About Peter

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).

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- February 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)

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Peter's blog
Wed, 22 Sep 2004 [Australian eastern time]

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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.