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For Consumer Product Strategy Professionals
                                                                            Includes data from Consumer Technographics®

              June 25, 2009
              Eight Models For Monetizing Digital Content
              Ad Revenue Softens, And Publishers Seek New Ways To Make Content Pay
              by sarah rotman epps
              with Mark Mulligan and Erik Hood




 ExECUT I v E S U M MA Ry
 History repeats itself: As they have in other economic downturns, publishers are considering offering
 paid content products as a way to wean themselves off the shrinking teat of advertising. In this report,
 we examine the four qualities that characterize content for which people are willing to pay, and we
 define eight models for digital content monetization. Whether publishers adopt a “free-mium” model,
 introduce micropayments, or develop new products to drive incremental revenue, they need a
 comprehensive strategy that accounts for consumer receptivity, impact on other revenue streams like
 advertising, and effects on other online and offline products and channels.

 publisHers Have Had enougH of tHe all-you-can-eat content buffet
 With online ad revenues flat or declining thus far in 2009, publishers have reached a breaking point
 where they are forced to radically reconsider their online business models.1 As they have in previous
 down cycles, publishers are considering various paid models for their content. The Wall Street Journal
 recently announced it would begin a micropayment program this fall that will complement its existing
 online subscription program.2 Cablevision has announced its intentions to end free online distribution
 for Newsday.3 Martha Stewart Living Omnimedia will be testing paid downloads for its online video
 content starting in June.4 And Pandora, whose core streaming radio product is free and ad-supported,
 has introduced Pandora One, an ad-free streaming desktop app for $36 per year.5

 But these programs can be controversial even within the companies that are proposing them. As one
 publisher recently told Forrester, “We’ve worked hard to build a sustainable online advertising business.
 Putting content behind a pay wall would kill those efforts overnight.” While it’s true that some efforts
 to make consumers pay for content can cannibalize existing revenue streams, other efforts can be
 complementary. To help publishers sort out what models make sense for their companies and their
 content, we’re taking a closer look at: 1) what types of content people will pay for, and 2) what models
 publishers can use for digital content monetization.

“Monetizable” content Has at least one of four characteristics
 Conducting research for Forrester’s five-year forecast of the paid content market has led us to conclude
 that content people pay for has at least one of four characteristics.6 People pay for content that:

   · Supports a job or career. Content and functionality that help people (and we intentionally say
    “people” rather than “consumers” to include business users) advance their careers is worth paying
     for. LinkedIn, which has been profitable since 2006, complements its free service with premium

                 Headquarters
                 Forrester Research, Inc., 400 Technology Square, Cambridge, MA 02139 USA
                 Tel: +1 617.613.6000 • Fax: +1 617.613.5000 • www.forrester.com
Eight Models For Monetizing Digital Content                                                                        2
For Consumer Product Strategy Professionals




     subscription services such as access to more messaging bandwidth, more search results, and
     more alerts for $24.95 to $499.95 per month. In addition to career advancement more generally,
     content and services that help businesspeople with a specific job pain also justify payment. For
     example, WeddingBook, a local search site for wedding vendors, lets vendors claim their listings
     and add content for free and charges them for lead generation if vendors choose to submit a
     proposal to a qualified bride. It’s worth noting that business-focused media like Women’s Wear
     Daily have had an easier time charging for online content than consumer-focused media.

   · Enhances serious hobbies. Consumers in general can be a hard sell; companies can find more
     success in offering content and functionality that targets “prosumers” (amateurs who are
     seriously invested in their hobbies). SoundCloud, for example, enables musicians to share and
     sell their work online; the basic services are free, but pro accounts with more upload capacity
     and upgraded customer service justify the expense for heavy users. Similarly, Yahoo!’s photo
     site, Flickr, offers basic services for free but charges $24.95 per year for unlimited storage and
     archiving.

   · Provides substantial entertainment. Entertainment — video games, music, and filmed
     entertainment — constitutes the lion’s share of online paid content: $4.7 billion in 2009,
     increasing to nearly $7 billion by 2013.7 It’s notable that nearly all the most-downloaded iPhone
     apps in 2008 were games like Texas Hold’em, Moto Chaser, and Super Monkey Ball.8 Apps in
     the news and information space, such as the popular Net News Wire app, are generally offered
     for free. Other runaway success stories of paid content also tend to be in the entertainment
     space. Since its launch in November 2007, the video game Rock Band has sold more than 40
     million songs in its in-game store at $1 to $2 per song, producing a steady stream of incremental
     revenue to complement sales of the game itself.9

   · Differentiates the delivery experience. Content that’s worth paying for sometimes isn’t about
     the content at all—it’s about the delivery experience. Buying iPhone apps or Rock Band songs
     is so easy you don’t even have to think about it; in both cases, the transactions are seamlessly
     integrated into the media experience. Amazon’s Kindle is another example of a differentiated
     delivery experience: The Whispernet wireless service allows consumers to download a book in
     60 seconds without taking out a credit card. The seamlessness of the transaction makes content
     that consumers can otherwise get for free — like newspapers and blogs — worth shelling out a
     few bucks for on the Kindle.

eight Models emerge for digital content Monetization
Examining cases of digital content monetization, it becomes clear that there are many different
models that publishers can follow (see Figure 1). Each model has different strengths and weaknesses
that affect its profit potential and consumer appeal (see Figure 2). Though conceptually distinct, the
models we describe below aren’t mutually exclusive; in fact, models can be complementary to each
other, and employing multiple models simultaneously can support greater consumer choice.


June 25, 2009                                                © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                       3
For Consumer Product Strategy Professionals




 1. Content licensing and syndication. Content licensing, where a publisher syndicates content
    to another business for paid use, isn’t new. But it’s worth renewed attention because there’s
    a growing demand for media content from non-media companies as content becomes more
    central to marketing strategy.10 J.D. Power and Associates, for example, licenses its brand to well-
    reviewed companies like Lexus for promotional use. Condé Nast has syndicated its Style.com
    content and Reddit voting tool to Dillard’s retail site.

     Forrester’s take: The advantage of this model is that it provides an additional revenue stream
     with no pain for consumers. The disadvantage of this model is the overhead that it takes to sell
     one-off licensing deals, and there’s the risk of brand dilution that comes with working with too
     many partners or with partners that don’t complement your brand.

 2. The marketing loss model. In the marketing loss model, content is given away for free in one
    channel to drive purchases in a more profitable channel. Examples include most magazine
    Web sites, which are free for consumers and drive subscriptions for the print magazine, which
    commands much higher advertising revenue in addition to subscription revenue. Some
    recording artists have also embraced this model: Radiohead and Prince have distributed albums
    for free, thereby increasing their fan base, which drives sales for live concerts. Free photo sites
    like Snapfish and Kodak Gallery offset storage and bandwidth costs by selling merchandise like
    mugs, prints, and T-shirts.

     Forrester’s take: While this model doesn’t ask anything onerous of consumers, it can be hard to
     manage politically within a company: Many organizations struggle to establish digital channels as
     standalone profit centers and don’t want to justify their existence solely as a marketing expense.

 3. The “free-mium” model. In a “free-mium” model, most content is available free and is ad-
    supported, with paid access to premium content services. Examples include pro accounts from
    Flickr and LinkedIn, as well as many dating sites. Even video game companies are starting to
    experiment with this model: Anyone can download the Web-based game Battlefield Heroes and
    play it for free; the game is funded by in-game advertising, as well as fees from users who want
    to pay for content upgrades (this revenue-generator also doubles as an anti-piracy measure).

     Forrester’s take: The pros of this model are that consumers who want more value can get it, and
     consumers who aren’t willing to pay aren’t alienated, so the site can maintain high traffic levels
     and continue to sell online advertising.

 4. Incremental paid content and services. In this model, new content, services, or applications
    are developed and sold separately from the core content product. Dow Jones, for example,
    partnered with RavenPack to create its Dow Jones News Analytics product, which integrates
    Dow Jones’ data feeds with traders’ algorithmic workflow tools. Better Homes & Gardens has
    taken more than 20,000 of its stock photos and created a subscription site for decorators called
    decoratinginspiration.com.

June 25, 2009                                               © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                        4
For Consumer Product Strategy Professionals




     Forrester’s take: With incremental paid content, people who want more value can get it, but
     the uptake for any particular product is likely to be small, so companies may find it difficult to
     justify the overhead of creating entirely new products.

 5. Pay wall/subscription model. In a pay wall or subscription model, most or all content is
    available only to subscribers who pay on a monthly or annual basis. Examples include financial
    news sites like WSJ.com and Economist.com; consumer services like Angie’s List, Consumer
    Reports, and Zagat; game subscription services like Steam and Xbox LIVE; and Netflix
    subscriptions for mailed or streaming movies.

    Forrester’s take: The strength of this model is that it is simple and transparent to consumers.
    The weakness is that putting content behind a pay wall will undoubtedly decrease traffic because
    the paid service will appeal to a smaller segment of consumers.

 6. Microtransactions. Forrester defines microtransactions as selling modular bits of content,
    which in an offline distribution model would have been bundled together, individually through
    easy transactions. Examples include iTunes tracks and movies, iPhone apps billed to your
    credit card on file, and on-demand movies charged to your cable bill. It’s worth noting that
    microtransactions work well for certain types of content, such as music and video: Forrester’s
    data shows that 28% of US online consumers have bought individual music tracks from an
    online store like iTunes, but only 6% have subscribed to a service like Rhapsody. Similarly, twice
    as many US online consumers have paid to download individual videos as have paid for an
    online video subscription service like Vongo (10% and 5%, respectively).11

     Forrester’s take: The pros of this model are that publishers can create content once and sell it
     many times and they only have to pay for what they want, but the cons are that consumers may
     feel nickel-and-dimed in having to pay for content one bit at a time.

 7. The metered model. In a metered model, consumers are charged for usage once they cross a
    certain threshold. While several newspapers are considering implementing this model, the only
    examples to date are negative: Cell phone “overages” create consumer anger and have made
    the companies that charge them vulnerable to competitors that advertise that they don’t charge
    these fees. In the broadband space, Time Warner has attempted and failed to charge high-
    bandwidth users more for Internet access.

     Forrester’s take: While media companies, especially newspapers, hope that a metered model will
     allow them to “play it both ways” in terms of advertising and paid content, it’s complicated and
     not transparent to consumers. Even worse, a metered model punishes the most-engaged content
     consumers — an outcome at odds with media companies stated goals of increasing engagement.12




June 25, 2009                                                © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                     5
For Consumer Product Strategy Professionals




 8. The marketplace model. The marketplace model is perhaps the most complicated but also the
    most interesting of the emerging monetization models. In a marketplace model, publishers open
    up their content assets for a community of developers to build their own apps, which can be
    sold in an “app store” for shared revenue. NPR opened up its API, which includes feeds of all the
    content for which it has redistribution rights, to the iPhone app developer community. One of
    the resultant products is the popular NPR Addict app, which is offered for free and generates ad
    revenue for NPR through the sponsorships it sells for the content.13 In another example, the UK-
    based Guardian uses a vendor called Mashery to make its content (data, text, multimedia, user-
    generated content, and tags) available to developers, encouraging the creation of commercial
    and non-commercial apps.14

     Forrester’s take: The benefit of this model is that it increases the speed and breadth of
     innovation — currently, it takes publishers far too long to decide what apps and products to
     build and get them to market. The potential downside of this model is that publishers may
     perceive the new products as threats to their brand and may not be willing to open up their
     content assets to a community so as not to dilute their own value and cachet.




June 25, 2009                                             © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                                 6
For Consumer Product Strategy Professionals




figure 1 Eight Models For Monetizing Digital Content

        Model               Definition                  Examples                       Pros                    Cons
 Content licensing Content is licensed • J.D. Power licenses its brand Additional revenue One-o , overhead
  and syndication to another business to well-reviewed companies stream, no pain for           to sell
                      for paid use.      like Lexus for promotional       consumers
                                         use.
                                       • Condé Nast syndicated its
                                         Style.com content and
                                         Reddit voting tool to
                                         Dillards’ retail site.

   Marketing loss       Content is given      • Most magazine Web sites            No pain for          Hard to manage
      model            away for free in one   • Radiohead and Prince               consumers                politically
                        channel to drive        distributed albums for free,                            within a company
                         purchases in a         increasing their fan base,
                        more pro table          and driving sales for shows.
                            channel.          • Snapfish and Kodak Gallery
                                                o set storage and
                                                bandwidth costs by selling
                                                merchandise like mugs,
                                                prints, and T-shirts.

 Free-mium model          Most content is • Flickr Pro, LinkedIn Pro            Consumers who              Overhead of
                        available free and accounts                             want more value           creating new
                         is ad-supported, • Dating sites                          get it, but it        products, revenue
                         with paid access • The video game Battlefield          doesn’t cut down           likely small
                            to premium      Heroes is distributed for free         on tra c.                for service
                        content services.   on the Web. Anyone can
                                            download the game and
                                            play it for free; the game is
                                            funded by in-game
                                            advertising, as well as fees
                                            from users who want to pay
                                            for content upgrades.

 Incremental paid          New content,   • Dow Jones News Analytics            Consumers who              Overhead of
  content/service            services, or   provides a feed that                want more value           creating new
                         applications are   integrates with traders’                 get it.            products, revenue
                          sold separately   algorithmic work ow tools.                                     likely small
                           from the core  • Better Homes & Gardens’                                       for individual
                         content product.   decoratinginspiration.com,                                       products
                                            a subscription site for
                                            decorators with 20,000
                                            photos.

      Pay wall/         Most or all content • Financial news sites like            Transparent,            Will decrease
    subscription        is available only to WSJ.com, Economist.com               simple model              tra c, only
       model              subscribers who • Consumer services like                                           appeal to
                         pay on a monthly Angie’s List, Consumer                                          small segment
                          or annual basis.     Reports, Zagats
                                             • Game subscription services
                                               like Steam, Xbox LIVE
                                             • Netflix subscription for
                                               mailed or streaming movies

53811                                                                                         Source: Forrester Research, Inc.



June 25, 2009                                                         © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                                7
For Consumer Product Strategy Professionals




figure 1 Eight Models For Monetizing Digital Content (Cont.)


 Microtransactions        Modular bits of • iTunes tracks, movies, and          Create content         Consumers may
                         content, which in apps billed to your credit          once; sell it many      feel nickel-and-
                             an o ine        card on le                             times.               dimed; news
                        distribution model • On-demand movies                                            content has
                         would have been charged to your cable bill                                    limited appeal.
                        bundled together,
                        are sold separately
                           through easy
                           transactions.

  Metered model          Consumers are • The Massachusetts Turnpike Companies can Not transparent to
                        charged for usage • Cell phone “overages”       theoretically     consumers,
                        once they cross a • Time Warner’s failed     “play it both ways” punishes most
                        certain threshold. attempt to charge             in terms of       engaged
                                            high-bandwidth users         advertising      consumers
                                            more for Internet access and paid content.

    Marketplace        Publishers open up     • NPR’s open API for iPhone        Exciting new          Overhead to set
      model            their content assets     apps                              products,            up and manage,
                         for a community      • Time Warner’s platform for     innovation from         fear of opening
                         of developers to       game developers using               crowd                up assets to
                          build their own       Harry Potter content assets                              community
                         apps, which can                                                              and losing control
                          be sold directly
                           or monetized
                              through
                            advertising.

53811                                                                                       Source: Forrester Research, Inc.




June 25, 2009                                                        © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                                 8
For Consumer Product Strategy Professionals




figure 2 Not All Monetization Models Are Created Equal




                                                              Marketplace


                                                  Micro-                      Free-mium
                                                                                                 Licensing/
                                               transactions                                     syndication



                                                                                  Incremental
      Profit                                                                        content
     potential                                  Pay wall/                                            Marketing
                                              subscription                                             loss




                            Metered




                                                               Consumer-
                                                              friendliness
53811                                                                                        Source: Forrester Research, Inc.




June 25, 2009                                                         © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                               9
For Consumer Product Strategy Professionals




    R E C o M M E N D AT I o N S

    create a coMpreHensive strategy around content Monetization
    To avoid disastrous failure, publishers need to look before they leap into a paid content strategy.
    Publishers considering such a strategy should:

      · conduct research as to what will resonate with your consumers. Qualitative research like
        focus groups and quantitative surveys of customers and prospects are a must for assessing
        what products and services — at what price points — your consumers are likely to adopt.
      · Model the effects of new pricing on other revenue streams. There’s no question: Putting
        up any kind of barrier to your content — whether that’s a pay wall, a metered model, or
        micropayments — will undoubtedly have some effect on your ability to attract consumers to
        your content and monetize that content through advertising. Using the data you collect in
        quantitative and qualitative consumer research, create a model to predict what the costs and
        benefits will be of your new monetization strategy.
      · give consumers choice. While some consumers may want to pay for only what they use,
        others will want access to everything. Consider using multiple models in tandem, offering
        consumers choice between subscriptions and other models like micropayments.
      · consider a bundled solution. What you do in one channel shouldn’t be done in isolation —
        smart companies will use this opportunity to revamp their entire product and channel
        pricing strategy. ESPN has recently ended free online access for its magazine content; it
        now bundles together the magazine and ESPN Insider product for one subscription fee. If a
        newspaper is shifting its primary distribution to an eReader format and phasing out print, it
        should consider whether to continue to offer free Web access, or to bundle a subscription for
        eReaders, Web, email, and mobile access.

endnotes
1
    Q1 2009 saw online ad revenues decline for many publishers. Gannett reported that online revenue fell
    20% at its US newspapers, excluding USA Today. Source: “Gannett Sees No Relief in the Ad Downturn,”
    The Wall Street Journal, April 19, 2009, (http://online.wsj.com/article/SB123988512019224995.html). The
    New York Times Company saw an 8% decline in online advertising for its News Media Group and a 4.7%
    decline in revenue for its About Group, which includes About.com. Source: Richard Perez-Pena, “Times Co.
    Reports Loss of $74 Million,” The New York Times, April 21, 2009 (http://www.nytimes.com/2009/04/22/
    business/media/22paper.html).
2
    “News Corp is planning to introduce micro-payments for individual articles and premium subscriptions to the
    Wall Street Journal’s website this year, in a milestone in the news industry’s race to find better online business
    models.” Source: Edward Edgecliffe-Johnson and Kenneth Li, “Micro-payments considered for WSJ website,”
    The Financial Times, May 10, 2009 (http://www.ft.com/cms/s/0/afcc5024-3d97-11de-a85e-00144feabdc0.html).
3
     “In laying out its goals for Long Island newspaper Newsday, Cablevision (NYSE: CVC) COO Tom
     Rutledge told investors that the company plans to end free access to the paper’s site.” Source: David Kaplan,
June 25, 2009                                                       © 2009, Forrester Research, Inc. Reproduction Prohibited
Eight Models For Monetizing Digital Content                                                                                                                   10
For Consumer Product Strategy Professionals




     “Cablevision To Charge For Access To Newsday.com,” Paidcontent.org, February 26, 2009 (http://www.
      paidcontent.org/entry/419-cablevision-sets-goal-to-end-free-access-to-newsday.com).
4
     Source: “Martha Stewart To Test Paid Online Video Downloads,” WSJ.com, May 14, 2009 (http://online.wsj.
     com/article/BT-CO-20090514-715617.html).
5
     In a blog post on Pandora.com, CTO Tom Conrad explains that Pandora One offers higher quality
     music, an ad-free experience, and a customizable desktop application. Source: Tom Conrad, “Pandora
     One: Upgrade the Pandora Experience,” Pandora blog, May 19, 2009 (http://blog.pandora.com/pandora/
     archives/2009/05/pandora_one_upg.html).
6
     No longer mere information, content — especially content that consumers are willing to pay for — has
     morphed into information plus experience. Content that fits this new paradigm, like video games, will be
     the big winner of consumers’ wallet-share, while news articles, TV shows, and other forms of “old” content
     will increasingly rely on free-content business models: some combination of advertising, “free-mium”
     pricing, and marketing loss for more profitable channels. See the December 3, 2008, “US B2C Online Paid
     Content: Five-Year Forecast” report.
7
     Consumers spend twice as much on entertainment as on other forms of online paid content. See the
     December 3, 2008, “US B2C Online Paid Content: Five-Year Forecast” report.
8
     For a complete list of the top 10 most downloaded iPhone apps, please see the original article. Source: Greg
     Krumparak, “Apple announces Top 10 iPhone apps of 2008,” MobileCrunch, December 2, 2008 (http://www.
     mobilecrunch.com/2008/12/02/apple-announces-top-10-iphone-app-downloads-of-2008/).
9
     The sale of 40 million downloads furthers “(Rock Band’s) position as the music video game leader in paid
     song sales and downloadable content with over 600 songs available to date in the Rock Band catalogue.”
     Source: “Rock Band(R) Franchise Officially Surpasses $1 Billion in North American Retail Sales, According
     to the NPD Group(1),” PR Newswire Association, March 26, 2009 (http://news.prnewswire.com/
     DisplayReleaseContent.aspx?ACCT=104&STORY=/www/story/03-26-2009/0004995271&EDATE=).
10
     For example, Fidelity’s redesigned home page looks more like Yahoo! Finance than a traditional banking
     Web site, with content from Motley Fool, Kiplinger’s, and Money magazine. Delta Air Lines includes
     destination content on travelers’ boarding passes when they print them out online. And Louis Vuitton Moet
     Hennessey has announced that it will be folding its eCommerce site eLuxury.com and relaunching it as an
     online magazine for fashion and luxury content.
11
     Source: North American Technographics® Media And Marketing Online Survey, Q2 2008.
12
     Magazine companies, newspapers, TV networks, and other companies strive to increase engagement in
     their digital channels. See the March 2, 2009, “What Engagement Means For Media Companies” report.
13
     NPR Addict features podcasts and streams from NPR stations across the country, as well as 13 years of NPR
     content. Source: Demian Perry, “NPR on the iPhone,” Inside NPR.org, April 22, 2009 (http://www.npr.org/
     blogs/inside/2009/04/npr_on_the_iphone.html).
14
     Source: The Guardian (http://www.guardian.co.uk/open-platform).

Forrester Research, Inc. (Nasdaq: FORR) is an independent research company that provides pragmatic and forward-thinking advice to global leaders in business
and technology. Forrester works with professionals in 19 key roles at major companies providing proprietary research, consumer insight, consulting, events, and
peer-to-peer executive programs. For more than 25 years, Forrester has been making IT, marketing, and technology industry leaders successful every day. For
more information, visit www.forrester.com.
© 2009, Forrester Research, Inc. All rights reserved. Unauthorized reproduction is strictly prohibited. Information is based on best available resources. Opinions
reflect judgment at the time and are subject to change. Forrester®, Technographics®, Forrester Wave, RoleView, TechRadar, and Total Economic Impact are
trademarks of Forrester Research, Inc. All other trademarks are the property of their respective companies. To purchase reprints of this document, please email
clientsupport@forrester.com. For additional information, go to www.forrester.com.                                                                           53811

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8 models-for-monetizing-digital-content

  • 1. For Consumer Product Strategy Professionals Includes data from Consumer Technographics® June 25, 2009 Eight Models For Monetizing Digital Content Ad Revenue Softens, And Publishers Seek New Ways To Make Content Pay by sarah rotman epps with Mark Mulligan and Erik Hood ExECUT I v E S U M MA Ry History repeats itself: As they have in other economic downturns, publishers are considering offering paid content products as a way to wean themselves off the shrinking teat of advertising. In this report, we examine the four qualities that characterize content for which people are willing to pay, and we define eight models for digital content monetization. Whether publishers adopt a “free-mium” model, introduce micropayments, or develop new products to drive incremental revenue, they need a comprehensive strategy that accounts for consumer receptivity, impact on other revenue streams like advertising, and effects on other online and offline products and channels. publisHers Have Had enougH of tHe all-you-can-eat content buffet With online ad revenues flat or declining thus far in 2009, publishers have reached a breaking point where they are forced to radically reconsider their online business models.1 As they have in previous down cycles, publishers are considering various paid models for their content. The Wall Street Journal recently announced it would begin a micropayment program this fall that will complement its existing online subscription program.2 Cablevision has announced its intentions to end free online distribution for Newsday.3 Martha Stewart Living Omnimedia will be testing paid downloads for its online video content starting in June.4 And Pandora, whose core streaming radio product is free and ad-supported, has introduced Pandora One, an ad-free streaming desktop app for $36 per year.5 But these programs can be controversial even within the companies that are proposing them. As one publisher recently told Forrester, “We’ve worked hard to build a sustainable online advertising business. Putting content behind a pay wall would kill those efforts overnight.” While it’s true that some efforts to make consumers pay for content can cannibalize existing revenue streams, other efforts can be complementary. To help publishers sort out what models make sense for their companies and their content, we’re taking a closer look at: 1) what types of content people will pay for, and 2) what models publishers can use for digital content monetization. “Monetizable” content Has at least one of four characteristics Conducting research for Forrester’s five-year forecast of the paid content market has led us to conclude that content people pay for has at least one of four characteristics.6 People pay for content that: · Supports a job or career. Content and functionality that help people (and we intentionally say “people” rather than “consumers” to include business users) advance their careers is worth paying for. LinkedIn, which has been profitable since 2006, complements its free service with premium Headquarters Forrester Research, Inc., 400 Technology Square, Cambridge, MA 02139 USA Tel: +1 617.613.6000 • Fax: +1 617.613.5000 • www.forrester.com
  • 2. Eight Models For Monetizing Digital Content 2 For Consumer Product Strategy Professionals subscription services such as access to more messaging bandwidth, more search results, and more alerts for $24.95 to $499.95 per month. In addition to career advancement more generally, content and services that help businesspeople with a specific job pain also justify payment. For example, WeddingBook, a local search site for wedding vendors, lets vendors claim their listings and add content for free and charges them for lead generation if vendors choose to submit a proposal to a qualified bride. It’s worth noting that business-focused media like Women’s Wear Daily have had an easier time charging for online content than consumer-focused media. · Enhances serious hobbies. Consumers in general can be a hard sell; companies can find more success in offering content and functionality that targets “prosumers” (amateurs who are seriously invested in their hobbies). SoundCloud, for example, enables musicians to share and sell their work online; the basic services are free, but pro accounts with more upload capacity and upgraded customer service justify the expense for heavy users. Similarly, Yahoo!’s photo site, Flickr, offers basic services for free but charges $24.95 per year for unlimited storage and archiving. · Provides substantial entertainment. Entertainment — video games, music, and filmed entertainment — constitutes the lion’s share of online paid content: $4.7 billion in 2009, increasing to nearly $7 billion by 2013.7 It’s notable that nearly all the most-downloaded iPhone apps in 2008 were games like Texas Hold’em, Moto Chaser, and Super Monkey Ball.8 Apps in the news and information space, such as the popular Net News Wire app, are generally offered for free. Other runaway success stories of paid content also tend to be in the entertainment space. Since its launch in November 2007, the video game Rock Band has sold more than 40 million songs in its in-game store at $1 to $2 per song, producing a steady stream of incremental revenue to complement sales of the game itself.9 · Differentiates the delivery experience. Content that’s worth paying for sometimes isn’t about the content at all—it’s about the delivery experience. Buying iPhone apps or Rock Band songs is so easy you don’t even have to think about it; in both cases, the transactions are seamlessly integrated into the media experience. Amazon’s Kindle is another example of a differentiated delivery experience: The Whispernet wireless service allows consumers to download a book in 60 seconds without taking out a credit card. The seamlessness of the transaction makes content that consumers can otherwise get for free — like newspapers and blogs — worth shelling out a few bucks for on the Kindle. eight Models emerge for digital content Monetization Examining cases of digital content monetization, it becomes clear that there are many different models that publishers can follow (see Figure 1). Each model has different strengths and weaknesses that affect its profit potential and consumer appeal (see Figure 2). Though conceptually distinct, the models we describe below aren’t mutually exclusive; in fact, models can be complementary to each other, and employing multiple models simultaneously can support greater consumer choice. June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 3. Eight Models For Monetizing Digital Content 3 For Consumer Product Strategy Professionals 1. Content licensing and syndication. Content licensing, where a publisher syndicates content to another business for paid use, isn’t new. But it’s worth renewed attention because there’s a growing demand for media content from non-media companies as content becomes more central to marketing strategy.10 J.D. Power and Associates, for example, licenses its brand to well- reviewed companies like Lexus for promotional use. Condé Nast has syndicated its Style.com content and Reddit voting tool to Dillard’s retail site. Forrester’s take: The advantage of this model is that it provides an additional revenue stream with no pain for consumers. The disadvantage of this model is the overhead that it takes to sell one-off licensing deals, and there’s the risk of brand dilution that comes with working with too many partners or with partners that don’t complement your brand. 2. The marketing loss model. In the marketing loss model, content is given away for free in one channel to drive purchases in a more profitable channel. Examples include most magazine Web sites, which are free for consumers and drive subscriptions for the print magazine, which commands much higher advertising revenue in addition to subscription revenue. Some recording artists have also embraced this model: Radiohead and Prince have distributed albums for free, thereby increasing their fan base, which drives sales for live concerts. Free photo sites like Snapfish and Kodak Gallery offset storage and bandwidth costs by selling merchandise like mugs, prints, and T-shirts. Forrester’s take: While this model doesn’t ask anything onerous of consumers, it can be hard to manage politically within a company: Many organizations struggle to establish digital channels as standalone profit centers and don’t want to justify their existence solely as a marketing expense. 3. The “free-mium” model. In a “free-mium” model, most content is available free and is ad- supported, with paid access to premium content services. Examples include pro accounts from Flickr and LinkedIn, as well as many dating sites. Even video game companies are starting to experiment with this model: Anyone can download the Web-based game Battlefield Heroes and play it for free; the game is funded by in-game advertising, as well as fees from users who want to pay for content upgrades (this revenue-generator also doubles as an anti-piracy measure). Forrester’s take: The pros of this model are that consumers who want more value can get it, and consumers who aren’t willing to pay aren’t alienated, so the site can maintain high traffic levels and continue to sell online advertising. 4. Incremental paid content and services. In this model, new content, services, or applications are developed and sold separately from the core content product. Dow Jones, for example, partnered with RavenPack to create its Dow Jones News Analytics product, which integrates Dow Jones’ data feeds with traders’ algorithmic workflow tools. Better Homes & Gardens has taken more than 20,000 of its stock photos and created a subscription site for decorators called decoratinginspiration.com. June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 4. Eight Models For Monetizing Digital Content 4 For Consumer Product Strategy Professionals Forrester’s take: With incremental paid content, people who want more value can get it, but the uptake for any particular product is likely to be small, so companies may find it difficult to justify the overhead of creating entirely new products. 5. Pay wall/subscription model. In a pay wall or subscription model, most or all content is available only to subscribers who pay on a monthly or annual basis. Examples include financial news sites like WSJ.com and Economist.com; consumer services like Angie’s List, Consumer Reports, and Zagat; game subscription services like Steam and Xbox LIVE; and Netflix subscriptions for mailed or streaming movies. Forrester’s take: The strength of this model is that it is simple and transparent to consumers. The weakness is that putting content behind a pay wall will undoubtedly decrease traffic because the paid service will appeal to a smaller segment of consumers. 6. Microtransactions. Forrester defines microtransactions as selling modular bits of content, which in an offline distribution model would have been bundled together, individually through easy transactions. Examples include iTunes tracks and movies, iPhone apps billed to your credit card on file, and on-demand movies charged to your cable bill. It’s worth noting that microtransactions work well for certain types of content, such as music and video: Forrester’s data shows that 28% of US online consumers have bought individual music tracks from an online store like iTunes, but only 6% have subscribed to a service like Rhapsody. Similarly, twice as many US online consumers have paid to download individual videos as have paid for an online video subscription service like Vongo (10% and 5%, respectively).11 Forrester’s take: The pros of this model are that publishers can create content once and sell it many times and they only have to pay for what they want, but the cons are that consumers may feel nickel-and-dimed in having to pay for content one bit at a time. 7. The metered model. In a metered model, consumers are charged for usage once they cross a certain threshold. While several newspapers are considering implementing this model, the only examples to date are negative: Cell phone “overages” create consumer anger and have made the companies that charge them vulnerable to competitors that advertise that they don’t charge these fees. In the broadband space, Time Warner has attempted and failed to charge high- bandwidth users more for Internet access. Forrester’s take: While media companies, especially newspapers, hope that a metered model will allow them to “play it both ways” in terms of advertising and paid content, it’s complicated and not transparent to consumers. Even worse, a metered model punishes the most-engaged content consumers — an outcome at odds with media companies stated goals of increasing engagement.12 June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 5. Eight Models For Monetizing Digital Content 5 For Consumer Product Strategy Professionals 8. The marketplace model. The marketplace model is perhaps the most complicated but also the most interesting of the emerging monetization models. In a marketplace model, publishers open up their content assets for a community of developers to build their own apps, which can be sold in an “app store” for shared revenue. NPR opened up its API, which includes feeds of all the content for which it has redistribution rights, to the iPhone app developer community. One of the resultant products is the popular NPR Addict app, which is offered for free and generates ad revenue for NPR through the sponsorships it sells for the content.13 In another example, the UK- based Guardian uses a vendor called Mashery to make its content (data, text, multimedia, user- generated content, and tags) available to developers, encouraging the creation of commercial and non-commercial apps.14 Forrester’s take: The benefit of this model is that it increases the speed and breadth of innovation — currently, it takes publishers far too long to decide what apps and products to build and get them to market. The potential downside of this model is that publishers may perceive the new products as threats to their brand and may not be willing to open up their content assets to a community so as not to dilute their own value and cachet. June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 6. Eight Models For Monetizing Digital Content 6 For Consumer Product Strategy Professionals figure 1 Eight Models For Monetizing Digital Content Model Definition Examples Pros Cons Content licensing Content is licensed • J.D. Power licenses its brand Additional revenue One-o , overhead and syndication to another business to well-reviewed companies stream, no pain for to sell for paid use. like Lexus for promotional consumers use. • Condé Nast syndicated its Style.com content and Reddit voting tool to Dillards’ retail site. Marketing loss Content is given • Most magazine Web sites No pain for Hard to manage model away for free in one • Radiohead and Prince consumers politically channel to drive distributed albums for free, within a company purchases in a increasing their fan base, more pro table and driving sales for shows. channel. • Snapfish and Kodak Gallery o set storage and bandwidth costs by selling merchandise like mugs, prints, and T-shirts. Free-mium model Most content is • Flickr Pro, LinkedIn Pro Consumers who Overhead of available free and accounts want more value creating new is ad-supported, • Dating sites get it, but it products, revenue with paid access • The video game Battlefield doesn’t cut down likely small to premium Heroes is distributed for free on tra c. for service content services. on the Web. Anyone can download the game and play it for free; the game is funded by in-game advertising, as well as fees from users who want to pay for content upgrades. Incremental paid New content, • Dow Jones News Analytics Consumers who Overhead of content/service services, or provides a feed that want more value creating new applications are integrates with traders’ get it. products, revenue sold separately algorithmic work ow tools. likely small from the core • Better Homes & Gardens’ for individual content product. decoratinginspiration.com, products a subscription site for decorators with 20,000 photos. Pay wall/ Most or all content • Financial news sites like Transparent, Will decrease subscription is available only to WSJ.com, Economist.com simple model tra c, only model subscribers who • Consumer services like appeal to pay on a monthly Angie’s List, Consumer small segment or annual basis. Reports, Zagats • Game subscription services like Steam, Xbox LIVE • Netflix subscription for mailed or streaming movies 53811 Source: Forrester Research, Inc. June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 7. Eight Models For Monetizing Digital Content 7 For Consumer Product Strategy Professionals figure 1 Eight Models For Monetizing Digital Content (Cont.) Microtransactions Modular bits of • iTunes tracks, movies, and Create content Consumers may content, which in apps billed to your credit once; sell it many feel nickel-and- an o ine card on le times. dimed; news distribution model • On-demand movies content has would have been charged to your cable bill limited appeal. bundled together, are sold separately through easy transactions. Metered model Consumers are • The Massachusetts Turnpike Companies can Not transparent to charged for usage • Cell phone “overages” theoretically consumers, once they cross a • Time Warner’s failed “play it both ways” punishes most certain threshold. attempt to charge in terms of engaged high-bandwidth users advertising consumers more for Internet access and paid content. Marketplace Publishers open up • NPR’s open API for iPhone Exciting new Overhead to set model their content assets apps products, up and manage, for a community • Time Warner’s platform for innovation from fear of opening of developers to game developers using crowd up assets to build their own Harry Potter content assets community apps, which can and losing control be sold directly or monetized through advertising. 53811 Source: Forrester Research, Inc. June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 8. Eight Models For Monetizing Digital Content 8 For Consumer Product Strategy Professionals figure 2 Not All Monetization Models Are Created Equal Marketplace Micro- Free-mium Licensing/ transactions syndication Incremental Profit content potential Pay wall/ Marketing subscription loss Metered Consumer- friendliness 53811 Source: Forrester Research, Inc. June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 9. Eight Models For Monetizing Digital Content 9 For Consumer Product Strategy Professionals R E C o M M E N D AT I o N S create a coMpreHensive strategy around content Monetization To avoid disastrous failure, publishers need to look before they leap into a paid content strategy. Publishers considering such a strategy should: · conduct research as to what will resonate with your consumers. Qualitative research like focus groups and quantitative surveys of customers and prospects are a must for assessing what products and services — at what price points — your consumers are likely to adopt. · Model the effects of new pricing on other revenue streams. There’s no question: Putting up any kind of barrier to your content — whether that’s a pay wall, a metered model, or micropayments — will undoubtedly have some effect on your ability to attract consumers to your content and monetize that content through advertising. Using the data you collect in quantitative and qualitative consumer research, create a model to predict what the costs and benefits will be of your new monetization strategy. · give consumers choice. While some consumers may want to pay for only what they use, others will want access to everything. Consider using multiple models in tandem, offering consumers choice between subscriptions and other models like micropayments. · consider a bundled solution. What you do in one channel shouldn’t be done in isolation — smart companies will use this opportunity to revamp their entire product and channel pricing strategy. ESPN has recently ended free online access for its magazine content; it now bundles together the magazine and ESPN Insider product for one subscription fee. If a newspaper is shifting its primary distribution to an eReader format and phasing out print, it should consider whether to continue to offer free Web access, or to bundle a subscription for eReaders, Web, email, and mobile access. endnotes 1 Q1 2009 saw online ad revenues decline for many publishers. Gannett reported that online revenue fell 20% at its US newspapers, excluding USA Today. Source: “Gannett Sees No Relief in the Ad Downturn,” The Wall Street Journal, April 19, 2009, (http://online.wsj.com/article/SB123988512019224995.html). The New York Times Company saw an 8% decline in online advertising for its News Media Group and a 4.7% decline in revenue for its About Group, which includes About.com. Source: Richard Perez-Pena, “Times Co. Reports Loss of $74 Million,” The New York Times, April 21, 2009 (http://www.nytimes.com/2009/04/22/ business/media/22paper.html). 2 “News Corp is planning to introduce micro-payments for individual articles and premium subscriptions to the Wall Street Journal’s website this year, in a milestone in the news industry’s race to find better online business models.” Source: Edward Edgecliffe-Johnson and Kenneth Li, “Micro-payments considered for WSJ website,” The Financial Times, May 10, 2009 (http://www.ft.com/cms/s/0/afcc5024-3d97-11de-a85e-00144feabdc0.html). 3 “In laying out its goals for Long Island newspaper Newsday, Cablevision (NYSE: CVC) COO Tom Rutledge told investors that the company plans to end free access to the paper’s site.” Source: David Kaplan, June 25, 2009 © 2009, Forrester Research, Inc. Reproduction Prohibited
  • 10. Eight Models For Monetizing Digital Content 10 For Consumer Product Strategy Professionals “Cablevision To Charge For Access To Newsday.com,” Paidcontent.org, February 26, 2009 (http://www. paidcontent.org/entry/419-cablevision-sets-goal-to-end-free-access-to-newsday.com). 4 Source: “Martha Stewart To Test Paid Online Video Downloads,” WSJ.com, May 14, 2009 (http://online.wsj. com/article/BT-CO-20090514-715617.html). 5 In a blog post on Pandora.com, CTO Tom Conrad explains that Pandora One offers higher quality music, an ad-free experience, and a customizable desktop application. Source: Tom Conrad, “Pandora One: Upgrade the Pandora Experience,” Pandora blog, May 19, 2009 (http://blog.pandora.com/pandora/ archives/2009/05/pandora_one_upg.html). 6 No longer mere information, content — especially content that consumers are willing to pay for — has morphed into information plus experience. Content that fits this new paradigm, like video games, will be the big winner of consumers’ wallet-share, while news articles, TV shows, and other forms of “old” content will increasingly rely on free-content business models: some combination of advertising, “free-mium” pricing, and marketing loss for more profitable channels. See the December 3, 2008, “US B2C Online Paid Content: Five-Year Forecast” report. 7 Consumers spend twice as much on entertainment as on other forms of online paid content. See the December 3, 2008, “US B2C Online Paid Content: Five-Year Forecast” report. 8 For a complete list of the top 10 most downloaded iPhone apps, please see the original article. Source: Greg Krumparak, “Apple announces Top 10 iPhone apps of 2008,” MobileCrunch, December 2, 2008 (http://www. mobilecrunch.com/2008/12/02/apple-announces-top-10-iphone-app-downloads-of-2008/). 9 The sale of 40 million downloads furthers “(Rock Band’s) position as the music video game leader in paid song sales and downloadable content with over 600 songs available to date in the Rock Band catalogue.” Source: “Rock Band(R) Franchise Officially Surpasses $1 Billion in North American Retail Sales, According to the NPD Group(1),” PR Newswire Association, March 26, 2009 (http://news.prnewswire.com/ DisplayReleaseContent.aspx?ACCT=104&STORY=/www/story/03-26-2009/0004995271&EDATE=). 10 For example, Fidelity’s redesigned home page looks more like Yahoo! Finance than a traditional banking Web site, with content from Motley Fool, Kiplinger’s, and Money magazine. Delta Air Lines includes destination content on travelers’ boarding passes when they print them out online. And Louis Vuitton Moet Hennessey has announced that it will be folding its eCommerce site eLuxury.com and relaunching it as an online magazine for fashion and luxury content. 11 Source: North American Technographics® Media And Marketing Online Survey, Q2 2008. 12 Magazine companies, newspapers, TV networks, and other companies strive to increase engagement in their digital channels. See the March 2, 2009, “What Engagement Means For Media Companies” report. 13 NPR Addict features podcasts and streams from NPR stations across the country, as well as 13 years of NPR content. Source: Demian Perry, “NPR on the iPhone,” Inside NPR.org, April 22, 2009 (http://www.npr.org/ blogs/inside/2009/04/npr_on_the_iphone.html). 14 Source: The Guardian (http://www.guardian.co.uk/open-platform). Forrester Research, Inc. (Nasdaq: FORR) is an independent research company that provides pragmatic and forward-thinking advice to global leaders in business and technology. Forrester works with professionals in 19 key roles at major companies providing proprietary research, consumer insight, consulting, events, and peer-to-peer executive programs. For more than 25 years, Forrester has been making IT, marketing, and technology industry leaders successful every day. For more information, visit www.forrester.com. © 2009, Forrester Research, Inc. All rights reserved. Unauthorized reproduction is strictly prohibited. Information is based on best available resources. Opinions reflect judgment at the time and are subject to change. Forrester®, Technographics®, Forrester Wave, RoleView, TechRadar, and Total Economic Impact are trademarks of Forrester Research, Inc. All other trademarks are the property of their respective companies. To purchase reprints of this document, please email clientsupport@forrester.com. For additional information, go to www.forrester.com. 53811