Академический Документы
Профессиональный Документы
Культура Документы
Digital Economy
The Global
Digital Economy
A Comparative Policy Analysis
Our work on this project was greatly assisted by our graduate assistants,
Jacob Hrycak and Natasha Kikot. Their cheerful attention to the details
of a very complicated research assignment was truly appreciated. We are
especially appreciative of the heroic efforts of Sherilee Diebold-Cooze,
whose editorial and technical assistance was a great help with the final
draft. We are thankful, as well, to our colleagues in the Faculty of Arts,
University of Waterloo, Department of Political Science, University of
Waterloo, Department of Political Studies, University of Saskatchewan,
and the Johnson-Shoyama Graduate School of Public Policy, University
of Saskatchewan. The research was made possible by grants from the
Social Science Research Council of Canada, the Canada Research Chairs
program, and the International Centre for Northern Governance and
xii The Global Digital Economy
This is our second book with Toni Tan and her wonderful team at
Cambria Press. We particularly appreciate the efforts made by Toni Tan,
David Armstrong, and Michelle Wright to move the book to publication
in a timely fashion.
a commercial field and even slower to develop the policies and processes
necessary to capitalize on the emerging opportunities.
It is not that the world has ignored the potential of the digital-content
revolution. For over twenty years, public commentators have been
obsessed with the digital generation gap and the “digital divide” between
those with access to computers and the Internet and those without. As
personal computers became ubiquitous, particularly when smartphones
became the technology of choice for young people around the world,
global conversation focused on the idea of “growing up digital,” in Don
Tapscott’s words, and on the fundamental differences between members
of the predigital generation and their parents. The world embraced
the digital revolution, perhaps too enthusiastically and uncritically,
and certainly without much government attention or intervention. The
rapid and substantial commercial expansion based on the so-called new
economy focused initially on the dot-com boom, creating billions of
dollars in paper wealth. This was quickly followed by a dramatic stock
market crash that wiped out thousands of companies and hundreds of
thousands of overly enthusiastic investors.
Futurists from Alvin Toffler on have written about the worrisome and
promising prospects of technological transformation for years. What
separates these works from previous commentaries is that they look more
systematically at the achievements, problems, and consequences of mass
digitalization on contemporary society. To summarize these three books
and the others that are starting to challenge normative assumptions
about technological change owing to digitalization, Brynjolfsson and
McAffee have asserted that governments should be profoundly attuned
to the disruptive capabilities of new technologies. They have also all
made the point that, to date, governments have been passive in the face
of digital transformations.
Governments are not uniformly excited about the Internet and its
sociopolitical possibilities. China monitors Internet usage carefully and
has intervened with both individuals and companies to control content.
Dictatorships like Myanmar and theocracies like Iran are similarly
concerned about the libertarian nature of the Internet. In September 2014,
Russian president Vladimir Putin mused openly about the need for Russia
to assume control over the Internet, giving the country the capacity
to disengage in times of crisis and to regulate the flow of Western or
American content into the country.6 Though the idea was ridiculed by
other government leaders and analysts, that the president would speak
so openly about government concerns regarding global connectivity and
the free flow of ideas and services over the Internet highlights both its
strength and vulnerabilities.
Digital media and digital content, it is fair to say, have not fit easily into
national economic strategies and government policy. Indeed, strategies
that respond to the potential of the digital revolution while also building
jobs, companies, and general prosperity remain elusive. There have
been successful companies in the digital-media space; indeed, the sector
continues to grow quickly. There are also significant problems with
corporate concentration, as the larger firms—Google, Microsoft, Face-
book, Yahoo, Rakuten, and Alibaba—buy emerging companies, patents,
and licenses and enhance their prominent places in the digital economy.
Softbank, led by the charismatic Masayoshi Son, exemplifies this pattern.
Softbank’s companies have the ambitious goal of attracting one billion
wireless subscribers globally, having purchased Sprint and making an
abortive attempt to purchase T-Mobile. Still, stories routinely surface
of independent programmers who create a “killer” app for the iPhone
(Kik Messenger and Snapchat), develop a new digital service (Insta-
gram, purchased by Facebook in 2012), or push the frontiers of digital
sharing (Pirate Bay). The core statistics—Internet usage, the number of
online consumers, the growth of the wireless Internet and smartphone
markets, continued hardware innovation, Internet advertising revenue, e-
commerce sales, and the like—all point to continued growth and sustained
consumer demand.
Perhaps the best example of the digital confusion—an area that requires
far greater government and international attention than it has received
to date—is represented by illegal downloads and digital piracy. The
prominence of websites such as the Sweden-based Pirate Bay file-sharing
platform, the arrest in New Zealand of the cartoonish Kim Dotcom
(born Kim Schmitz, he officially changed his name) on charges of digital
piracy through his website Megaupload.com, the global attention given
to WikiLeaks and its founder, Julian Assange, and Edward Snowden’s
release of information about US and British mass-surveillance systems
all underscore the seamier and riskier side of the Internet-based society.
The theft and redistribution of digital content, Internet surveillance,
invasions of privacy, and other such activities speak to the fundamental
vulnerabilities of online society and the serious challenges it poses
to national and international intellectual property regimes. Different
Government and the Realities of the New Economy 13
This volume describes and explains the depth and breadth of the digital-
media sector around the world. Though there is a general understanding
of digital technologies from computers to smartphones, awareness of the
emergence of digital content as a force for economic and social change is
14 The Global Digital Economy
just developing. Video games, online music, books, newspapers, and video
streaming have dismantled entire economic sectors and built up new
ones. The economic impact of the digital-content sector (there are over
1.9 billion mobile-phone subscribers worldwide) is enormous, yet some
countries and companies benefit much more than others do. Governments
struggle to make sense of the digital-content sector and to determine
how best to support its development within their own countries.
The analysis in this book is organized around three major themes: (1)
that national governments have underestimated the economic potential
Government and the Realities of the New Economy 15
Notes
What are digital content and digital media? Any effort to understand
digital-content policy development must begin with an appreciation of
the complexity and reach of the digital-content sector. The technological
advances behind the digital revolution from the personal computer to
handheld devices and now tablets are well known. There is ample discus-
sion of the next wave of digital technologies from the Sony SmartWatch
(a wearable computer, in this case a digital watch) to Google Glass (an
eyeglass-type Internet interface) and there are many forecasts about
continued improvements in speed, storage, processing power, and general
functionality. But to what end? Digital technologies are platforms; they
are not, in any real sense, the final consumer product. A smartphone or
any digital device, as Blackberry discovered after largely ignoring the
rapid growth of the app market, is only as good as the things users can do
with it. An iPad is a fascinating piece of technology, but without iTunes,
e-readers, and hundreds of thousands of other applications, it is useful
only as a paperweight. Digital content and media represent, therefore,
18 The Global Digital Economy
the place where technology and users meet, where the potential of the
Internet is unlocked for the benefit of consumers.
The digital economy, which is the focal point for government engage-
ment with this sector, contains several key subsectors: digital infrastruc-
ture, management systems, production, and creation. It is the last that is
of primary interest here. Digital creation is the production of content by
which people share, exchange, buy, and produce material for the explicit
purpose of distributing it, for free or for money, across the Internet. This
field has emerged as one of the fastest-growing sectors of the modern
economy, producing new companies, jobs, and economic opportunities
at a rapid pace around the world. The digital-media sector builds on
strengths and characteristics different from those of traditional industrial
activity, instead relying heavily on artistic, design, and creative workers
and expanding the cultural and entertainment industries. Digital content
—much more than manufactured items—capitalizes on language and
cultural understanding and often requires considerable localization in
order to be effective. The key challenges in the commercialization of
digital content are not technological but cultural and linguistic. A blogger
writing about national politics in New Zealand is unlikely to find much
of a market in Cambodia. A digital artist expressing dismay about rapid
industrialization in the Shanghai region can find thousands of potential
consumers within the region but smaller numbers in the rest of the world.
Literary content written in Croatian might cause a national sensation
and attract enormous attention in Croatia and neighboring states but is
not likely to draw an audience in India or Nigeria.
YouTube videos, funny photographs, and the like—“go viral” and spread
to millions of users in a few hours. Content is an easily transmitted and
shared commodity. Digitized content can be moved instantly around
the globe but often operates under the tight control of national cultural,
copyright, commercial, and legal regulations. Amazon.com, therefore,
has many outlets (Austria, Germany, Canada, the United States, China,
the UK, Japan, France), each adhering to national laws and commercial
restrictions, particularly those related to intellectual property rights
and book-distribution agreements. Digital content is, as noted, often
culture or language specific. Sites selling Chinese-, Japanese-, Punjabi-,
or Hebrew-language material will not be of much interest to those who
do not speak or read that particular language. Video games, movies,
television programs, and other digital content available online often target
domestic audiences (plus ex-pat markets and the growing international
fan base for certain cultural materials, such as Japanese anime). There
are platforms, such as the peer-to-peer digital-sharing site Pirate Bay,
based in Sweden but used around the world, that give users anywhere
access to pirated digital content.
At the same time, the global reach of the digital world has placed an
increased emphasis on culture and language, chipping away at the initial
dominance of English-language and North American systems and content
and giving rise to culturally based opportunities in countries around the
globe. Some scholars of contemporary culture have discussed the ways
in which digital media and digital content can increase national cultural
integration and make some nations more resistant to foreign influences
or more effective at extending their own cultural influences.3 East Asia
is particularly committed to digitizing national artifacts and heritage
The Second Wave of the Digital Revolution 23
that most Internet usage takes place in one’s mother tongue. Given that
Asia is already dominant in terms of the total number of users and that
the region’s growth rate is still quite dramatic, it is likely that Asian and
other non-English-language content will come to dominate the Internet.
There are several reasons for the wide variation in Internet usage
around the world: the availability and cost of Internet service, government
controls on the Internet, individual and regional poverty, and the lack of
technological sophistication among the population. The result has been
the emergence of substantial digital divides; people in wealthy nations
have cheap and fast access to huge amounts of digital content, while those
in poor and poorly served areas have little if any connectivity. The advent
of wireless Internet and a variety of innovative delivery systems (such as
efforts in rural India to provide sporadic connectivity through regularly
scheduled wireless-data-transferring buses that drive around picking up
and sending messages) is expanding the reach of the Internet, bringing
millions more users into the fold each year. As digital services and digital
content expand globally, the economic and social consequences of being
left behind digitally are likely to grow, adding to the urgency behind
government efforts in the developing world to expand connectivity and
in the developed world to expand digital inclusion.
Many of the Arab states have relatively low usage rates, and the vast
majority of those using the Internet there are young. In North Africa,
Internet cafés are popular, whereas in the Arab states in the Middle
East public spaces with mobile hot spots are common.5 Not surprisingly,
Internet growth is fastest in the areas with the lowest historical rates,
but the expansion continues to be uneven and sporadic in many parts
of the world (see figs. 4 and 5).
Brazil, one of the largest nations in the world both geographically and
demographically and an emerging economic force, is the seventh-largest
Internet market in the world, slightly behind Germany, with over 45
million unique Internet users. (For comparison, the United States has
almost 190 million unique users, and Germany has 52 million.) The nation
accounts for a full 35 percent of all the Internet users in Latin America.
There, as in Southeast Asia, Facebook dominates the market, its almost
44 million users outstripping Google-owned Orkut’s by more than three
times (12.3 million). YouTube is the dominant online-video site, followed
by Vevo (a global music-video site), Facebook, and Globo (a Brazilian
news and entertainment site); each of the last three sees less than 50
percent of the Google/YouTube traffic. In the shopping area, national
firms dominate, including Buscapé Company (almost 15 million users),
UOL Shopping (11 million), and Zoom.com.br (3.5 million).8 In Brazil, as
in Southeast Asia and other regions, the combination of international
platforms, local websites, and locally produced content has created a
fast-growing digital-content field that is responsive to regional cultures
The Second Wave of the Digital Revolution 27
China
South Korea
The next ten sites are Souq.com, Twitter, Effdepo.com, Gulf News,
MSN.com, Ask.com, Delta-search.com, Goodleusercontent.com,
Bablyon.com, and BBC.co.uk.
The Second Wave of the Digital Revolution 29
Brazil
Russia
India
Germany
Mexico
The following list identifies some of the most commonly used mobile
Internet sites in selected countries, representing a broad cross-section of
nations in terms of digital engagement. Many are platforms (like Tumblr)
and social-media sites (such as LinkedIn). A few major news sources
—as commonly from the United Kingdom as from the United States—
show up in several countries, as do gaming and digital-content sites like
DeviantArt.com. Some of the leading mobile Internet sites are nation
specific and are little known outside their nations of origin.
The Moz Top 500 further highlights the global dominance of a small
number of platform services, each of which puts the user in control of
both the content submitted to the site and the usage of the site.10 The
top twenty global sites (as of 23 July 2013), with an indication of the
linking root domains (i.e., the number of other sites that link back to
the core site), are as follows:
At the same time as youthful Western users are tweeting away about
irrelevancies and transitory phenomena, the digital economy has been
growing rapidly in other areas, from online gaming to online university
courses, from government services to business-to-business e-commerce
operations. Even the kinds of devices (and the number of devices) people
use to access the Internet vary dramatically by country, as does app usage
and whether people pay to download apps (see figure 13).
all the areas covered by the survey. Finland’s sharp rise is attributed
to a rapid jump in the use of online services in recent years. Asia’s
leading economies dominate in several key infrastructure areas, including
broadband services and the quality of mobile telephone and Internet
services. The widespread use of fiber-optic cabling—Japan accounts for
one-quarter of the world’s subscribers to such services—has provided
a foundation for even more extensive digital-content delivery, in turn
potentially laying the basis for globally important content production
and commercialization.12
The reach and impact of digital media can be seen in many areas,
including the continued expansion of the video-game sector, improved
revenues in e-commerce, and the growth of e-government and informa-
36 The Global Digital Economy
The possibilities on the content side are equally if not more striking.
There are growing signs of a rapid shift to online video consumption,
attesting some fascinating trends in the adoption of new technologies.
A 2010 survey of usage patterns completed by the Nielsen Company
revealed that the strongest markets for online video were in China,
Indonesia, the Philippines, India, and Mexico, areas without the kind
of ubiquitous cable-television systems available in North America and
much of Europe. Much the same held for mobile video, where the leading
countries (Philippines, Indonesia, China, India, Singapore, Egypt, Brazil,
United Arab Emirates, Vietnam, Thailand, and Saudi Arabia, with ratings
from 182 hours watched to 136) ranked well ahead of the United States
(55) and Canada (27). That many of the leading nations enforce strict
censorship of television broadcasting speaks to the politically and socially
disruptive potential of the Internet—and explains why some of the same
countries are investing heavily in Internet-control mechanisms in an
attempt to clamp down on the importation of foreign content. Over half of
all Internet users watch video regularly. North Americans, who continue
to see themselves as innovators in the digital space, and Europeans sit
well behind other regions in the use of online video. In total, 11 percent
The Second Wave of the Digital Revolution 37
The same range of tastes and usage patterns holds for technology.
Argentinians prefer Android phones and other smartphones. Canadians
like Apple products, including iPod Touch, iPhones, and iPods. The United
States consumer market is dominated by Android phones, and iPhones
and iPads follow in popularity. The downloading of apps for smartphones,
computers, and tablets likewise has nation-specific attributes. South
Koreans are the most committed to apps: 70 percent of all users have
downloaded at least one free app, and 35 percent have purchased at least
one app. In Sweden, another “hot” Internet country, the numbers are
65 percent and 23 percent, respectively. In contrast, only 11 percent of
Spanish users have paid for an app. Half of all Japanese and American
38 The Global Digital Economy
failed, and the company headed into bankruptcy. The Japanese equivalent,
Tsutaya, retains many of its rental outlets but has also been a pioneer
in Internet delivery of video programming. Companies like Yahoo that
seemed destined for longevity staggered in the new environment. Rovio,
the widely successful Finnish gaming firm behind Angry Birds, rose rapidly
and is now struggling. Blackberry, a cultural icon only a decade ago,
has plunged in North American markets, although it remains popular in
many developing nations—ironically, a victim of the company’s inability
to anticipate the importance of digital content. Digital firms come and go.
Trends wax and wane. In East Asia, where the digital-content sector is
better developed and more sustainable (for now, at least), Japan’s Rakuten
and China’s Alibaba have emerged as major commercial forces, the
former with one of the most aggressive global strategies for e-commerce
development. Importantly, the digital sector is experiencing shakeouts
that are not dissimilar to those going on in global finance, real estate,
tourism, manufacturing, and professional services. The digital-content
economy is not in turmoil; the global economy is in an era of grave
uncertainty and flux, and the digital-media sector is one of the most
promising avenues for sustained economic development.
behind the file-sharing websites, had a great deal in common with the
early pioneers of rock and roll, which fought censorship and attempts
to restrict the sharing of the new music. The challenge was recently
extended to Google, which provides ready access to news reports from
around the world, a business model that angers many producers who
gain no revenue from the use of their content. Spanish politician Juan
Carlos Rodriguez, known for his advocacy of an open Internet, argued
in 2010 that “the internet is synonymous with freedom and free access
to culture. Everything that restricts that freedom for political reasons,
such as in China, or for economic ones, such as wanting to charge for
access or certain pages, breaks the spirit of the internet, it breaks the
invention.” Spain, of course, has been a hotbed for digital piracy, leading
companies to consider their presence in the country and convincing the
government to draft additional protective legislation for digital content.22
In Canada, more disposed to government regulation than many other
countries, over seventy thousand people signed an online petition to
protest proposed government regulation of the Internet and plans to
provide greater protection for digital content.23
Given that intellectual property rights lie at the center of the digital-
content economy, the presence of this countercultural element has been
of crucial importance. While companies and many performers complain
about lost income and pirated content, advocates for the open Internet
argue that free digital exchange has created and expanded markets for
content and maintained high returns to content producers. They argue,
with justification, that the collapse of video stores owes much more to the
rise of fully legal cable television (including video on demand) and legal
online systems such as Netflix and Hulu than it does to illegal downloads.
Furthermore, advocates of a more open system point out that shared
content does not automatically entail lost sales; many of the people
listening to pirated songs, television programs, movies, and books would
not, in the absence of a digital copy, have purchased a physical version of
the product. The discovery of extensive government monitoring of the
Internet—most notably by Edward Snowden—and ongoing controversy
The Second Wave of the Digital Revolution 45
Nonetheless, the losses through piracy are significant. The rapid rise
in digital piracy of music contributed to the rapid reconfiguration of
the industry, although iTunes, Spotify, and Pandora moved into the
space to provide legal, cheap, and easy access to digital copies. Movie-
download sites continue to flourish, although some of their advocates, like
Pirate Bay and Kim Dotcom, have run into significant legal challenges.
The book industry has faced lower-profile digital attacks, including
through P2P file-sharing sites like Pirate Bay, but authors have also
used the digital downloading system to produce books and find markets
for manuscripts that otherwise might never have seen the light of day
(see, for example, www.hundredzeros.com, www.getfreeebooks.com,
www.freetechbooks.com, www.scribd.com, www.bookyards.com). It will
take some time for a full understanding of the digital-content economy to
emerge and for the balance between the market-development and market-
loss elements of the open Internet to become clear. At present, however,
there is a global legal and political conflict between the content producers
or content owners and Internet libertarians who favor an open web.25
Source. IDATE in “Apps and the Mobile Internet,” World Newsmedia Network,
2012.
52 The Global Digital Economy
Table 4. Countries with the highest rate of mobile share of web traffic.
Source. Royal Pingdom, "Mobile share of web traffic in Asia has tripled since,
2010, 8 May 2012. ( http://royal.pingdom.com/2012/05/08/mobile-web-traffic-
asia-tripled/)
The Second Wave of the Digital Revolution 57
Source. Royal Pingdom, "Mobile share of web traffic in Asia has tripled since,
2010, 8 May 2012. ( http://royal.pingdom.com/2012/05/08/mobile-web-traffic-
asia-tripled/)
Notes
1. KPMG, Mobile Payments in Asia Pacific (New York: KPMG, 2009); and the
Nielsen Company, How We Watch: The Global State of Video Consumption
(New York: Nielsen Company, 2010).
2. The sites vary in content. Some, like Pandora, provide access to Internet
radio stations that operate only in this format. Others provide access via
streaming to actual AM and FM radio stations.
3. See Daya Kishan Thussu, ed., Media on the Move: Global Flow and Con-
tra-Flow (New York: Routledge, 2007); and Nissim Otmazgin, “Contest-
ing Soft Power: Japanese Popular Culture in East and Southeast Asia,”
International Relations of the Asia Pacific 8, no. 1 (2008): 73–101.
4. Internet World Stats, “Internet Users in the World: Distribution by Geo-
graphic Region, 2012 Q2,” www.internetworldstats.com/stats.htm.
5. “World Usage Patterns and Demographics,” August 2013,
www.newmediatrendwatch.com/world-overview.
6. World Bank, “Internet Users (per 100 people),” http://data.worldbank.
org/indicatorsit.net.USER.P2.
7. Comscore, “Southeast Asia Digital Future in Focus: Key Insights and
Digital Trends from Southeast Asia,” white paper, 26 July 2013, http://
www.comscore.com/Insights/Presentations_and_Whitepapers/2013/201
3_Southeast_Asia_Digital_Future_in_Focus.
8. Comscore, “Brazil Digital Future in Focus 2013: Key Insights from 2012
and What They Mean for the Coming Year,” white paper, March 2013,
http://www.slideshare.net/renatogalisteu/brazil-digital-future-in-focus-
2013-comscore-maro-2013.
9. The lists and the rankings come from “The Top 500 Sites in Each Country
or Territory,” www.alexa.com/topsites/countries/.
10. See “The Moz Top 500,” 10 January 2014, http://moz.com/top500/pages.
11. “2013 Year on Twitter,” https://2013.twitter.com/#category-2013.
12. Economist Intelligence Unit, Digital Economy Rankings 2010:
Beyond E-Readiness, 2 July 2010, graphics.eiu.com/upload/
EIU_Digital_economy_rankings_2010_FINAL_WEB.pdf.
13. Organisation for Economic Co-operation and Development, OECD Infor-
mation Technology Outlook 2010 (OECD Publishing, 2010), doi:10.1787/
it_utlook-2010-en.
The Second Wave of the Digital Revolution 61
That governments have not yet fully embraced the digital economy is,
in part, a reflection of the newness and unique character of the content
industry. It is, after all, difficult to motivate politicians, given that the
first burst of enthusiasm for the sector—the dot-com boom of the 1990s—
resulted in a catastrophic meltdown that presaged the financial lunacy of
the early twenty-first-century global housing bubble. Even more, when
most segments of the digital-content economy still involve pornography
and online gaming, it is difficult for national governments to embrace
the sector. But this new content economy, which includes the production
of digital products for distribution online and the provision of digital
services via the Internet, is much larger and more diverse than a handful
of unpalatable commercial fields.
Digital technologies have spread faster and farther globally than any
previous disruptive technologies have. This is the most oversold and
underestimated technological revolution in history. The new technologies
have destroyed long-established sectors—as anyone who has tried to
buy traditional camera film or a videocassette knows only too well—
64 The Global Digital Economy
and have created entirely new industries, such as online gaming. The
Internet has turned front-porch activities such as garage sales into a
massive, global peer-to-peer economy. It has increased transactional
speeds, reduced communication costs, replaced millions of industrial and
service workers with computers, enabled tiny companies to sell their
products worldwide, and uprooted the entire entertainment industry.
Digital technologies have also made theft and harassment easier while
allowing for an explosion in security and spying. The distributive abilities
of the digital economy are so all encompassing, and the potential for
business loss and commercial growth is so dramatic that it is perhaps
not surprising that politicians and government officials have struggled
to come to terms with the present and future dangers and possibilities
of the digital-content revolution.
Digital Platforms
Video Games
Like animation, video games have a lengthy history, having evolved from
arcade games and the first computer-based games, like Pong (a simple
ping-pong-like game) and Nim (a variation of pick-up sticks). The games
developed for the Atari and Commodore devices developed cult-like
followings (the simple games are now available as mobile-phone apps—
68 The Global Digital Economy
In the early 2000s, global sales of video games began to exceed receipts
from movie theaters. Sales of games (not including consoles or accessories)
in the United States totaled $15.9 billion in 2013 and over $20 billion
in 2013 in the United Kingdom, France, Germany, Italy, Russia, and
the Netherlands combined.13 Game producers expanded beyond Japan
and the United States to include countries like France (Vivendi, Ubisoft,
and Bigben Interactive). Video gaming began as a part of youth culture
—boys were particularly fond of the technology and the violence of
many games—but evolved as the youngsters grew into adults. Japanese
development of the Wii, which rested on the reapplication of an old
technology, expanded the reach of the video-game sector into the adult
market, particularly for women (Wii Fit has been remarkably popular;
as of 2013, almost twenty-three million units had been sold worldwide).
The development of motion-capture systems—Nintendo’s Wii, Sony’s
PlayStation, and Microsoft’s Kinect use cameras or wands, allowing
users to interact wirelessly with the video game—have further enhanced
the sector’s commercial value, spawning new products and producing
additional revenue. (Microsoft sees Kinect’s potential as surpassing that
of a game. It has encouraged developers to explore new ways to use the
technology. Mitsui Home is using Kinect to create a home that follows
orders by recognizing voice commands and gestures to turn appliances
on and off and to execute other home tasks.)14
Today South Korean games in particular are visually arresting and have
a strong storytelling element to them, often drawing on historical events
or processes and converting them into attractive contests for young
people. The multiplayer-game sector has exploded into prominence in
the past decade, producing global online revenues of close to $24 billion
(including digital delivery, subscriptions, and Facebook games).16 The
gaming companies have been particularly successful in drawing young
people in by offering free games for initial users, offering upgrades,
tokens, and weapons for additional cost. Revenue for many of these
games comes from monthly subscriptions and from micropayments that
players use to purchase items that are part of the game, such as weapons,
energy drinks, and the like (see table 8).
72 The Global Digital Economy
In the past five years, smartphones have taken pride of place in the digital
world. The industry started in earnest in Japan—DoCoMo revolutionized
Japanese telecommunications, youth culture, and the Internet long before
Apple’s iPhone made a global splash—although the Japanese companies
had difficulty extending their reach outside the country. In the initial
years of the mobile free-for-all, firms from a variety of sectors jumped into
prominence. Although desktop and portable computers remain popular,
the global explosion in smartphone sales—Nokia (Finland), Blackberry
(Canada), Samsung (South Korea), other Android devices, and particularly
the iPhone (United States)—transformed the industry. Software and
Internet sites designed for thirteen-inch or larger screens had to be
reformatted to fit the smaller screens of the handheld devices and to work
via the often sketchier wireless Internet services. Some companies in
the sector, notably Nokia and Blackberry, seriously underestimated the
commercial value of the mobile media market. Driven by Steve Jobs, Apple
anticipated and led the transition almost perfectly, cornering the market
for content through iTunes, generating a vast global industry through
its App Store, and regularly updating the now iconic iPhone. Google
fought back in a battle of Internet titans, producing the Android operating
system, which, along with the rise of South Korea–based Samsung as a
hardware provider, overtook Apple as the leading foundation for mobile
Internet activities.
74 The Global Digital Economy
many others allow a free basic download but charge for upgrades or an
advertisement-free version. Only a small number have succeeded while
charging for ongoing content or services, and many of those are in the
pornography and gaming areas (see figs. 12–13, tables 9–12).
The global connectivity of the Internet masks the fact that most
commercial applications and successful mobile-content sites are regional
or national. Whereas platforms like Facebook reach well across national
boundaries, the content and services are often localized. In the mobile
world, companies have prospered by responding to local circumstances
and niche opportunities, thus taking a different shape in Tanzania than
in South Korea; Russia bears little resemblance to Portugal. From the
outset of the digital revolution, promoters believed that the greatest
opportunities lay in supporting and enriching communities. There are
impressive prospects for using mobile-content sites to improve local
politics, to connect restaurants to area consumers, and to connect teachers
and students in a particular school district. Much of this opportunity
remains unrealized.
Digital Advertising
In the eyes of many observers, the digital economy hangs on the thin
thread of advertising. The revenue streams for Google, Facebook, and
many other sites focus largely if not exclusively on advertising. In
part, the shift to online advertising is a move in desperation. With
personal video recorders allowing consumers to speed through television
commercials, subscription-based satellite radio undercutting market
share for commercial radio, and the collapse of newspaper readership
destroying the classified-ad industry and reducing advertising impact
generally, companies have had to look for new venues in which to
promote products, services, and brands. As consumers, especially the
key demographic group aged fifteen to thirty, rapidly migrated to online
scenes, advertisers felt compelled to follow them. The results have been
dramatic, particularly in total expenditures on online advertising. A large
percentage of online advertising has gone to Google and other platform
sites, where companies pay for “click through” visits to their websites.
That companies have persisted in using these advertising techniques—
and that new firms have emerged to coach businesses in how to move
The Contours of the Digital-Content Economy 77
reviews of books on the same page as the product information. The good
unsolicited reviews help; the bad ones can serve as a stake through the
heart. Boycott campaigns, consumer pushback, and negative digital press
are commonplace—as a quick visit to the comments section of any e-
commerce website reveals. Many consumer sites provide a counterbalance
to corporate advertising, presenting a substantial challenge for companies
trying to promote a product. In the ever-fluid book industry, for example,
the crowdsourcing site Goodreads.com allows readers to share their
thoughts with other readers and potential readers. A series of negative
reviews can create a groundswell against a title, just as word-of-mouth
enthusiasm for the e-book Fifty Shades of Grey turned the soft-core erotic
novel into a global best seller.
Digital Music
Few areas of the economy were hit by the digital revolution as quickly and
profoundly as the music industry was. In the 1980s and 1990s, building on
the success of the compact-disc industry, the popularity of portable CD
players, the advent of music videos and MTV and its global imitators, and
a robust radio sector, commercial music looked well set up for a long and
profitable run. Megastars earned huge salaries from CD sales in tens of
thousands of music stores around the world. The changes came fast. Sony
introduced an MP3 player, which allowed users to download their music
onto a small portable device. Apple followed with its highly successful
iPod, which was then attached to a music-sales system through iTunes.
Youthful users had a different ideas. The emerging hacker culture had
a field day with digital music. Napster, the first large-scale peer-to-peer
digital sharing system, allowed people to copy songs and share them
freely over the Internet. The industry went ballistic and eventually took
the company down, but copying music had quickly become commonplace.
The free and illegal distribution of copyrighted content had become
so ubiquitous as to be unremarkable. The new economy produced a
generation of small-scale kleptomaniacs who regularly stole music
The Contours of the Digital-Content Economy 79
and soon discovered that the same technologies would allow them to
download television programs, movies, and even books.
At the same time, the digital revolution opened up new markets and
new business models to the music industry. Performance bands (those
that earn a substantial percentage of their income from live events) such
as Phish maintained steady contact with their legions of fans through
Internet sites. New companies emerged that permitted bands to exploit
social media to promote and sell music and other products. Global markets
became available to groups hitherto constrained by geography. Grabbing
a tiny portion of a worldwide audience was, in financial terms, potentially
better than gaining a large chunk of a small regional market. Crossover
technologies—using YouTube videos, Facebook pages, and Twitter tweets
to promote a band—became commonplace, giving performers a cheap
means of reaching out to large numbers of people. At the same time,
inexpensive digital production technologies gave anyone with some skill
and a decent computer the capabilities of a million-dollar 1980s studio.
twenty singles in Germany were German. Both K pop (Korean Pop) and J
pop (its Japanese counterpart) have attracted millions of fans throughout
East and Southeast Asia. Korean and Japanese singers sometimes tour
together; some Korean artists sing in Korean, Japanese, and Chinese.
Digital Photography
The digital photographic revolution did not stop there. In the past,
noncommercial photographers mounted selected photographs in picture
frames or in albums and made them available to besotted friends and
relatives. New photo-sharing services quickly popped up, led by Flickr. As
social-media sites like MySpace and Facebook evolved, they too allowed
photo sharing. New-generation smartphones’ cameras allow users to
snap a picture and upload it instantly to social-media sites like Facebook
and Instagram and thereby share their images with followers.
The effect has been dramatic; billions of photographs are taken each
year, many of them uploaded onto noncommercial websites. Spin-off
services—including companies that allow photographers to convert a
handful of photographs into a hardcover book with a few mouse clicks and
The Contours of the Digital-Content Economy 81
Digital Pornography
From the outset, the pornography industry has been active on the Internet.
Indeed, the sector has consistently been among the most innovative and
aggressive of all commercial areas. Pornographers were quick to see the
value in file sharing and constructed password-controlled websites that
allowed willing purchasers to unlock content, that hosted fee-paying
real-time video chats between consumers and “models,” that used video
clips to draw surfers to full-cost movies, and that otherwise explored
the technological and commercial frontiers of the Internet. In many
instances, and in keeping with long-standing practices, the pornographers
worked along the line of legality in reaching into countries with strict
antipornography laws, developing technologies that pedophiles used to
share their images, and challenging community sexual norms in any
number of ways by providing ready and inexpensive access to images
and videos representing all manner of deviant behaviors.
Other digital-content fields maintained a safe distance from the pornog-
raphy sector even as it inched back toward the North American main-
stream in the 1990s and 2000s. Everyone kept a watching brief on the
industry, for the sector was technologically advanced and among the
most commercially savvy areas of the new digital economy. But digital
pornography had come out of the dark shadows of the movie industry.
According to Ogi Ogas, co-author of A Billion Wicked Thoughts: What the
Internet Tells Us about Sexual Relationships, in 2010 about 4 percent of the
million most popular websites were sex related, and from July 2009 to
82 The Global Digital Economy
July 2010 approximately “13% of Web searches were for erotic content.”22
Ogas also found that the most popular porn site in the world is a webcam
stream called LiveJasmin.com that is visited by thirty-two million people
a month.23 Webcam women tend to be from Eastern Europe or Southeast
Asia and perform for viewers in the United States or elsewhere outside
their homeland.
• The top pornographic search terms (in millions of searches) are sex
(75), adult dating (30), and porn (23).
• Utah has the nation’s highest online porn subscription rate per
thousand broadband users (5.47).
• Thirty-four percent of Internet users have experienced unwanted
exposure to porn either through pop-up ads, misdirected links, or
e-mail.
• There are 116,000 searchers for child pornography every day.
• The average age at which a child first sees porn online is eleven.
• Twenty percent of men admit to watching porn online at work; 13
percent of women do. The average porn-site visit lasts six minutes
and twenty-nine seconds.
• The least popular day of the year for viewing porn is Thanksgiving.
• The most popular day of the week for viewing porn is Sunday.26
Online Gambling
A large global industry has emerged in chatting and voice apps, from
Skype and Blackberry Messenger to Snapchat. The major firms are well-
known, but clientele—largely youth—are always alert to better options.
The top chat and voice apps include WhatsApp, GroupMe, Line, WeChat,
Kakao Talk, Message Me, Kik, Tango, Cubie, Facebook Messenger, Hike,
Google Hangouts, Maaii, iMessage/FaceTime, Rounds, Nimbuxx, Voxer,
Summary, ChatON, and Viber.28 The usage numbers are staggering:
WeChat claims six hundred million and Line over three hundred million.
The South Korean Kakao is valued at $2.5 billion; it merged with Daum
Communications in October 2014 and is one of the most aggressive
firms in the field. It has 140 million users, half outside South Korea,
and a tie-in to BigBang, a boy band assembled by the chat company
to capitalize on the global interest in K pop.29 The explosive growth of
messaging and chat applications, while it has undermined the market
share of conventional telephony services, has been propelled by a youth
demographic that is not much interested in traditional communications
systems and that is more likely to connect via Instagram or SnapChat
than by using a standard telephone.
Digital Currency
The best example of this process, albeit one wracked with controversy
in 2014, is the rise and perhaps the fall of bitcoin. A digital currency
created on a software platform, bitcoin functions through peer-to-peer
engagement and operates without recourse to national or international
government regulations. As the organization describes itself:
The Contours of the Digital-Content Economy 87
While critics suggested that bitcoin’s rise and fall had been created
by speculators, the explanation likely lies in global exuberance for the
latest digital phenomenon. Bitcoin has a series of elements that hold
considerable attraction for a sizable constituency: greater privacy, lower
transaction costs, liberation from government control (although govern-
ment regulation is being contemplated in some areas, including New
York State, which is also attempting to regulate such digital businesses
as Airbnb and Über). The collapse of Mt. Gox—a replacement Japanese
exchange is under development—rattled the bitcoin community but did
not immediately destroy interest in the concept. Among the libertarian,
open-source enthusiasts who are numerous in the digital economy,
bitcoin symbolized the potential of a new age, one free from government
regulation, fees, taxes, and other charges and one focused on peer-to-
peer relationships. Bitcoin may not survive the trials of 2013–2014, but
the concept of a digital currency and global digital financial exchanges
is far from dead.
Digital Relationships
The digital economy has provided creative entrepreneurs with the oppor-
tunity to create entirely new sectors. Online dating is a global phenom-
The Contours of the Digital-Content Economy 89
enon, and sites range from localized dating services such as NZdating.com
to e-relationship megasites like eHarmony, which has attracted postings
from some 150 countries. Standard dating and relationship sites are only
the tip of the iceberg. AshleyMadison.com is a provocative site, offering
people a chance for no-commitment hookups and specializing in facili-
tating affairs among members. The system goes much further. Tinder
connects the services of a dating site with GPS navigation, allowing
singles looking for a quick hookup to connect with on the spot. There
are partnership sites that allow rich men to search for sexual or marital
partners through the Internet. And so it goes, through literally hundreds
of such commercial sites serving groups as diverse as expats in Singapore
(Dating.singaporeexpats.com), Muslims looking for marriage partners
(Muslima.com), Christian fundamentalists (Christianmingle.com), and
transsexuals (Transpassions.com).
Cultural Content
The digital economy has given artists and performers new opportunities
to promote and sell their wares. In the case of the music industry—
discussed earlier in terms of the sector’s overall structure—digital systems
provide new musical entrants with the opportunity to reach out globally
for an audience. The result has been a musical tsunami; much of the
output is marked more by earnest mediocrity than by talent, punctuated
by occasional success stories. Justin Bieber, the Canadian teen, tried
to develop an audience by busking on the streets of his hometown
of Stratford, Ontario. When he moved his act online, he attracted the
attention of industry professionals who in fairly short order converted him
from a small-town performer into a musical superstar. Similar processes
are at work in other sectors as artists use the Internet to share their wares.
A new breed of digital artists has specialized in producing art for sale
on mobile phones, Japanese artists and mobile retailers foremost among
them. At this point, the commercial global market for artist-created work
is comparatively small, and the use of the Internet by artists—musical
90 The Global Digital Economy
It is hardly surprising that the social economy has spread online. Social
economy refers to business-style enterprises that seek to achieve an
identified social good. They are similar to philanthropic organizations
such as the Red Cross, Oxfam, and Save the Children but have a clearly
commercial foundation. They work, in the main, by drawing on the
broader community to raise money and to launch businesses. Kickstarter,
for example, gives a wide variety of businesses and social enterprises an
opportunity to present their ideas, which range from new products and
services (standard commercial fare) to creative works and social events.
(The system requires that the sponsors post a target sum and that the
fund-raising target be met in full before they receive funding.) Kiva.org
gives donors and supporters an opportunity to provide repayable loans
to microbusinesses around the world, development organizations serving
as intermediaries between the donors (via Kiva.org) and recipients in
the field. Change.org is yet another example of an Internet-based system
for collective empowerment. Crowdsourcing has become an important
philanthropic tool, a means of both connecting followers with people in
the field and raising money for global good works.
Travelers are among the most aggressive and systematic users of digital e-
commerce. They are, as a group, well educated and financially secure, and
they are information hungry. They use aggregator sites like Expedia.com
to find the best prices; to search for bargains on any of the hundreds of
last-minute discounting sites for hotels, car rentals, and airline travel;
to make reservations directly with airlines, hotels, and attractions;
and they capitalize on peer-reviewing sites like Tripadvisor.com and
The Contours of the Digital-Content Economy 91
The digital revolution is, first and foremost, about the electronic sharing
of data. Information presented in digital format can readily be shared
with hundreds of millions of people. And so it has. In rapid order, e-books
have undercut the viability of much of the publishing industry, resulting
in the closure of thousands of bookstores and the development of many
different e-book platforms (Kindle, Kobo, Nook, Sony, Samsung, and
iPad systems). E-book sales have been impressive, although not without
controversy regarding efforts by Amazon to set prices and consumers’
wondering why e-books remain expensive relative to paper books. The
same has happened in the newspaper and magazine industries, the former
facing unprecedented pressure and the latter holding up surprisingly well.
The newspaper sector suffered from the collapse of classified advertising,
thanks to Craigslist, Kijiji, and comparable online sales systems and from
the loss of advertising dollars to online delivery systems. Magazines,
most of which target specialized audiences, have survived, in part owing
to the production of online versions and to mass advertising by the
distribution of free content. Fully digital versions such as the Huffington
92 The Global Digital Economy
Post have emerged in some sectors, and all traditional newspapers and
magazines have an online presence, some hidden behind firewalls (almost
full in the case of the New York Times and the Wall Street Journal and
partial for other papers and magazines, such as Canada’s Globe and Mail).
Digital technologies have allowed for private publication through popular
distribution channels like Amazon’s Kindle; they have also encouraged
review sharing (Goodreads.com) and have made possible the creation
of fluid, ever-changing pirate sites (typically torrent-based) offering the
latest books. Copyright laws also allow the free distribution of older
content, best exemplified in the massive Google Books system and the
free digital texts available from e-book sites.
Social media and social networking are the “stars” of the digital business
world, driven into the stratosphere by the success of Twitter and Facebook
and by the surprising rebound of MySpace, which many assumed was
dead in the digital waters. Social networking has expanded dramatically,
and the companies, attaching advertising to their services, have profited
greatly from the growth in users. The economic potential of this sector is
uncertain, both as services such as Twitter seek ways to monetize their
vast army of “tweeters” and as social networks struggle to understand the
implications of their users’ migrating from computers to smartphones.
Social networking is, however, among the greatest social transitions
of this generation, having sparked widespread use and a revolution in
personal and collective engagement. As has always been the case, where
the people go, money and business will soon follow. The $100 billion
valuation of Facebook, although clearly overambitious, indicates that the
global business community anticipates growth in this sector.
Educational promoters have been speaking for years about the benefits
of digital education and the migration of course content and instruction
to online platforms. As a recent Economist article argues, however, a
technological revolution in education is now underway.
E-Government Services
New York City is one of the most digitally enabled urban places in the
world. Citizens can interact easily and quickly with civil authorities from
their computers or smartphones. They can protest about poor garbage
clean up, learn about a planning meeting, pay a parking ticket, and find
information about government regulations. Many governments around
the world are moving rapidly in the same direction, although none as
comprehensively or effectively as that of Estonia, which has realized
the importance of putting the whole nation online. Estonia offers many
core government services electronically, from prepopulated income-tax
forms to student report cards. Denmark announced in 2011 that by 2015,
citizens would be obliged to communicate digitally with the public sector.
96 The Global Digital Economy
Each Dane will have his or her own digital letterbox through which to
send and receive public sector correspondence.38
Governments exist to serve the people, and provided that the people
have ready and secure Internet access, e-government offers many benefits
and cost savings to authorities and citizens alike. At present, the global
effort has focused on migrating current services to digital formats,
largely in the form of sharing information about government programs,
regulations, and activities. In the near future, governments will, as
Estonia and some Scandinavian governments have started to do, reinvent
government for the digital age, reducing the costs of providing standard
services but also using the savings to serve their citizens even more
effectively.
E-Government Data
and analysis of data that much easier and faster, governments will come
to realize the enormous value that rests in their digital materials. This
is already happening in several countries, particularly in the European
Union and in Japan, as discussed in chapter 4.
E-Health
Few areas in the digital economy stand to benefit as much from digital
intervention as e-health does. Current health systems are intervention
rich, typically involving expensive physician, nurse, or clinic time. These
approaches impose heavy indirect costs on health-care consumers, who
are left worrying between visits to the doctor about their well-being.
Elements of e-health have already caught on—individual blood-pressure
monitors, telehealth for people in remote locations, and even some
preliminary examples of digitally mediated surgery. Digital technologies
have improved assessment procedures, greatly enhanced surgical inter-
ventions, and introduced greater efficiencies to records management,
pharmaceutical ordering, and general official and client management.
They have also been extremely valuable in identifying epidemic outbreaks
and addressing other large-scale health concerns. Future improvements
in digital health, particularly the use of mobile devices to monitor patients
and to coordinate physician, patient, and pharmacist interaction, hold
great promise for reducing medical costs and improving health outcomes.
Imbedded chips, already used for personal security, could well be applied
to monitoring personal and community health. Given the increased costs
of health care and the medical challenges associated with aging, busi-
nesses and researchers are devoting a great deal of effort and energy to
identifying technological solutions to the challenges of medical preven-
tion, care, and cure.
98 The Global Digital Economy
Digital Politics
The political world has been turned upside down through digital inno-
vations, a transformation that is every bit as profound as the introduction
of public-opinion polling. The commercial and financial aspects of digital
politics gained international attention during the 2008 US presidential
election, when the successful Democratic candidate mobilized youth,
raised millions of dollars in small donations, and orchestrated a national
campaign. In recent years, the use of Twitter, Facebook, and other social-
media sites to launch political revolutions across North Africa and in the
Middle East has reinforced the simple truth that, from open democratic
systems to brutal dictatorships, politics has been changed by digital
technologies. But the use of the new systems is not consistent. Russia
and other Eastern European nations have not embraced digital media
wholeheartedly. Experiments in Canada by opposition parties in the 2010s
demonstrated the fallibility of digital systems: many people signed up for
Facebook and applied for online memberships when the parties hosted
online elections, only to be disappointed with the system’s transient
nature and the lack of follow-up among digital partisans.
E-Commerce
Digital business has been growing at a steady pace over the past two
decades through improvements to payment systems (like PayPal), alle-
viated concerns about digital theft (online purchases are still safe, despite
the increase in digital crime), and the development of prompt and
inexpensive courier systems. Stores like Walmart have revolutionized
warehousing and distribution systems by implementing Japanese-based
“just in time” delivery arrangements whereby a purchase at the till is
immediately registered with the supplier, who, according to an arranged
schedule, sends additional product to a specific store. As with so many
parts of the new digital economy, these arrangements have reduced store
costs and passed some savings on to consumers owing to increasingly
ferocious competition, but they have also eliminated thousands of jobs
in on-site storage facilities and in the broader warehousing industry. The
continued expansion of Amazon, which started as a book retailer and
now works equally in consumer products and secondhand items, created
global imitators, like Alibaba, Rakuten, and the Middle Eastern equivalent,
Souk.com. Specialty retailing has expanded dramatically as unique enter-
prises that sell old car parts, computer equipment, specialized medical
products, food items, and so on, expand in number, scope, and viability.
Many of these operations are nested inside Amazon, eBay, or other e-
retailers, reducing the costs of starting up and maintaining services.
The e-business environment is fragmented, demonstrating strong
growth in all sectors. Almost all of the attention has focused on the
consumer market, for Rakuten’s rapid rise and Amazon’s flamboyant
CEO, Jeff Bezos, are intrinsically more interesting than a digital company
that sells rebuilt tractor parts for agricultural equipment. The reality,
100 The Global Digital Economy
Consumer-to-Consumer E-Commerce
Companies like eBay, Kijiji, and Craigslist, to use North American
examples, and their imitators allow consumers to deal directly with other
consumers. Taobao, a Chinese e-commerce company owned by Alibaba,
has developed a ground-up marketing system that converts villages into
Internet businesses platforms, allowing small producers and handicraft
makers to reach national and even international customers. There are
some twenty villages in China already (in each Taobao village, 10 percent
of the population engages in online retailing), each producing $1.6 million
or more in business. There is even a Taobao University, where outsiders
come to learn how to operate an online business.40 While many small
businesses have, leechlike, appended themselves to such companies,
the strength of this sector lies in the ability of individuals to leverage
the power of the Internet to sell their goods and services. Consumer-
to-consumer awareness sites where individuals can shower praise on
a product or service or attempt to relegate it to commercial purgatory
have likewise become increasingly important.
Business-to-Consumer E-Commerce
The continued strength of online retailers, from department stores to
specialty shops and from local firms serving the surrounding area to
companies reaching out globally to find unique consumers, is the public
face of the e-commerce revolution. Businesses have long realized that
indirect shopping—using the Internet to compare products and to narrow
choices—is a crucial part of the e-commerce world. Even websites that
produce few direct sales (not all that many people buy their cars online,
although millions use the Internet to determine their final choice) are an
important part of the business to consumer e-commerce world.
The Contours of the Digital-Content Economy 101
Business-to-Business E-Commerce
Behind the scenes, a growing percentage of the world’s e-commerce is
done among businesses. Global purchasing auctions are commonplace,
as are digital ordering, distribution, and business-to-business marketing
systems. In the B2B world, the emphasis is typically on cost, the speed
of delivery, the quality of products, and the reliability of suppliers; the
order and weighting usually depend on the businesses involved. Digital
interventions assist with each of these elements, providing companies
with the opportunity to source products and services globally and to
deliver the items and work that they need, where and when they need it.
As major retailers like Walmart, Target, McDonald’s have demonstrated,
these arrangements bring major financial and logistical efficiencies,
cutting corporate costs and, through competition, lowering prices for
consumers.
Government E-Procurement
Governments, consistently among the world’s biggest consumers of
products and services, have discovered the benefits of online procure-
ment, although in some jurisdictions political imperatives tied to local
sourcing and other such interventions restrict the global use of these
capabilities. Government processes are often more complicated than
standard business transactions are, for content and service requirements
and legal considerations are tied to government regulations. Nonethe-
less, many of the same benefits of speed and cost reduction attach to
government use of digital procurement.
Machine-to-Machine Transactions
One of the least known but potentially a vital part of the e-commerce
world rests with machine-to-machine transactions. In these instances,
there are no human interactions involved in what are often high-volume
commercial transitions. Automated systems tied to digitally enabled
vending machines, store cash registers, warehouse, or production systems
identify the need for a specific product in a specific amount and order the
102 The Global Digital Economy
Digital Security
Digital harassment, terrorism, stalking, theft, and fraud are all key
elements of the digital revolution—and so is digital security. In a world
where the average Internet user is constantly bombarded by spam, e-
mail messages from Nigerian fraudsters, and endless attempts at identity
theft, it is hardly surprising that preventive measures have become
commonplace. Software companies like McAfee have been around since
the early days of the Internet, although even they admit that they
struggle to keep up with hackers, criminals, and other digital malefactors.
Cyberespionage is not new. The first big cyberattack took place in
1986, when KGB officials hacked into American military networks. In
A Fierce Domain: Conflict in Cyberspace, 1986—2012, edited by former
White House cyberpolicy chief Jason Healey, there are stories of the
various cyberattacks that followed:41 “Mr. Healey’s main message is to
urge policymakers to be less secretive and more humble. Too many past
attacks remain classified. Officials continue to burble the same warnings
and assurances as they did 20 years ago; the public is left in the dark.”42
For their part, those in government are increasingly worried about
the long-term viability of the Internet in security terms, both because
of the ever-growing threat of cyberwarfare and cyberterrorism and,
equally significant, because of the increased sophistication of organized
crime. Robert J. Deibert’s 2013 book, Black Code: Inside the Battle for
Cyberspace, argues that “under the guise of security, the Internet’s original
promise of a global commons of shared knowledge now risks falling
under the control of cybervillains, from governments to an emerging
The Contours of the Digital-Content Economy 103
Digital Volatility
The digital economy is not something for the distant or even near future.
The world has a multifaceted, complex, and rapidly changing digital
economy right now. Mass digitization continues to morph. The world had
just become accustomed to working on computers when smartphones
came along. And in the midst of the migration to smartphones, tablets
emerged as a major economic force, one much better suited than phones
to sharing information and services. Speeds continue to increase, as do,
ironically, both reliability and security breaches. Digital entrepreneurship,
young and fast moving, is increasing rapidly. Incubators, like Velocity
and the Hub in Kitchener-Waterloo and like Cyberport in Hong Kong,
have proved popular, as has GNEX’s Bridgecamp in Japan, designed to
spur young entrepreneurs. Low costs of entry and the constant turmoil
in the digital sector create excellent environments for start-ups, fostering
creativity and emergent ideas.
Two things stand out in the digital universe. First, digitization has
had a devastating impact on the traditional work force. Governments
rushed in to save thousands of manufacturing jobs when global forces
threatened them, and many governments have underwritten the cost
106 The Global Digital Economy
The forces of change are many, and they exist largely outside the
comfort and knowledge zones of most national governments. Familiarity
with the nuances of digital animation and gaming remains slight, and
the promise and threat of digital health and e-education perplex many
officials, most of whom are either too reluctant or too enthusiastic
about the possibilities. Generally speaking, national governments do not
understand the complexity of digital-content revolution or the dramatic
changes that are currently underway. The world has underestimated the
large job losses attributable to digital content and digital services and
has failed to understand how to adjust training and education to prepare
young people to enter a digitally enabled work force. It is clear that a
large, dynamic, and increasingly important digital economy is emerging,
one that is global in nature, technologically driven, and largely outside
the realm of current government policy.
Source. http://en.wikipedia.org/wiki/List_of_best-
selling_singles_in_2013_(Japan).
114 The Global Digital Economy
Source. Data from Oricon, “Oricon 2013 Yearly Charts: Singles,” Toyko-
hive, 6Theory Media, LLC, 15 December 2013; Oricon, “Single Top 100,” 15
December 2013, oricon.co.jp (in Japanese).
The Contours of the Digital-Content Economy 115
Notes
1. Lee Spears and Sarah Frier, “Facebook Stalls in Public Debut after record
$16B in IPO,” Bloomberg, 18 May 2012, http://www.bloomberg.com/
news/2012–05–17/facebook-raises-16-billion-in-biggest-technology-ipo-
on-record.html.
2. Fred Ladd and Harvey Deneroff, Astro Boy and Anime Come to the Amer-
icas: An Insider’s View of the Birth of a Pop Culture Phenomenon (Jeffer-
son, NC: McFarland, 2009).
3. Carin Holroyd and Kenneth Coates, Digital Media in East Asia (Amherst,
NY: Cambria, 2012), 174.
4. Ibid., 175.
5. “Toy Story,” Box Office Mojo, http://www.boxofficemojo.com/franchises/
chart/?id=toystory.htm.
6. “Nintendo Crisis Casts Shadow on Famicom’s 30th anniversary,” Nikkei
Weekly, 22 July 2013, 9.
7. Holroyd and Coates, Digital Media in East Asia, 176.
8. Charles Arthur, “Smartphone Sales Pass 1Bn in 2013 as China Booms,”
Guardian, 29 January 2014, http://www.theguardian.com/technology/20
14/jan/29/smartphone-sales-billion-2013-samsung-apple-china.
9. Kim-Mai Cutler, “Advice from the Game Maker That Made GungHo
Worth $14B: ‘Listen To Your Wife,’”Tech Crunch, 23 June 2013, http://
techcrunch.com/2013/06/23/gung-ho/.
10. “Smartphones Help Steal Gaming Crown from Established Makers,”
Nikkei Weekly, 29 July 2013, 12.
11. “Nintendo Crisis,” 9.
12. “Nintendo Hopes Developers Will Port Smartphone Games to Its
Struggling Wii U Console,” Apple Insider, 5 June 2013, http://
forums.appleinsider.com/t/157378/nintendo-hopes-developers-will-port-
smartphone-games-to-its-struggling-wii-u-console.
13. David Hinkle, “NPD: US Video Games Sales Reach $15.39 Billion in
2013,” Joystiq, 12 February 2014,http://www.joystiq.com/2014/02/12/
npd-us-video-game-sales-reach-15-39-billion-in-2013/; “Video Games in
Europe,” Wikia, http://vgsales.wikia.com/wiki/Video_games_in_Europe;
www.npd.com; Uta Stenzel, Maria Goretti Sanches Lima, and John
J. Downes, with Berit Wader, “Study on Digital Content Products
in the EU” (Brussels: IBF International Consulting, n.d.), 20. http://
118 The Global Digital Economy
ec.europa.eu/consumers/enforcement/sweep/digital_content/docs/dcs_
complementary_study_en.pdf.
14. “Reality Grows Ever More Virtual,” Nikkei Weekly, 5 August 2013, 3.
15. “Video Game Industry Faces Shake-Up on Initial Costs,” Nikkei Weekly,
14 July 2013.
16. Malathi Nayak, “Factbox: A Look at the $66 Billion Video-Games
Industry,” Reuters, 10 June 2013, http://in.reuters.com/article/2013/06/1
0/gameshow-e-idINDEE9590DW20130610.
17. “Seoul Warns of Latest North Korean Threat: An Army of Online Gaming
Hackers,” New York Times, 4 August 2011, http://www.nytimes.com/20
11/08/05/world/asia/05korea.html?_r=4&.
18. “Entrepreneurs: If in Doubt, Innovate,” Special Report: The Nordic
Countries, Economist, 2 February 2013, http://www.economist.
com/news/special-report/21570834-nordic-region-becoming-hothouse-
entrepreneurship-if-doubt-innovate.
19. Brad Plumer, “The Economics of Video Games,” Wonkblog, Washington
Post, 28 September 2012, http://www.washingtonpost.com/blogs/
wonkblog/wp/2012/09/28/the-econ.
20. Robin Sidel, “Cheer up, Ben: Your Economy Isn’t as Bad as This One,”
Wall Street Journal, 23 January 2008, http://online.wsj.com/news/articles/
SB120104351064608025.
21. “Books, Cell Phone Novels, and the Japanese Publishing Industry,” Facts
and Details, August 2012, http://factsanddetails.com/japan/cat20/sub128
/item2291.html#chapter-5. See also Dana Goodyear, “Letter from Japan: I
[Heart] Novels,” New Yorker, 22 December 2008, http://www.newyorker.
com/magazine/2008/12/22/i-♥-novels.
22. Julie Ruvolo, “How Much of the Internet Is Actually for Porn,” Forbes,
7 September 2011, http://www.forbes.com/sites/julieruvolo/2011/09/07/
how-much-of-the-internet-is-actually-for-porn.
23. Ibid.
24. Steve Boggan, “Getting in on the Act: How the Porn Industry Intends to
Reinvent Itself,” Independent, 16 February 2013, http://www.independent.
co.uk/life-style/love-sex/sex-industry/getting -in-on-the-act-how-the-
porn-industry-intends-to-reinvent-itself-8493699.html.
25. Ibid.
26. Statistics from Maryland Rescue and Restore Coalition, http://
marylandcoalition.org/prevention/pornographyandtrafficking/.
27. Paul Gallagher, “Addiction Soars as Online Gambling Hits £2Bn Mark,”
Independent, 27 January 2013, http://www.independent.co.uk/news/uk/
The Contours of the Digital-Content Economy 119
home-news/addiction-soars-as-online-gambling-hits-2bn-mark-846837
6.html.
28. “22 of the Best Messaging Apps to Replace SMS on Your Smartphone,”
The Next Web, accessed 27 September 2014, http://thenextweb.com/apps/
2013/10/18/best-mobile-messaging-apps.
29. “South Korea,” Globe and Mail (Toronto), 15 March 2014, B3.
30. “Bitcoin Is an Innovative Payment Network and a New Kind of Money,”
Bitcoin, https://bitcoin.org/en/.
31. Nermin Hajdarbegovic, “World Bank Report: Bitcoin Is a ‘Naturally
Occurring’ Ponzi,” CoinDesk, 17 July 2014, http://www.coindesk.com/
world-bank-report-bitcoin-naturally-occurring-ponzi/.
32. “The Bottom Line,” Week, 26 July 2013, 30.
33. Drawn from Holroyd and Coates, Digital Media in East Asia.
34. “Teaching and Technology: E-ducation,” Economist, June 29, 2013, p. 13.
35. Ibid.
36. Ibid.
37. “Education Technology: Catching on at Last,” Economist, 29 June 2013,
25.
38. Government of Denmark, The Digital Plan for Future Welfare eGovern-
ment Strategy 2011- 2015.
39. “Internet Protests: The Digital Demo,” Economist, 29 June 2013.
40. “Cash Cow, Taobao,” Economist, 24 May 2014.
41. Jason Healey, ed., A Fierce Domain: Conflict in Cyberspace, 1986 to 2012
(Vienna, VA: Cyber Conflict Studies Association, 2013).
42. “Cyber-Warfare: Digital Doomsters,” Economist, 29 June 2013, 75.
43. Ronald J. Deibert, Black Code: Inside the Battle for Cyberspace (Toronto:
McClelland & Stewart, 2013), quoted in Institute for Research on Public
Policy, “Summer Reading for Wonks: A Collection,” Policy Options (July
2013), http://policyoptions.irpp.org/issues/summer-reading/collection/.
Chapter 3
Government, National
Innovation Strategies,
and the Emergence of the
Digital-Content Sector
The impact of new technologies, the rise of China and India, and the
effects of globalization generally have dramatically changed the global
economic landscape. Developed and developing countries struggle to
determine how best to ensure their economic competitiveness. In both
academic and policy circles, debates have raged about the most effective
ways of mobilizing a country’s human and financial resources to achieve
economic success. Governments, uncertain about the major economic
and employment changes underway, have looked at national, local, and
regional successes and attempted to understand what led to the triumph
of Silicon Valley, California, and Bangalore, India.
Industrial nations like the United States, Germany, the United Kingdom,
and later Japan have been on the cutting edge of technological innovation
for a long time. For the second half of the twentieth century and into the
twenty-first century, technological developments in these countries was
supported by basic research done at universities, by military spin offs,
and by substantial corporate investments in research and development.
Creative design and marketing work allowed the United States, Italy,
France, Germany, the United Kingdom, and Japan to build upon and
expand their industrial bases. In the 1980s and 1990s, Hong Kong,
Singapore, South Korea, and Taiwan emerged as rapidly developing
economies primarily because of their manufacturing prowess and abilities
to leverage incremental innovations in production processes and design.
All of these countries have used technological innovation to build national
prosperity.
Over the past decade, the rapid emergence of new applications and the
shift from desktop computers to smartphones and tablets has dramati-
cally changed what is commercially possible. Innovations abound and
continue to emerge—including social media, mobile Internet, digital
cameras, ubiquitous computing, digital animation, Internet protocol (IP)
telephony, multiplayer games, virtual reality, immersion chambers, elec-
tronic auctions, digital projection, digital advertising, cloud computing,
tablet computers, content-management and search systems, mass digiti-
zation, and many more. The simplicity of the past, when early adopters
showed off their Compaq Portable or their Apple II computer or spoke
learnedly of the storage capacity of the three-and-a-half-inch floppy
disk, seems like ancient history in an industry where product cycles are
defined in months rather than years.
East Asia quickly gained a substantial lead over the rest of the world
on the broadband front as Japan, South Korea, and Taiwan (and a
little later Hong Kong and China) moved aggressively in the early
years of the twenty-first century. These countries, all of which lagged
behind in the early stages of the digital revolution, quickly made and
supported large-scale investments in Internet connectivity, promoting
the expansion of high-speed fiber networks, particularly in major cities.
The mass urbanization and dense settlement of much of East Asia gave
the region a great advantage over others; connecting a network of high-
rise apartment blocks in Tokyo, Seoul, or Shanghai is much cheaper
than laying cable between isolated farmhouses in the Australian outback
or on the North American prairies. While other countries set modest
standards for speed and connectivity—promising 100 MB download
speeds was seen as a stretch—major East Asian cities were provided
with 1 GB download capabilities. Japan, South Korea, and Taiwan all
moved beyond simple connectivity as an aspiration, providing assertive
policy targets for engagement, employment, and business development.
Taiwan moved stepwise through the technologies, starting with an e-
Taiwan policy, moving to m-Taiwan (for its mobile strategy) and then to
u-Taiwan (for ubiquitous computing). Of the three nations, and indeed
as an international leader in the field, Taiwan identified digital content,
particularly the production of Chinese-language content for distribution
to the mainland, as an economic sector of considerable importance.10
Some of the plans also discuss the ways in which each country believes
faster broadband and greater online participation by households, busi-
nesses, and nonprofits will benefit the nation and its citizens. Only a
few of these plans (outside of the Asian ones) discuss digital content as
an economic sector. France’s plan prioritizes support for the increased
development of its video-game and software sectors.11 Brazil clearly
sees national investment in broadband and related physical and social
infrastructure as a key component in the country’s modernization,
poverty reduction, and competitiveness strategies.12 New Zealand’s
Digital Strategy 2.0 describes plans for a digital-content innovation
cluster intended to “encourage collaboration and networking, and support
specific projects from leading firms, researchers and educational institutes.
It will boost local production of broadband applications in areas such as
e-learning, e-health and online gaming.”13 However, it is unclear how
136 The Global Digital Economy
and the range of programming in Germany fall far short of its industrial
economic-development strategies.
Some digital plans or agendas outline in greater detail visions and goals
regarding the impact that improved broadband would have on society.
Many plans lack specific details, but some common threads are apparent.
The first step toward achieving almost all of these visions starts with
digital inclusion, addressing the need for and benefits of increased online
participation by households, businesses, and nonprofits—discussed in
most national plans. Ensuring good broadband access to people living in
rural and remote areas is another key part of digital inclusion. Whereas
in most countries decent access to broadband is available in large cities,
often via a number of competing broadband operators, residents of small
towns and rural areas often remain outside of mobile coverage. Improving
National Innovation Strategies 139
the broadband situation for people in such places is critical for countries
with large, sparsely populated areas. Sweden, Australia, and Brazil all
draw attention to this issue in their plans.
Source. http://data.worldbank.org/indicator/IT.NET.BBND.
144 The Global Digital Economy
Notes
tion, ed. Stefano Breschi and Franco Malerba (Oxford: Oxford Univer-
sity Press, 2005), 80–112]; Philip Cooke, “Regional Innovation Systems:
Origins of the Species,” International Journal of Technological Learn-
ing, Innovation and Development 1 (2008): 393–409; C. Edquist, ed., Sys-
tems of Innovation: Technologies, Institutions and Organizations (London:
Pinter, 1997); Henry Etzkowitz and Loet Leydesdorff, “The Dynamics
of Innovation: From National Systems and ‘Mode 2’ to a Triple Helix
of University-Industry-Government Relations,” Research Policy 29, no.
2 (2002): 109–123; Christopher Freeman, “The National System of Inno-
vation’ in Historical Perspective,” in Technology, Globalization, and Eco-
nomic Performance, ed. Daniele Archibugi and Jonathan Michie (Cam-
bridge: Cambridge University Press, 1997), 24–49; Christopher Freeman,
Technology Policy and Economic Performance: Lessons from Japan (Lon-
don: Pinter, 1997); Michael Gibbons, Camille Limoges, Helga Nowotny,
Simon Schwartzman, Peter Scott, and Martin Trow, The New Produc-
tion of Knowledge: The Dynamics of Science and Research in Contem-
porary Societies (London: Sage, 1994); James R. Held, “Clusters as an
Economic Development Tool: Beyond the Pitfalls,” Economic Develop-
ment Quarterly 10 (August 1996): 249–261; Bengt-Åke Lundvall, ed.,
National Systems of Innovation: Towards a Theory of Innovation and
Interactive Learning (Pinter: London, 1992); Bengt-Åke Lundvall, “Why
Study National Systems and National Styles of Innovation,” Technology
Analysis and Strategic Management 10 (1998): 407–421; Kevin Lynch, “Is
Canada Really Ready to Compete?” Policy Options 31 (September 2010):
75–78; Richard R. Nelson, ed., National Innovation Systems: A Compara-
tive Analysis (New York: Oxford University Press, 1993); Richard R. Nel-
son, “National Innovation Systems: A Retrospective on a Study,” Indus-
trial and Corporate Change 19 (1992): 347–374; Douglass North, Under-
standing the Process of Economic Change (Princeton, NJ: Princeton Uni-
versity Press, 2005); OECD, Competitive Regional Clusters: National Pol-
icy Approaches (Paris: OECD, 2007); OECD, The OECD Innovation Strat-
egy: Getting A Head Start on Tomorrow (Paris: OECD, 2010); Peter W. B.
Phillips, Governing Transformative Technological Innovation: Who’s In
Charge? (Oxford: Edward Elgar, 2007); Michael E. Porter, The Compet-
itive Advantage of Nations (New York: Free Press, 1990); Vernon W.
Ruttan, Social Science Knowledge and Economic Development: An Insti-
tutional Design Perspective (Ann Arbor: University of Michigan Press,
2003); Joseph Schumpeter, Business Cycles: A Theoretical, Historical, and
Statistical Analysis of the Capitalist Process (New York: McGraw-Hill,
150 The Global Digital Economy
1939); Luc Soete, Bart Verspagen and Bas ter Weel, Systems of Innova-
tion, working papers #2009-062 (Maastricht: UNU-Merit, 2009); David A.
Wolfe and Allison Bramwell, “Innovation, Creativity, and Governance:
Social Dynamics of Economic Performance in City Regions,” Innovation:
Management, Policy & Practice 10, nos. 2–3 (2008): 170–182.
7. OECD, “OECD Broadband Statistics Update,” 21 July 2014, http://www.
oecd.org/sti/broadband/broadband-statistics-update.htm.
8. Marcelo Barros da Cunha, “The Brazilian and the US National Broadband
Plan: A Comparative Review on Policies and Actions,” George Wash-
ington University Institute of Brazilian Issues, XXXI Minerva Program,
April 2012, p. 7.
9. German Federal Ministry of Economics and Technology, ICT Strategy of
the German Federal Government: Digital Germany 2015 (Berlin: Federal
Ministry of Economics and Technology, 2010), 3.
10. This paragraph is drawn from Holroyd and Coates, Digital Media in East
Asia.
11. French Ministry of Economy, Finance, and Industry, France numérique
2012–2020: Plan de développement de l’économie numérique (Paris: Min-
istry of Economy, Finance, and Industry, 2008).
12. See Institui o Programa Nacional de Banda Larga, Decree 7.175, 12
May 2010, http://www.planalto.gov.br/ccivil_03/_Ato2007-2010/2010/
Decreto/D7175.htm.
13. New Zealand Ministry of Economic Development, The Digital Strategy
2.0 (Wellington: Ministry of Economic Development, 2008), 15.
14. German Federal Ministry of Economics and Technology, ICT Strategy, 5.
15. German Federal Ministry of Economic Affairs and Energy, “Initiative
Kultur- und Kreativwirtschaft der Bundesregierung” [Initiative of the
cultural and creative industries of the German government], http://www.
kultur-kreativ-wirtschaft.de/.
16. Author interview with officials at the Center of Excellence for Creative
and Cultural Industries, Frankfurt, Germany, 4 June 2012.
17. Germany Federal Ministry of Economics and Technology, ICT Strategy,
6 and 34.
18. See “Deutscher Computerspielpreis” [Federal German computer game
prize], http://www.deutscher-computerspielpreis.de/4.0.html.
19. US Federal Communications Commission The National Broadband
Plan: Connecting America, http://www.broadband.gov/plan/executive-
summary/.
National Innovation Strategies 151
The Digital Agenda for Europe (DAE) followed i2010. The five-year
program went into effect in May 2010. The focus of the DAE remains
on infrastructure and policies to allow open access across all member
states. There are seven pillars to the DAE, and each has a range of action
items attached to it. In total, there are 101 specific action items: seventy-
eight of these are to be undertaken by the European Commission (thirty-
one of those are legal proposals), and the remaining twenty-three items
are to be executed by each member country.4 The seven pillars and their
basic objectives are listed in the following subsections.
Major Initiatives in the Content Revolution 157
Enhancing E-Skills
Another goal is to increase the percentage of people using the Internet by
giving them the skills to do so. As a smaller percentage of disadvantaged
people, such as the elderly and people with disabilities, are accessing the
Internet, particular efforts must be made to provide them with the digital
skills they need to take advantage of online resources.
As part of the Open Data Strategy, the EU is revisiting its 2003 Public
Sector Information (PSI) Directive, which “introduced a common legisla-
tive framework regulating how public sector bodies should make their
information available for re-use in order to remove barriers such as
discriminatory practices, monopoly markets and a lack of transparency.”11
PSI is the information produced and collected by the public sector and
includes geographical, meteorological, legal, economic, and other data
Major Initiatives in the Content Revolution 161
Europe, and all member nations were required to publish a plan by the
end of 2012 indicating how those goals would be achieved.
with its solid technical and industrial capabilities, thereby creating the
foundation for a significant part of the new economy in Europe.
the highest speeds. Hong Kong, Japan, Singapore, and South Korea are all
among the top six countries in the world in terms of download speeds.24
Disney Asia and Al Jazeera. This program has been successful, helping
to launch approximately twenty-five companies a year since 2007.
MaC3 also offers workshops for companies in the industry to teach the
business side of the industry. In 2009 it hosted the KRE8tif conference,
where sixteen speakers shared their technical and business knowledge.
The conference was and continues to be a success; the most recent
meeting occurred in March 2014.29 MMU, which opened in 1999 in
Cyberjaya, was launched as a center of learning and teaching that would
feed the companies in the city with research and employees. MMU’s
faculties include IT and creative multimedia and management. The
Limkokwing University of Creative Technology, a private institution
located close to MMU, has over nine thousand students and focuses on
the commercialization of digital content.
Asia has both benefitted and suffered economically from the substantial
barriers of language, culture, and politics that keep the region separate
from much of the rest of the world. Just as most countries earlier misread
the emergence of Japan as an economic superpower, so has there been
little recognition of the powerful position of East Asia, in particular, in
digital media and the growing regional digital culture. Although certain
Major Initiatives in the Content Revolution 173
based in other countries, but North America has some points of strength.
The United States has led in particular the commercialization of digital
information. The past decade has seen serious problems emerge in the
music, video/movie, newspaper, and book industries, largely because of
the Apple- and Amazon-led race to digital formats. The commercial boom
in everything from online sales (Amazon and eBay), music sales (iTunes),
television programs and movies (Netflix, Hulu, and Blockbuster), and
news and analysis (New York Times, Drudge Report, Huffington Post)
had a devastating impact on traditional outlets. Sales of CDs and DVDs
collapsed partly because of the ready availability of online products at
lower prices and, more important, because of widespread piracy. The
digital-content industry nonetheless expanded apace, claiming thousands
of commercial victims in traditional media along the way.
that the policy initiative did little more than provide more funding for
rural broadband and barely mentioned the content sector.34
The United States federal and state governments, like their Canadian
counterparts, have invested in or supported efforts to expand the Internet
to underserved rural and remote regions and to provide better Internet
access. Neither Canada nor the United States has seen grand government
investments in digital content despite the significant economic perfor-
mance of the sector over the past two decades. The marketplace has been
the source of capital, innovation, and entrepreneurship given limited
government investment in digital content or the facilities and digitization
efforts that might underpin a digital-content economy.
IBM and Microsoft clearly see Africa’s potential. IBM has opened
offices in more than twenty African countries, and in August 2012 it
opened a research laboratory in Nairobi. Microsoft has an on-the-ground
presence in fourteen countries on the African continent, and in February
178 The Global Digital Economy
Digital Israel
Digital Overview
The digital planet is not a uniform place. American Internet firms continue
to dominate the top ranks of digital firms, but the United States no
longer controls the sector. The swift digital transformation of China,
Taiwan, and South Korea, all of which have raced to catch up with Japan,
has elevated East Asia to a position of global prominence, influenced
significantly by government engagement and promotion. Multiplayer
online gaming, a particular achievement of South Korea, is but one of
the region’s contributions to the evolution of the digital ecosystem. Each
country and each region has capitalized on the essential flexibility of the
digital world to adjust digital realities to national and local circumstances.
North America and Africa provide useful illustrations of private sector
dominance and limited government engagement, one using the rapid
emergence of digital-content firms to establish global leadership and
the other, though lagging well behind the rest of the world, capitalizing
on the rapid expansion of low-cost wireless Internet to innovate in
the development of a digital sector. The rapid rise of wireless Africa
based on the availability of low cost, low-quality Internet services, along
with the political mobilization of the Arab world in Spring 2010–2012
through instant messaging and Facebook, demonstrated some of the
myriad applications of digital technologies. Governments, in general,
remain fonder of the manufacturing possibilities of the digital economy
than of the content opportunities, but that may be changing slowly as
the realization grows of the commercial potential of animation, digital
art, music and video, digital services, and the like.
182 The Global Digital Economy
The world is in the early stages of the digital revolution, even though the
transformation of the past two decades has been both dramatic and wide
ranging. In the coming years, continued innovation in e-education, digital
health, social-media applications, digital-based work environments, 3-
D manufacturing, and many other imminent digital developments will
continue to upend global realities. Predicting the trajectory of the digital
world is as difficult now as it was a generation ago. Governments will
continue to wrestle with the policy and regulatory aspects of the digital
world, devoting increasing effort to cybersecurity and digital privacy,
to say nothing of the continued digitization of the world’s financial
systems. For the past generation, the digital revolution has been led by
young people, who have flocked in the hundreds of millions to YouTube,
Baidu, Facebook, Orkut, Skype, Google, Gree, Wrench.cc, and many
other applications, and whose rapid adaptation to touch screens, instant
messaging, downloading (legal and illegal), and video gaming has pushed
the digital economy in ways that the mainstream business community
largely failed to anticipate.
If the patterns of the last two decades hold, the digital planet will
continue to reflect the unique cultures, regulatory environments, tech-
nological capabilities, and economic circumstances of individual coun-
184 The Global Digital Economy
tries and regions. When the Internet emerged as a major global force,
governments from East Asia to South America worried about the effects
of rampant Westernization or Americanization on local populations. The
underlying technologies and software have become ubiquitous—Facebook
alone has close to 1.23 billion users operating in dozens of languages—
but the content and usage reflect national or regional realities. Many of
the leading digital-content technologies are just that: technologies. They
provide platforms that individuals and societies can use in unique and
culturally specific manners. In the end, the Internet and the digital revo-
lution are as much about foundations as they are about content, providing
a base upon which nations and regions create separate digital cultures,
separated by language, cultural reference points, and regional values.
Notes
30. “Speech by Dr Ng Eng Hen, Acting Minister for Manpower and Minister of
State for Education at the Ministry of Manpower National Day Observance
Ceremony, 2003,” availabe on the website of the Singapore Workforce
Development Agency, http://www.wda.gov.sg/content/wdawebsite/L20
9-001About-Us/L218-SpeechListing/08_Aug_2003.html.
31. See the website of Infocomm Development Authority of Singapore,
http://www.ida.gov.sg.
32. Holroyd and Coates, Digital Media in East Asia.
33. Government of Canada, “Digital Canada 150,” http://www.ic.gc.ca/eic/
site/028.nsf/eng/h_00029.html.
34. Michael Geist, “The Digital Strategy without a Strategy,” 5 April 2014,
http://www.michaelgeist.ca/2014/04/digital-canada-150-2/.
35. “Many Rivers to Cross,” Economist, 5 July 2014.
36. Robert Guest, “The Next Generation of Entrepreneurs: Tough Times Will
Breed Tough Tycoons,” Economist, December 2012, 129.
37. Jocalyn Clark, “Txting for Safer Births,” Policy Options, October 2012, 8.
38. “Information Technology in Africa: The Next Frontier,” Econ-
omist, 16 February 2013, 63; “Microsoft, Huawei Partner to
Launch Affordable Windows Smartphones for Africa,” 5 February
2013, www.ventures-africa.com/2013/02/microsoft-huawei-partner-to-
launch-affordable-windows-smartphones-in-Africa.
39. “Information Technology in Africa: The Next Frontier,” 64.
40. Ibid., 63.
41. “Zapping Mosquitoes, and Corruption,” Economist, 1 June 2013, 8.
42. Ibid.
43. Dan Senor and Saul Singer, Start-up Nation: The Story of Israel’s Economic
Miracle (New York: Twelve, 2011).
44. Data as of 31 December 2012, site overview of the New York Times,
http://www.alexa.com/siteinfo/nytimes.com#.
Chapter 5
Digital Futures
Moore’s law, the idea that digital storage will double in scale and drop
dramatically in price every two years, according to specialists in the field,
has another decade to run, though quantum computing could repeal
Moore’s law in short order. Digital speeds continue to creep up. Large and
medium-size cities around the world are being promised download speeds
of up to 1 GB; many East Asian cities are already there. In the mid-1980s,
computers came with two 256 K floppy disk drives; a hard disk was
the preserve of major research laboratories and large offices. Currently,
computers can be found off the shelf with 100 GB of memory and optional
expansion slots. Terabyte devices are cheap and easy to find. Speed and
Digital Futures 195
Of the changes that have occurred, download speeds are the most
significant technological element for users. The ability to download a
movie in a few minutes instead of an hour is significant. The faster the
downloads, the more data can be accessed from a website, giving web
designers and game makers much more flexibility with the production
values and complexity of their digital products. As speeds increase,
news sources can put more video and audio online and rely less on
text. Retailers can load 3-D images of their products. In time, holograms
could become as common as videos—recall the Star Wars devices that
projected a hologram of Luke Skywalker into the middle of the room
—but again, fast speeds are essential for this to work smoothly. The
development of commercially viable holograms could, in turn, enhance
the creative sector by providing enriched outlets for musical, theatrical,
and other entertainment.
196 The Global Digital Economy
3-D Printing
The digital revolution was about bytes and data, about the transfer of
information at high speeds across large distances. The digital forces were
not about “things” and not about the production of physical objects. The
introduction of computer-driven manufacturing processes, of course,
changed the image and impact of digital technologies. In rapid order,
sparked in large measure by the sophisticated manufacturing processes in
Japan and Germany, industrial firms learned to integrate digital systems
into their operations. Large-scale business became less about machine
operators and more about computer programmers and digital designers.
These technologies, of course, were far removed from the average
consumer, who nonetheless benefits from the cost- and labor-reducing
effects of technological innovation. The distance between consumers
and technologies has shrunk; the benefits of data-driven manufacturing
Digital Futures 197
The applications are obvious. The shower head in the bathroom breaks
or starts to leak. Download the design of the replacement item off the
Internet, send it to the 3-D printer in the basement, and within a minute
to two install the new shower head. Car parts, medical equipment,
computer parts, and many other items can already be printed from
digital downloads. For people in small towns or isolated areas—an Arctic
village or an oceanside community on a Pacific island—3-D printing will
transform commercial and work life.
This system shifts the focus of modern manufacturing from its current
industrial emphasis—Chinese factories, in the main—to a design priority.
Designers, working independently, will be able to upload 3-D printer
designs and will be paid for each download instead of working for a
large-scale manufacturing company and being paid on salary for creating
198 The Global Digital Economy
As noted earlier, one of the key trends in the digital economy has been the
shift toward the Internet of Things. The idea that “everything” should and
could be connected to the Internet is not new, but continued technological
refinements have accelerated interest in the field. The imbedding of chips
and other sensory devices is well advanced. Instant inventory systems
allow grocery and department stores to follow their stock with precision
and to implement automated restocking arrangements with suppliers.
The idea of a world in which billions of tangible, physical items are
connected via the Internet, producing data and interacting, is no longer
science fiction. Cisco estimates that some fifty billion different items will
be web-enabled by 2020, a number that other analysts believe is much
too low.2 It means, at the personal level, that people will be able to track
their lost glasses or keys with precision. Perhaps the easiest illustration
involves the GPS locators in smartphones. There are many applications
in the market that allow (on a permission basis) one user to monitor the
movements of friends or family members.
Digital Futures 199
Quantum Computing
do. Though this sounds like a boon for mathematicians and scientists
with few practical applications, the opposite is the case. Thousands of
current applications—from facial recognition to the operation of driverless
automobiles—rely on the ability of computers to aggregate, process, and
manipulate vast quantities of data. If a quantum computer can expand
capacity exponentially, then the number, variety, reliability, and utility
of such applications will leap dramatically. In a practical sense, quantum
computing may be ten to twenty years from full implementation; indeed,
such computers may never become commercially and technologically
viable. If they succeed, and the odds are quite good that they will, quantum
computing will do for data processing and mass digitization what the
transition from card-based computers to multiple-terabyte, silicon-chip-
based portable computers has accomplished over the past thirty years.4
In the mid-1990s, Jeremy Rifkin wrote a prescient book called The End of
Work. In this study, he argued that technological advances were replacing
industrial and office workers at a rapid pace, facilitating outsourcing of
work to India and other countries, and cutting into job opportunities
for workers around the world. Rifkin also pointed out that this tech-
nology-driven transformation could well be one of humanity’s greatest
achievements, eliminating much difficult, dangerous, and unappealing
work that people generally do not want to do, and providing for a major
increase in leisure time. That is not what happened. Digital technologies
have eroded a great deal of industrial and, increasingly, office work. The
Internet enabled the transfer of routinized and, increasingly, professional
work from the first world to the developing world—with significant
implications for workers globally. That Thai doctors are reading North
202 The Global Digital Economy
American x-rays and CAT scans, that Indian accountants are handling
tens of thousands of US income-tax forms, and that the legal profession
is now experiencing global outsourcing produces cost savings, job losses,
and social dislocations in some countries and creates work and greater
prosperity elsewhere.
All is not lost, however. The same digital technologies create many
opportunities for “new work,” digitally enabled work that did not exist a
few years ago. Basement comedians who sell their jokes online, product
designers for 3-D printers, musicians and artists finding niche global
markets, craft retailers selling internationally, home-based workers who
operate online for distant companies, video game designers, and many
others will discover profitable opportunities in the online world. Digital
content and digital services will increasingly come of age. Equally impor-
tant, the techniques and technologies of gamification (the structures and
processes behind video games) are likely to provide an extended foun-
dation for employment and business development. Using video gamers
to make video games, for example, already happens. Paid crowdsourcing
could become more common in the future.
or it may be big countries like Brazil and India that are relatively
invulnerable to US pressure. But this is a huge opportunity, and
it will get done.8
Security is the Achilles’ heel of the digital sector, carrying many risks
and causing great concern. Identity theft is increasingly common. Major
companies with large security operations have lost thousands of pieces
of personal information and thousands of credit card numbers. Hackers
have broken into supposedly secure systems and have released huge
volumes of information (consider WikiLeaks). The Internet of Things
escalates the benefits and the risks of global connectivity, producing the
potential for expanded intrusion into the lives of individuals, breaches
in privacy, and digital chaos. Ironically, the rapid advance in digital
technologies poses security challenges that, left addressed, could destroy
the Internet and the Internet-enabled society.
Wearable Computers
its hangers, and when a customer chooses a piece of clothing, the sensors
send a message to the store’s computer, which then launches a video
showing a model wearing an outfit featuring that piece (and others).10
The key point about e-watches, Google Glass, and Telepathy One is
that they already exist and will be subject to refinement, improvement,
miniaturization, and cost reductions in the coming years. More important,
the utility—and the potential intrusiveness—of such devices should also
increase steadily over time. In summer 2013, rumors spread that Microsoft
was developing a comparable system, complete with facial recognition
Digital Futures 209
and other capabilities, to use in association with its Xbox games. The
acceleration is starting.
Digital Analysis
a greater number of provocative stories than has been the norm in recent
years. Computers, put simply, are better scandal-ferrets than even the
most dogged journalist, and the kind of relational research (connecting
one set of data to another) that this facilitates will produce many difficult
questions for politicians and public figures to answer.
Technology that can work in the public interest can also work against
it. Though there is considerable obsession about privacy questions—
even as hundreds of millions of people unwittingly allow the use of
their data by commercial interests—much less attention is paid to the
ability of outside organizations to track personal habits and actions.
Reality mining, for example, was used by proponents of the yes vote in
the September 2014 referendum on Scottish independence to identify,
via sophisticated analysis of the social-media activities of hundreds
of thousands of potential voters, individual habits and tendencies that
might be of interest to the proponents. Companies do much the same
with information about preferences for restaurants, movies, music,
clothing, vacations, and many other things, using push technologies to
meet consumers precisely where they are in terms of personal choices.
Popular culture is captivated by the spine-chilling potential of a digitally
controlled reality. The movie Enemy of the State foretells a future—not so
distant—in which regular surveillance of all citizens is possible. The deep-
data television drama Person of Interest reveals how the accumulation
of personal information can provide observers with the opportunity to
explore all aspects of an individual’s life. The British dramatic series The
Last Enemy describes the total isolation of an individual through state
control of their personal information, presenting a portrait of digital
isolation that is surprisingly terrifying in its implications.
The analytical technology for some of this work already exists. The
social statistics platform NVivo allows the almost instantaneous analysis
of social-media activity. A national leader appeals to the nation for action
on a particularly social, cultural, or economic issue. As is now the norm,
people turn quickly to e-mail, Facebook, Twitter, and other sites to post
their thoughts. NVivo-type analytics can not only assess the frequency of
public engagement on the issue being discussed—and in the new world,
this data would be instantly displayed online—it can actually evaluate
the words, tone, and content of the personal interventions. Of course, the
availability of such systems would likely increase public engagement,
for people could see where their views fit with those of fellow citizens,
thereby improving the utility of the data. By the end of the speech—
indeed, actually during the speech—the nation could see a real-time
214 The Global Digital Economy
This section barely scratches the surface of the possible economic and
service transformations associated with mass digitization and expanded
Internet service. Gaming continues to evolve and, as noted earlier,
gamification is rapidly spreading to other sectors, particularly in the
areas of training and upgrading. Remote digital manipulation, already
developed for surgery, has the potential to create entire new business
lines from the unsavory (prostitution) to the practical (highly technical
computer repair). The entire entertainment industry, already shaken to
its foundations by digital services, will continue to evolve in various
digital formats. Education is in the early stage of experimentation and
implementation, protected from major shifts by conservative teachers
and university professors. It is possible that significant changes will come
in non-Western, statist countries that are not strongly influenced by
unions or professional associations. Web innovations hold considerable
promise, as well. The system has advanced a long way from the first
browsers—Mosaic and Netscape—but efforts to reimagine the large-scale
management of information continue. Promising work on the semantic
(or thinking) web, pioneered by Canadian company Primal Fusion, has the
potential to revolutionize how people interact with digital data by having
the computer anticipate the user’s needs and interests. The dark hole in
the digital future is probably in the area of e-services. Although consumers
do a great number of things online—buy tickets for the theater, purchase
airline tickets, plan holidays and make reservations, investigate potential
purchases—the service sector is poised for further growth. Everything
from online education to physician advice, nutritional planning, and tax
reporting is being done partially online, and further expansion is clearly
possible. Equally important, clever entrepreneurs will no doubt come up
with concepts and approaches that have not yet been provided, creating
Digital Futures 215
Digital Futures
likely shift from one in which the purchase of tangible, physical items is
paramount to one which in the exchange of less tangible, digital products
and services is central. These changes can create wealth, particularly
when issues of intellectual property and payment are dealt with properly,
and could produce a very different, less consumption-oriented society that
emphasizes the purchase and sale of creative content more than physical
goods. The global economy could, in an interconnected, cross-cultural
way, focus much more on the sale and marketing of ideas, experiences,
artistic productions, and other forms of intellectual property. Culture
remains a prominent source of division, as enabled by digital technologies
as it is threatened through globalization and Westernization.
Notes
1. “3D Printing with Paper: Print Me the Head of Alfredo Garcia,” Econo-
mist, 10 August 2013, 69.
2. “The Internet of Things: Home, Hacked Home,” 12 July 2014, Economist,
14.
3. Adam Greenfield, Everyware: The Dawning Age of Ubiquitous Computing
(New York: New Riders, 2006); Paul Dourish and Genevieve Bell, Divin-
ing a Digital Future: Mess and Mythology in Ubiquitous Computing (Cam-
bridge, MA: MIT Press, 2014).
4. Phillip Kaye, Ray Laflamme, and Michele Mosca, An Introduction to
Quantum Computing (Toronto: Oxford University Press, 2007).
5. “Computer Hacking: A Byte for a Byte,” Economist, 10 August 2013, 11.
6. “Business and Cyber-Crime: Firewalls and Firefights,” Economist, 10
August 2012, 53.
7. Gwynne Dyer, “Spying Mess Will Change Internet,” New Zealand Herald,
14 August 2013, A29.
8. Ibid.
9. “Reality Grows Ever More Virtual,” Nikkei Weekly, 5 August 2013, 3.
10. Ibid., 3.
11. Ibid.
12. “Can Digital Devices Give Classical Music New Life,” Globe and Mail, 3
September 2013.
Chapter 6
Conclusion and
Policy Recommendations
Broaden and strength support for scientists and for basic research
generally, including reforming the intellectual property-rights
system and offering prizes for transformative innovations.
Open up the country (they are writing primarily about the United
States) to more immigration as a means of meeting talent needs
(at least until the education systems improve);
Brynjolfsson and McAffee concluded their study thus: “In the coming
decade, we will have the good fortune to witness a wave of astonishing
technologies unleashed. They will require changes in our economic
institutions and intuitions. By maximizing the flexibility of our systems
and mental models, we will be in the best position to identify and
implement these changes. A willingness to learn from others’ ideas and
to adapt our practices—to have open minds and open systems—will be
the hallmarks of success.”
while Apple and several East Asian companies have brought cheaper
phones to market, broadening the industry’s reach. Internet-enabled
watches, introduced to consumers by large firms such as Sony, Qual-
comm, and Samsung and by start-ups such as Pebble, promise to take
the wearable computer in new directions. These are old hat compared
to the oral sensors currently under development that will move digital
data collection and services into the users’ mouths, and compared to
still-evolving digital homes that will adapt appliances, heating, and other
domestic elements to the homeowners’ personalized patterns. The X-
Prize, which sponsors open competitions for technological solutions to
wicked societal and science challenges, has gone more digital, holding
competitions for new educational software that will allow children to
teach themselves and devices designed to move health-care assessments
from doctors to individuals. Applications for mobile devices go viral
and sell hundreds of thousands of copies; the innovation associated
with tablets and smartphones represents one of the most expansive and
dynamic areas in the global economy. Characters and storylines that
started with video games have morphed into books, movies, and dozens
of ancillary products, including a Monster Hunter village patterned on
the game of the same name in Yamanouchi, Japan. Also in the video-
game sector, sales of Grand Theft Auto 5 reached an astonishing $800
million on the first day of sales—at a time when a blockbuster movie
like Iron Man 3 (now one of the top fifteen grossing movies of all time)
took twenty-two days to reach the $1 billion mark in global ticket sales.
The global emergence of Alibaba, with a wildly successful initial public
offering that speaks to investors’ confidence in both e-commerce and
the Chinese economy, continues the process of pushing digital firms
to the forefront of the global economy. Stories like these are replicated
each and every month as the digital sector continues to expand and as
the content sector races to keep up with technological change and to
encourage the further adaptation of hardware and transmission services
to mesh with the requirements of the digital age.
Conclusion and Policy Recommendations 223
Digital media, with a small number of national exceptions, has not yet
been fully integrated into national innovation policies. Some countries—
Taiwan, South Korea, Malaysia, Singapore, Japan, and some others—are
very active in the digital-media sector and have a broader perspective
on the potential of digital media.
The scale and intensity of the East Asian investment in digital media,
coupled with the increasingly regional focus of the digital-content
enterprise, has largely escaped Western attention. Singapore has a
fast and effective mechanism for funding digital-media projects and is
particularly eager to support the digital-content field. Major research
centers, incubators, and collaborative initiatives in Taiwan, South Korea,
Malaysia, China, and elsewhere, have no substantial counterparts in
other parts of the world.
Each country and each region has much to learn from digital-media
developments elsewhere. Europe’s approach, with its emphasis on digi-
tization of cultural heritage and the use of government-collected data, is
quite different from East Asia’s focus on the sector’s economic potential.
226 The Global Digital Economy
There is little need, therefore, to restate the widely accepted point that
creating the appropriate digital infrastructure is essential to medium- and
long-term economic success. Similarly, the high priority attached to tech-
nological education and online-service delivery seems straightforward.
Conclusion and Policy Recommendations 227
Government Signaling
For countries behind in the digital race, perhaps the most important steps
governments can take involve a fairly small expenditure. Governments
need, as they have done in Japan, France, Taiwan, Singapore, and other
nations, to present themselves as supporters of the digital economy. This
can be done by integrating greater discussion of digital media and digital
content into speeches and policy statements, by using domestically made
technologies, by drawing attention to domestic digital content, and by
promoting digital-friendly investments. Governments need to speak the
language of the digital age and need to lead their countries in exploring,
utilizing, and promoting their own digital media and digital content.
Conclusion and Policy Recommendations 231
Asian Connectivity
Many companies and content providers outside of East Asia have been
slow to capitalize on the rapid development of the Asian digital-media
sectors. Given the rapid growth of the East and South Asian economies,
particularly the increasingly important role of digital media and digital
content in the region, it is vital that companies and content creators be
awakened to the potential that rests in Asian markets. Using existing
organizations, including trade associations, sectoral associations, and
international partners, governments could replicate the efforts being
made in Singapore, Taiwan, and elsewhere to extend commercial and
digital ties with Asia.
offers regional versions of online games (no pigs or vineyards exist in the
Arabic-language version of Happy Farm) and traditional games online.4
Conclusion
The Global Digital Economy set out to address three main themes: (1)
that national governments have underestimated the economic potential
of the digital-content sector, in large measure because existing policy
frameworks and mindsets are built around the traditional industrial
economy; (2) that there are important regional and cultural patterns in
digital-content policy, government initiatives reflecting the significant
variations in the manner in which the digital economy has developed
in specific countries or regions and the differential abilities of national
governments to see the possibilities in digital content; and (3) that
the fast-changing nature of the digital-content field means that the
need for continued innovation in policy, regulation, and government
investments will continue to grow, requiring greater government and
political understanding of the real nature and potential of the digital-
content economy.
has been marginal and slow. Politicians and civil servants have not
reacted well to the possibilities of a fast-moving, globally connected,
and lucrative sector, largely because national strategies for business
and economic development are closely aligned with standard industrial
and commercial processes. The general failure to understand the unique
character of digital media, such strength resting in the creative industries,
has hamstrung governments seeking to understand how best to promote
the digital-content sector. The result has been the uneven development
of digital-content policies as varied as the aggressive strategies of East
Asian countries and Estonia; the largely hands-off approach of the United
States, Canada, and much of Western Europe; and the early-stage, catch-
up developments occurring in South Asia and Africa.
Forty years ago, even the most creative futurologists failed to forecast
the development of the Internet, let alone social media, file sharing, e-
236 The Global Digital Economy
Machine Age. Indeed, the authors of that important work have argued that
digital technologies are displacing human beings in substantial segments
of the economy, allowing production to increase despite a decline in the
work force. Erik Brynjolfsson and Andrew McAfee are clearly worried
that the industrial world is rapidly moving toward a bifurcated work force:
a small group of high skilled elite professionals and a large underclass of
service workers on either side of a much reduced middle class as lawyers,
accountants, and managers are replaced by digital technologies. This,
they argue, is a recipe for civil unrest and social chaos.
One of the problems with determining the scale, scope, and sustain-
ability of the digital-content economy is that this is a sector without major
factories, with considerable fluidity, with fast and often overwhelming
financial returns from a small innovation, and with rare concentrations
of personnel, companies, and sectors. The main digital work—anima-
tion, digital art, e-commerce, e-health, and the like—does not generally
assemble in a single place but rather is spread widely across a country or
the world. Companies and their workers come and go with considerable
rapidity, in sharp contrast to the multigenerational factory operations
that long shaped the economies of the leading nations and that are still
crucial to the prosperity of most countries. At the same time, the business
and creative world have just begun to explore the commercial potential
of the digital economy. The highest returns now come from advertising,
as Google and Facebook have discovered (using big data to deliver preci-
sion-selected advertisements to individual users) rather than from digital
content. This will likely change, paralleling the current and continuing
shift in spending from movies to video games and from cable television to
Internet services. There is a digital economy, and it will grow. The scale
and precise nature of the new digital environment remain to be seen.
has been the case with other industries and economic sectors, significant
opportunities await the country that mobilizes its consumers, businesses,
policy makers, and leaders behind a national digital-content strategy.
Where digital content truly stands apart, largely because of the power
of the Internet, is the low cost of commercial entry, the absence of
geographical advantages or disadvantages, the size and diversity of
global markets, and the speed of business development. Put simply,
there is no sector quite like digital content and digital media. It follows
logically, therefore, that national governments wishing to build twenty-
first-century economies need to develop innovative policies that connect
national strengths to promote and expand the digital-media sector with
global opportunities and technological transformations. The world is
now truly digital. It is not yet clear which countries will build strong and
competitive economies based on the development of digital content for
delivery via the broadband Internet networks that now span the globe.
Conclusion and Policy Recommendations 239
Notes
1. Brynjolfsson and McAffee, The Second Machine Age, chapter 13, “Policy
Recommendations.”
2. Ibid., chapter 14, “Long-Term Recommendations.”
3. Economist Intelligence Unit, Digital Economy Rankings 2010: Beyond e-
readiness, 2 July 2010.
4. “Turkey’s Tech Businesses: Boom on the Bosporus,” Economist, 22
December 2012, 103.
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Google (continued), 153, 173, 175, ICT for social challenges, 158–164
178, 182, 185, 201, 237 ICT policies for the economic
Google Chrome, 104 recovery, top, 59
Google Glass, 17, 208–209 Ilves, Toomas Hendrik, 6
Project Loon, 192 in-app purchases, 38, 110
Gore, Al, 5 in-app revenue by country, 109
government and the digital-content Index Mundi, 125, 148
sector, 229–230 India, 3, 8, 19, 21, 24, 30, 36, 38, 67,
government and the realities of the 84, 124–125, 135, 183, 201–203,
new economy, 1 207
governments as first adopters, 231 Indonesia, 18, 26, 36, 183
government e-procurement, 101 Industry Canada, 174
government, national innovation Infocomm Development Authority,
strategies, and the emergence of 172, 190
the digital-content sector, 121 information and communications
government signaling, 230 technology (ICT), 1, 21, 35,
46, 59, 126–127, 133, 136–138,
GPS Tracking Pro, 209
140–141, 148, 150–151, 154,
Grand Theft Auto, 69, 222
156–158, 161, 188–189, 226–228
Greece, 72, 183
infrastructure (digital), 6, 11, 19,
Guðmundsson, Eyjólfur, 72–73
21–22, 34–35, 37, 45–46, 121,
Gulf News, 28
127, 132–133, 135–136, 139, 142,
GungHo, 68, 117 153–156, 162, 164, 167–169, 176,
Gusovsky, Dina, 16 220, 224, 226–228, 233
ING, 18
Half Life, 72 Instagram, 10, 29, 35, 80, 85
Healey, Jason, 102, 119 Institute for information industry,
Helsinki, 72, 151 165
Hen, Ng Eng, 171, 190 Interactive Digital Media Center,
Hewlett Packard, 9 167
High School Musical, 81 internet countries in Africa, top
high-quality digital content, ten, 187
210–211 internet in Africa, the, 186
hologram, 195 internet nations, the top twenty-
Hong Kong, 79, 105, 126, 134, five: leading, 53
165–167, 169, 225 Internet of Things, 38
Hudgens, Vanessa, 81 internet pornography, statistics on,
Hulu, 44, 174, 221 82
internet users around the world, 49,
IBM, 177 51
Iceland, 22, 73 internet users by language, 49
282 The Global Digital Economy
smartphone (continued), 208, 221 Sweden, 12, 20, 37, 135, 138–140,
Smith, Adam, 126 151, 161, 183, 188
Snapchat, 10, 85
Snowden, Edward, 12, 44, 61, 206 Taipei, 10
social media, 16, 25, 33, 38–39, 77, Taiwan, 9–10, 22, 35, 79, 93, 115,
79, 93, 98, 130, 179, 200, 235 122, 126, 134–135, 141, 164–165,
social networking, 28–33, 61, 93 168–169, 181, 183, 191, 194,
Softbank, 8, 10 223–224, 228, 230–231
Solomon Islands, 25 Tallinn, 10, 189
Son, Masayoshi, 10 Taobao, 27–28, 100, 119
Sony, 78, 222 taxation, 84, 88, 95, 127–128, 133,
Kobo, 41, 91 142, 161, 163, 168, 202, 213–214,
PlayStation, 68–70 220–221
SmartWatch, 17 Team Fortress 2, 72
South Africa, 8, 183 telehealth, 97, 140
South America, 11, 179, 184 Temasek Polytechnic, 167
South Asia, 4, 11, 21, 75, 179, 235 terrorism, 102, 204
Southeast Asia, 22, 25–26, 60, 80, Thailand, 25–26, 36, 67, 124, 183,
82, 125
192, 201
Southern Europe, 1, 125
3-D, 11, 70, 167, 182, 195–196, 202
South Korea, 9–10, 21–22, 28, 43,
3-D printer, 197–198
71, 73, 76, 85, 105, 119, 122, 126,
Tinder, 89
134–135, 164–166, 172, 181, 191,
Toffler, Alvin, 5
223, 225, 228
Spotify, 43, 45 Tohoku earthquake and tsunami,
streaming, 14, 42, 60, 109 213
Sub-Saharan Africa, 176–177 TouchPress, 210
subscription, 39, 43, 50, 71, 76, 83, Toy Story, 67
144, 147, 200, 203, 210 trading, 64, 85–86
fixed internet subscriptions, Tripadvisor.com, 41, 77, 90
country rankings by number trust and security, 157
of, 143 Trusted Digital Cinema Hub, the,
fixed internet subscriptions, 172
country rankings by Tumblr, 26, 29, 31–33
percentage of, 145 Turkey, 98, 124, 183, 232, 239
mobile subscriptions, country Turkmenistan, 25
rankings by, 146 Twitter, 6, 26, 28–33, 60, 79, 93, 98,
Stanford, 9 213
Super Bowl, 33
Supercell, 72 U-City, 166
Super Mario Bros., 68, 86 Über, 88
286 The Global Digital Economy