changing channels

 

 

Media 3.0 is a vision of the future of the media world, based in part on my theoretical speculation and in part on my interpretation of the impact of a vast amount of technology research and development going on around the world. It is very much an on-going process. Feel free to browse the working notes below and provide input and feedback.

 

NOTE: Due to the turmoil in the financial markets and the current credit crisis, I believe that there is significant potential that the timelines for Media 3.0 discussed below will slip -- and that may be by several years. Media 3.0 requires huge capital investment in infrastructure and a huge expenditure on R&D and the money needed to do that may dry up for some time.

The good news, though, is that while the economy sleeps Moore's law (and other similar yardsticks for technology-related growth) don't.  As well, while things have slowed down, some manifestations of components of the Media 3.0 vision are slowly emerging.

 

Changing Channels: Evolution and Revolution in the Media World

 

Background (skip to Media 3.0 )

The early days of the 21st century have witnessed huge changes in the media world – arguably, changes whose magnitude exceeds those of all previous centuries combined.  These changes have taken us out of the world of Media 1.0 and into an interim, transitory world: Media 2.0 (or Media 2.x since it really is comprised of many incremental phases).  Beyond Media 2.x lies a wholly different media world, one which few have even considered: Media 3.0.  But in order to frame Media 3.0, we need first to understand and contextualize its predecessors...

 

Media 1.0

From the earliest days of industrialized media, through to about end of the 20th century, little changed. Media distribution – when it wasn't in some physical manifestation – was confined to traditional means: radio waves, cable and – the relative newcomer from a consumer perspective – satellite. Time shifting of broadcast content was limited to what you could do with a VCR. Place shifting meant moving physical media – tapes, CDs and the like –from place to place. And devices were discrete appliances that generally served a single purpose. A console TV with a built-in stereo was about as integrated a device as you could find. That era, Media 1.0, was an era in which the industry was in control. That all came to an end in the late 90’s, spurred on, arguably, by the advent of portable MP3 players and the launch of a little service called Napster.

 

Media 2.x

MP3 players and Napster (?) ushered in an era of an empowered consumer – arguably, from an industry perspective, a consumer run amok. Traditional media distribution models began to falter and we witnessed the beginnings of many fundamental paradigm shifts that have caused massive upheaval in the media world – and which continue to do so today.

The contemporary world, Media 2.x, is far different from its predecessor. Media 2.x is about shifting paradigms. The industry is no longer in absolute control, but the balance of power has not completely shifted to the consumer, either. A delicate (and fragile) balance exists.

With distributors offering distant signals from different time zones, and rudimentary consumer recording technology (the venerable VCR) giving way to the intelligent PVR (personal video recorder), time shifting is becoming commonplace.

Music (and TV, and movie, and e-book) sales services such as iTunes have demonstrated that the consumer will pay for content when given the opportunity to do so in a way that meets their needs. Place shifting is no longer an anomaly for media content – indeed, when it comes to music, it’s arguably the norm.

Devices increasingly resemble Swiss Army™ knives – they’re phones, MP3 players, video players, e-mail devices and more.

The so-called ‘democratization of media’ has also empowered the consumer (the term 'consumer' is becoming anachronistic) to be a content creator, too. While the ability to create content was always within the grasp of the consumer, the barriers to creating quality content were often insurmountable. No more is that the case in an era when a ‘prosumer’ HD video camera is in the $1000 range. But the ability to create means nothing without the ability to distribute and reach an audience and that – from a consumer-as-content-creator perspective – is where the really important changes have occurred. It may be hard to believe, but the now–iconic YouTube only launched in mid-2005. It, and a raft of other content sharing sites, have given anyone (everyone) the ability to distribute content at no cost. And if the message has appeal, it finds an audience – in numbers that can be staggering.

Yet even as we may marvel at how technology has changed the media world, we need to take a step back and observe what exists. We now have a world of multiple discrete distribution channels – in effect, we've replicated the content distribution model across additional channels and to additional devices, but in a disjointed way. True, the same content may find life on multiple platforms, and in multiple formats, and, in one sense, that’s convergence. A newspaper web site is no longer exclusively the realm of words and pictures; increasingly, video is finding its way to these sites. Likewise, news broadcasters’ web sites are taking on textual reporting elements, too. While the distinctions between a newspaper and TV news operation remain quite apparent in their traditional formats, the lines are increasingly blurred in their new media manifestations. Here we find a convergence of content types, but little convergence exists between the traditional and alternative delivery formats. In fact, a newspaper web site has diverged from what the newspaper itself is, and, in fact, we’re in an era of divergent convergence.

In the Media 2.x world, we see consumers amassing their own personal digital media libraries at home and organizations such as the Digital Living Network Alliance (DLNA) are focused on 'liberating' this content by fostering interoperability between devices.

In this world we also see the early stages of intelligent devices, device "discoverability" and inter-operability as devices that are compliant with the UPnP AV / Media specifications begin to emerge (MediaServers and MediaRenderers).

In today’s world, much is still dictated not just by the delivery medium but also, to a very large degree, by the delivery destination. That’s an inevitability in a transitional world – and Media 2.x is all about transitions. Nonetheless, seismic shifts have occurred between Media 1.x and Media 2.x – and all in the space of about a decade.

Yet as different as Media 2.x is from Media 1.0, the different between Media 2.x and Media 3.0 will be far greater.

 

Media 3.0

With Media 3.0, we move to a world not of shifting paradigms but of shifted paradigms and the evolutionary concepts observed in Media 2.x are taken to revolutionary levels in Media 3.0. But more than that, Media 3.0 introduces new ways of thinking and experiencing media that are far beyond what we know today. In Media 3.0, we still have the traditional media domains of TV, film, music/radio, newspapers, books and the relative newcomer, gaming, and each continues to have a discrete existence unto itself; however, increasingly, the media are intertwined.  And concepts that first emerged in Media 2.x will disappear, including the personal digital media library.  Other concepts that were in their infancy in Media 2.x will blossom, such as device interoperability which will emerge into composite devices built upon the concept of dynamic (or static) component aggregation.

Media 3.0 is to media what cloud computing (?) is to other data-related services and, indeed, Media 3.0 shares much with the cloud computing model in that is presents a strong shift away from individual copies of media content, moving toward shared, centralized media content. Like cloud computing, Media 3.0 is a world of 'anywhere access' to media content. Technologies including IMS (IP Multimedia Subsystem) will be key to the delivery of this content.

When will Media 3.0 arrive? That depends on many things, not the least of which is the speed at which industry is willing to change and to embrace it. The significant challenges won’t lie in technology – indeed, some of what’s needed is here now and the remaining pieces could begin to be in place as early as 2012.  We won't see a mature implementation of Media 3.0 until about 2020.

How (and when) the future unfolds will vary considerably by geography.  It depends to a great degree on regulatory policy, as well as how various guilds, unions, content vendors, etc. embrace (or fight, or encumber) the concept.  The Ofcom (?) / PACT (?) "when not where" concept is a potential step in the right direction.

Media 3.0 is about managed experiences and the underlying frameworks, technologies, devices and partnerships required to deliver such experiences.

 

Media 3.0 definition:

 

Components of managed-experience delivery:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Alan Sawyer on CBC Newsworld

 

 

Alan Sawyer (?)