered from market research.
We
now have a situation where two interested parties must recoup their
investments. The content creator still
needs to recover at least $200 (the $1000 initial cost minus the $800 gained
from the first sale), and the distributor needs to recover his $800
investment. However, the market value
of the content will begin falling rapidly as more copies are distributed. When the third copy is sold, the total potential
for profit must be divided among three distributors instead of two.
This
process continues, with each distributor (and the creator) continuing to sell
copies at the ever-decreasing market rate.
At any given time during this process, would-be consumers who do not yet
own a copy have two options: buy the content at the going rate, or wait for the
price to fall. Those consumers who are
most eager to view the content will be willing to pay a higher price to see it
sooner rather than later. (This situation
is analogous to the model currently used by the film industry.) Furthermore, the consumer who buys the
content sooner than other consumers, say for $5, becomes a part of the
distribution network, and he may hope to sell a number of copies for $1 to
future consumers. As with the distributors,
the reward lies in understanding the future of marketplace: buying an obscure
work which later becomes popular can prove very lucrative.
Eventually,
every consumer who wanted to view the content owns a copy. This means that the market is saturated, and
there are no further sales to be made.
At this point, the value of the content naturally drops to zero. If new consumers appear, the demand has
increased, and so the market value will rise again. For more discussion of market fluctuations, see the section
entitled Speculation.
In
order to illustrate and validate the model, a simple simulation was
written. A number of simplifying
assumptions were made:
-
The
concept of bandwidth usage was not incorporated. Content is instantly copied from any peer to any other peer without
any limitation.
-
The
number of consumers is fixed at 1000.
This avoids the need for distributors to predict the demand for content.
-
All
distributors have complete knowledge of the market at all times, including the
number of consumers who own the content, the number who do not, and each
consumer's assessment of the intrinsic value of the content.
-
The
asking price is not incorporated into this simulation. We assume that the asking price is equal to
the bid when a transaction occurs.
-
Each distributor's
assessment of the content's intrinsic value is assigned to a flatly distributed
random value between $1 and $2, which remains constant (per distributor) for
the duration of the simulation.
The
simulation runs all distributors together asynchronously. In the beginning, only one distributor owns
the content. This is the content's
creator. Each content owner
continuously looks for the highest bid among the distributors who do not yet
own the content. The content is
transferred to the highest bidder, and payment is transferred to the content
owner. The bidder is now a new content
owner, and will attempt to sell the content to other bidders. This process continues until all 1000
distributors/consumers own the content.
Much
relies on the logic that each distributor implements to determine an
appropriate bid price. This logic
constitutes each distributor's intelligence.
For the purposes of the simulation, each distributor determines the bid
price as follows:
numOwners := 0
expectedReturn := 0
// try to estimate
the expected return on investment
for all distributors:
if distributor owns
the content
numOwners
:= numOwners + 1
else if distributor is
not self
expectedReturn
:= expectedReturn + (distributor's assessment of
the content’s value);
// divide the
total potential profit by the number of owners
// (plus one,
because we would need to count self as an owner)
expectedReturn := expectedReturn
/ (numOwners + 1)
// the bid is the
"fair price", i.e., the expect return plus the content's intrinsic
value
bid := expectedReturn +
(assessment of the content’s value)
Needless
to say, this logic is naive, and any number of variations on this theme is
imaginable. In one such variation, a
certain fraction of distributors are considered to be only end consumers. These consumers have a "fixed bid"
price because they are not interested in speculation. In other words, because they do not expect to earn money from
sale of the content, they will only pay an amount equal to their assessment of
the content's value.
Different methods of computing the distributors’ bid prices give different results. The results of one of these modified algorithms are shown below. In this example, 30% of the 1000 distributors are designated strictly as “consumers” who are unwilling to pay more than their own assessment of the content’s intrinsic value. In other words, these consumers do not expect to sell the content at all. For the remaining distributors, the square root of expected return is used to compute the bid price.
The results of the simulation show transaction prices falling sharply with time, as illustrated in Figure 1 below.

Figure 1
The
maximum total amount of profit retained by any distributor at the end of the
simulation was $95.67 for the original owner of the content (i.e., the content
creator). A number of distributors lost
a small amount of money, with the maximal loss being $2.42. Overall, 78.8% of the 1000 distributors were
“winners” of the game. These
distributors ended the simulation with a profit greater than their assessment
of the content’s intrinsic value. For
example, an distributor who assessed a value of $1.50 to the content and ended
the simulation with a loss of only $1.00, having acquired a copy of the
content, is considered a winner.
In Figure 2 below, the return on investment is calculated as follows:
ROI = (profit at end of simulation +
content value) / (price paid for content)

Figure 2
Source code for the simulation is available on request.
The
free-market content distribution model has the seemingly paradoxical effect of
reinforcing the standard business model.
Because it exploits the natural tendency for people to prefer earning
money to earning no money, illicitly distributed free content will become
progressively less available on the network as more upstream bandwidth is
consumed by paid offerings.
Distribution of unlicensed copies is therefore discouraged in favor of
distribution of open content. Content
tagged as “open” would be tradable on the network, whereas the unauthorized
selling of traditional content would incur the same penalties as usual. The standard business model forbidding
unlicensed duplication of content not only continues to operate, but is
protected by the saturation of free distribution channels with open content.
There
is no shortage of ideas for improving standard business practices in industries
which exploit intellectual property for profit. A complete review of these ideas is beyond the scope of this
paper, but links to a few of them can be found in the References section
below. Many of these propositions
employ highly domain-specific solutions that are not easily generalized. Others rely on the generosity and good will
of consumers to pay for what they can receive for free. Some rely on a partial solution in which some
content is provided free of charge while other content is paying. Merchandising and various services have been
put forward as substitute revenue streams for content providers. Various taxation models have also been
proposed. Most importantly, all of
these models include some notion of intellectual property rights - rights which
must be enforced across international boundaries at great expense to both
government and industry.
Industry
leaders would have consumers believe that the sharing of content is equivalent
to theft. This argument rests on the notion
that, even once purchased by the consumer, the publisher still retains
ownership of the content.
Redistribution can therefore be considered “theft” because the content
is not the consumer’s property to distribute.
The consumer, despite having purchased the content, is not its rightful
owner.
Because
people believe in the ethical principle that forbids theft, the industry has
leveraged this argument to equate file sharing with shoplifting. However, people have an intuitive
understanding that copying a music file is somehow different from shoplifting,
since there is no material loss to the creator of the media. Moreover, there can be no theft where both
parties have agreed to exchange goods.
Violation of a licensing agreement is not theft in any traditional sense
of the word. It is the agreement itself
that is in question, not ownership of the content.
One
can imagine an alternative ethical principle in which owners of property are
free to conduct transactions as they please with the property they own. This implies that, once acquired through
legitimate means, property, intellectual or otherwise, belongs to its new owner
unreservedly. People also have an
intuitive understanding of this principle and are often outraged at attempts to
restrict this freedom. Continuing the
analogy to physical property, most people feel uncomfortable with restrictions
imposed by an industry on their freedom to sell what belongs to them. Intellectual property should be treated no
differently.
The
model described here applies equally well to music as it would with any other
media, or indeed any type of content.
In this model, there is no need for expensive and damaging litigation,
domain-specific distribution networks, or difficult and ethically questionable
law enforcement. The content producer
may choose to save the costs of marketing and distribution, allowing the other
distributors in the network to perform these functions instead. Furthermore, the risks of speculation on
unproven content can be offloaded, when desired, to the marketplace.
Additionally,
this model encourages innovation to the same extent that the current model
discourages it. Because content can be
freely used by anyone who owns it, there is no longer any issue regarding improvements
made to existing content. For example,
an enterprising user may find that he has sufficient incentive to improve on a
published technical design, thereby increasing the salability and value of his
copy.
We
believe that this model provides an elegantly simple, forward-looking, highly
efficient, and profitable alternative to the current system. As Internet technologies continue to evolve
and available bandwidth continues to grow, controlling the free flow of data
will prove to be an increasingly intractable problem. The model encourages content producers to give up their
belligerent attitudes towards networked distribution, and instead to view the
network as a friend and partner.
A Business Model Involving Free File Sharing
http://www.techdirt.com/fotr/20030912/1032238_F.shtml
Describes
a model for the recording industry based on merchandising and concert sales.
RIAA
v. The People: Two Years Later
http://www.eff.org/IP/P2P/RIAAatTWO_FINAL.pdf
A
brief history of the recording industries attempts to stem file sharing by
using law suits, followed by a proposal for a "collective licensing regime".
Optimal
Peer Selection in a Free-Market Peer-Resource Economy
http://www.eecs.harvard.edu/p2pecon/confman/papers/s6p3.pdf
This
white paper describes a method for selecting a set of peers who can provide a
file at lowest cost.
A
New Way: Business Model for File Sharing
http://blogcritics.org/archives/2004/02/03/085028.php
Discusses
various taxation-based models for funding media creation.
Presentation
at the Federal Trade Commission's Public Workshop -- Peer-to-Peer File-Sharing
Technology: Consumer Protection and Competition Issues
http://www.ftc.gov/bcp/workshops/filesharing/presentations/lincoff.pdf
The
FTC agrees that the recording industry is taking the wrong approach to digital
rights management. This paper suggests
the creation of a "single, unified digital transmission right," at
least for music.
Solving
the Payment Problem for Open Source and P2P File Sharing
http://business.newsforge.com/article.pl?sid=03/08/26/143247&tid=33&tid=132&tid=3&tid=31
Makes
the astute observation that, "Neither [the software industry not the
entertainment industry] has an intellectual property problem. Instead, both have a payment problem.” "Utility computing" is proposed as
a solution for the software industry, and a similar model is proposed to ensure
payment for entertainment.
P2P
Manifesto
http://rothko.hmdnsgroup.com/~montemag/p2pmanifesto_en.pdf
Advanced Peer-Based Technology Business Models: A New Economic Framework for the Digital Distribution of Music, Film, and Other Intellectual Property Works
http://shumans.com/p2p-business-models.pdf
Provides
a thorough analysis of the state of the recording industry in 2002 and proposes
an “open clearinghouse network” distribution system.
The
Electronic Frontier Foundation White Papers