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 I'm an Australian, based in
the Washington, DC, area of the United States.
I spend a lot of time there with
Jasmine, Australia's best-known speedsolver of the Rubik's Cube. Prior
to the US, Jasmine and I were based in London, UK. We have also lived
previously in the United States and Australia. I have worked for
an Australian business rules and
compliance company since 1999 in Australia,
the US and the UK. I have also lectured in IT and Law related topics at
King's College, London, and at The Australian National University. I have some more
information and a list of publications available (pop-up window).
Send me an email
Subscribe to a syndicated feed of my site,
brought to you by the wonders of RSS.
- February 2007
- January 2007
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These are a few of my favourite links:
- Jasmine's site
- Jasmine's blog
- Mikal
- Daveydweeb
- Beth
- Lyn
- Doug
- Marissa
- Lisaloha
- David (Greenomics)
- Paul's Ramblings (music)
Hits since 1 Sep 2004
Site design by Jasmine
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[/Cyberspace/IP]
permanent link
An open letter from the software industry to content owners and producers
I read an hilarious
open letter from the software industry to content owners and producers
(linked from Boing
Boing) today. It's very funny, but it emphasizes the way that the music and
film industries in particular are suffering from their inability to devise new
offerings and revenue models for the digital age. The letter suggests that this
is why these industries have been so aggressive in pursuing, for example, people
who download music as sales of traditional entertainment media drop. It points
out the ways that the computer industry has devised new offerings that allow its
revenue stream to keep growing.
The article grabs the reader's attention immediately with a very catchy
opening:
Dear Content Producers and Owners:
We lied to you. In the golden 80s and 90s we told you
micropayments and content protection would work; that you would
be able to charge minuscule amounts of money whenever someone
listened to your music or watched your movie. We told you
untruths which we well knew would never work - after all, we
would've never used them ourselves. Instead, we wrote things
like Kazaa and Gnutella, and all other evil P2P applications to
get the stuff free.
Later, it makes its substantive point:
Look at us: every year, we churn out more computer games than your entire
industry is worth. You know how we do it? We like our customers. We don't
treat them like potential criminals, and try to make our products do less.
We invent new things like online role-playing -games, where the money does
not come from duplication of bits (which cannot be stopped, regardless of
your DRM scheme) but from providing experiences that the people want.
The
full document is a worthwhile read.
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