1D touch: experiencing new models of streaming for indie creative contents
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Transcript of 1D touch: experiencing new models of streaming for indie creative contents
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Ifla 2014 18 août 2014
1D touch : experiencing new models of streaming for indie crea=ve
contents [email protected]
@bigbroz13
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a multi indie cultural contents streaming platform based on a fair economical
model for creators
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Context
• Unfair share of value generated through new models of streaming • New digital services dealing cultural contents for free • Growing merging mecanisms
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Rebuild fair ecosystems Pf nl'**^rí* + *L
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Let’s run for 1’44
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A growing connected world
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Streaming domination : myth or reality ?
• Marché mondial : 16 milliards • Ventes physiques : 65 % • Ventes numériques : 35 %
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General issues
• Emergency for new models • Need to regive value to indie crea9ve contents • Reinven9ng human prescrip9on and cultural media9on
• Support cultural diversity and new contents discovery • Set up new interac9ons beetween physical and digital worlds
• Mixing crea9ve contents and implemen9ng new « flow services »
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Axis of the project
• An alterna9ve economical model • A collec9ve experimenta9on • A social entrepreneurship frame • Transdisciplinary approach of arts and crea9ve fields • Human, crea9ve and innova9ve cura9on
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1D touch economical model
• Monthly fee paid by « third places » (libraries venues) from 15 € to 399 €/month
• Interac=ve devices • Pedagogical and educa=onal toolbox co-‐created within the community
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New value generated by«third places» partnership
• libraries • venues • Youth centers • University, high school, colleges • Public membership systems
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New value’s sharing models
• R&D dedicated part • fair collec=ve fund • fix part for catalog contribu=on
• prorata share based on listenings
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A collective experimentation
• A specific frame to do economics for common goods : social entrepreneurship (coopera=ve firm)
• New local experiences to set up (innova=ng cura=on, new catalogs of cultural contents)
• Connec=ons with academics and research to implement users experience
• Game as a medium for educa=onal programs on cultural iden=ty building