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Northeast Consulting
Mapping the Future of Information Commerce Report on a workshop held in Boston, MA on May 14-15, 1997
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Introduction
NCRI conducted a Future Mapping® workshop May 14-15, 1997
to address several distinct alternative scenarios for the evolution
of the information content and services industries. Workshop participants
included thought-leaders in the publishing, computing, information
services, education, consulting, and software industries.
New digital production technologies, combined with rapid growth
of global data networks (such as the Internet), rapid price/performance
improvements in storage and processing capabilities, and new security
and rights protection systems promise to fundamentally alter the
industry environment. Traditional distribution chains and value
propositions are already beginning to be challenged as both new
and old industry participants experiment with business models
that were previously inconceivable. These structural changes will
likely result in a new mix of traditional and transaction-based
business models, including new forms of advertising and cross
promotion. The rapid pace and uncertain outcome of both technological
and business change across all information content industries
present new management challenges, and require new ways of thinking
about the future.
To develop these new models and manage in this complex, rapidly
changing environment, thought leaders and business unit managers
need powerful tools that can help to drive the development of
appropriate strategies and action plans. Future Mapping®
is a scenario-based planning tool for understanding the dynamics
of industries in the throes of change. This past May, executives
and met in Boston to participate in a Future Mapping workshop
on Information Commerce.
Northeast Consulting Resources, Inc. (NCRI) has been conducting
this public workshop, The Future of Information Commerce®
(formerly, The Future of Publishing®)
for the past seven years. As NCRI continues to work with clients
in this arena we are aware of how rapidly the industry is changing,
therefore, we entirely reworked the materials used in the public
workshop. This year, the scope of the workshop was dramatically
increased to include the electronic delivery of all forms of entertainment--movies,
music, interactive games--as well as business information and
financial services. Group discussion at the Future of Information Commerce® workshop highlighted the following issues and beliefs about the future:
After a presentation describing the conceptual foundations of
the Future Mapping process and the endstates, each participant
joined a team. The teams were asked to complete a number of tasks.
First, they selected events which they believed to be either highly
likely or highly unlikely to occur. This exercise made explicit
the conventional wisdom of workshop attendees.
In the second exercise, each team advocated and defended one of
the endstates. Each team worked to analyze the key events that
must (or must not) occur for its endstate to come about. This
exercise forced team members to think proactively about what it
will take to make the industry evolve toward one particular endstate
rather than another. It had the effect of making participants
think carefully and creatively about the strategic issues that
are most important to their own work as well as to the industry
as a whole.
Scenarios were constructed by teams in a role-playing mode; teams
used their selected events to describe a scenario (or map) that
leads logically to an endstate. On the second day of the workshop,
each team presented its narrative, its rationale, and a summary
of the key events in its scenario. Role-playing in this context
allowed participants to set aside old beliefs and "try
on" new ideas and points of view. The result is a shared
awareness of the range of options for how information commerce
might evolve over the next several years.
Following the presentations, NCRI asked participants to rank the
endstates, as they did before the workshop. The ranking metrics
were probability and desirability. The shifts from before to after
rankings formed the basis of a discussion that concluded with
a comparison of issues common to the most probable and most desirable
endstates.
At this point in the workshop, facilitators presented an analysis
of the key commonalities and differences among the scenarios.
By comparing the choices of different teams, we found events that
were common to all scenarios. These can be seen as especially
critical, since they are required in a wide range of possible
futures.
The final task of the workshop was for the teams to develop endstate
systems. Endstate systems show how the endstates fit together
over time. They helped participants fully understand the dynamics
of the industry.
In the first part of the Future Mapping process, participants
were asked to vote (in small teams) on the likelihood of each
of 150 possible future events based on the opinions and knowledge
of team members. Highly likely events were those believed to have
greater than 80% probability of occurring, while highly unlikely
were those believed to have less than 20% probability. Events
on which there was more consensus within teams were recorded as
highly likely or unlikely. Events deemed uncertain resulted from
either disagreement among team members, or uncertainty by several
team members. Those events that were seen as highly likely (or
unlikely) by at least three out of four teams made up the "conventional
wisdom" for the workshop.
In general, the group was very decisive. For example, team A only
voted 27 out of 169 events as uncertain. The major themes of the conventional wisdom were:
Overall, the conventional wisdom shows a growing acceptance of
the Internet and the Web. Previous seminars tended to question
whether the Web was just hype. In 1997, there is general agreement
that the Web is here to stay. It will not be a revolution, but
a layer or a companion to existing technologies and traditional
forms of information commerce. One attendee supported this by
citing the recent Library of Congress conference where the focus
was on business models and delivery rather than content.
A recent Future Mapping workshop in Europe offered similar insights.
However, Europeans are expecting a quick leap into new business
models, not steady progress. They were surprisingly bullish on
virtual reality, multiplayer gaming, and networked multimedia.
This section summarizes the four scenario presentations that were
made on the second day of the conference. Each team was given
an endstate (see below for the full text of the endstates) describing
the state of information commerce in the year 2002 -- its
competitive structure, technological advances, market situation,
and resulting implications for end users. The team was then asked
to develop a scenario that leads to the stated outcome.
In the Future Mapping process, a scenario is a list of events
that leads to an endstate. The events used are the same 170 events
used in the conventional wisdom exercise. In addition, the teams
were encouraged to write new events that were needed to explain
the logic of their scenarios. Each team then put together a twenty
minute presentation that summarized the key points of the endstate,
and the critical events that must happen or be prevented from
happening in order for the endstate to occur. Scenario A: Flowering of Distribution
Team A described a world in which distribution channels proliferate
and evolve rapidly, but consumers still get most of their content
delivered in physical form. The contractual relationships between
rightsholders and distributors are the focus of rights management,
with content protection based on physical packaging.
The team described a world that is the height of customization
-- people only pay for the information they use. There are
many new ways for customers to shop for media. Distributors get
information from the superhighway and carry no inventory. Final
conversion into physical media occurs at distribution points.
This endstate requires no great technology breakthroughs. It can
be seen as a logical, incremental extension of the world of 1997.
Advances in POS production technology, DVD, and reloadable books
all exist in this environment. There are incremental increases
in home PC capacity and long haul bandwidth, but there are still
no reliable, scalable, big pipes going to the home.
Retailers focus on extending their offerings by becoming small
communities with coffee shops and playgrounds. Consumers enjoy
the ability to pick and choose information content and are delighted
to have free sample materials loaded on their DVDs.
Companies such as Time-Warner, who own content, now have many
more channels of distribution open to them. Copyright income increases
because smaller, individual units of content are being sold at
a higher cost (like glasses -- as opposed to bottles --
of wine in a restaurant).
The greatest threats to the future of this scenario are the existence
of high bandwidth to the home, inability to service POS CD pressing
equipment, and the lack of hands-on browsing. (It will be important
to retain key selling tools like "top 40" songs and
the New York Times' Best Seller List.)
The team thought that winners in this scenario included retailers
(who have lower costs and higher margins), customers (who pay
for just what they want), content creators (who are selling more
content), and supporting players such as AT&T and the disk
suppliers. The only losers identified were the smaller retailers
who are unable to scale up to the new prevailing business model.
Scenario B: Service-Enhanced Content
Team B described a world in which information commerce is the
biggest sector of the economy and knowledge workers and affluent
consumers suffer from information overload and time scarcity.
They will pay for services that select, organize, customize, and
synthesize information. Raw/free information is plentiful, but
seldom useful. Complex ad-hoc value chains are mediated by software,
and there are a wide variety of subscription and transaction-based
business models.
In this world, new tools have been developed to help manage information.
Agents, filters, on-line and on-demand news feeds, and intelligent
answers to questions help stem the tide of the information flood.
Affluent consumers and businesses welcome the development of standard
user profiles and the delivery of personalized information. There
are many new technologies that allow for full, mobile access.
In addition, many advances have been made in user interfaces.
Meta data and advanced search engines are refined and offered
as services for a fee, or as a complement to other services (e.g.,
subscriptions to the Wall Street Journal.) In business markets,
it has become important that information be seamlessly integrated
into the work flow. A significant breakthrough that allowed this
world to come about in the consumer space, was when consumers
began to allow suppliers to build personal profiles to better
deliver relevant news and information.
The key to the new levels of service available in this scenario
are digital and legislative protections for everyone in the value
chain. Consumers, suppliers, creators, and distributors all benefit
from a system of commerce that protects their profits, privacy,
and methods of payment. Superdistribution expands rapidly under
this model as micropayments, rights protection, and broadband
distribution channels allow consumers to become creators, aggregators,
and distributors. The 1997 concerns over security and privacy
have been replaced by the 2002 demands for personalized and intelligent
content.
The only losers in this scenario are the major players who refuse
to quickly adapt to the digital world. They will be like the buggy
whip manufacturers caught off guard by the advent of the automobile.
Scenario C: Profusion of Multimedia
Team C described a world in which consumers drive an explosion
of multimedia content. Bandwidth is plentiful, widespread, and
cheap, and there are many new types of network access devices
-- many are wireless. There are multiple business and revenue
models, including usage-based, context-dependent micro-fees and
subscriptions. A key to this world is a demographic shift to a
new generation that prefers multimedia over text, and information
flows over discrete works.
Team C acknowledged that this environment may be hard to imagine,
but they described the magic that enables this world as being
massive growth of bandwidth and processor power; even beyond the
projections of Moore's Law. Relationships occurring within
endstate C are transaction based. All products are individualized
and the buying public is as comfortable with radical multimedia
as they are with the real world. This view reflects a flowering
of creativity based on increasingly fine-grained economic incentives
and diverse business models. Demand for digital content skyrockets,
as does the supply of available content.
The broad premise here is that wide segments of the population
embrace the rapid advances of computer and network technology.
This is a free market scenario with limited government interaction.
Advanced transaction systems are important as they remove the
traditional bottlenecks and distribute the profits more evenly
through the value chain. Again, this endstate requires tremendous
advances in technology to manage, move, encrypt, and decrypt the
flood of digital content.
The team also made the point that 50% of workers are knowledge
workers. This trend starts in America and spreads globally. The
technology and the technical comfort of users in homes and businesses
vastly increases the scale of information commerce transactions.
The chaos that results is accompanied by an increase in the velocity
of money, real time cash, and on-line, real-time auctioning of
goods and services.
This endstate challenges many, if not most, of the comfortable
and familiar ways of doing business. People sell and suppliers
shop: i.e., the public posts a message stating that they are interested
in buying a late model import with low miles, a CD changer, and
a geo-positioning system for under $30,000. Car sellers respond,
hoping that their offer is better than the many dozens of other
car dealers also making offers.
This is a radical departure from today's markets. It was
described as an adolescent "twitch game" filled with
constant action and interaction, but mature buyers also want to
partake because of the benefits of mass customization. The team
acknowledged that this endstate may be the most difficult to attain,
but was also one of the most desirable.
Some participants suggested that this endstate describes a layer
(i.e., pop culture) that sits on more traditional markets and
media. It may indicate a future direction, while not describing
the most pervasive model by 2002. Scenario D: Broadcast Culture Persists
Team D described a world in which broadcast models prevail over
interactivity models. While the number of choices expand, most
content is standardized, and consumers resist paying by usage
(advertising is the key). Special-interest content thrives in
niches and lots of important content is local. Cost structures
are severely challenged by digital networks and the success of
new, streamlined intermediaries.
Described as the endstate of the couch potato, the team cited
Newton's law that a body laying at rest tends to stay at
rest. This sense of atrophy tended to hamper the acceptance of
new models of information consumption, as well as new technologies.
There is slow consumer change, low technology adoption, and steady
growth of the Internet as an information source. But there is
also a resilient market for passive, TV-like entertainment. Brand
identity is important because people really don't want
very much choice. Lethargic consumers want reliable, trusted providers
of entertainment, goods, and services.
There is also a high end, fast-moving sector of the market being
pushed by firms like Bloomberg, and Dun & Bradstreet, but
it is a niche market. The Web is a tool, but not one that people
want to use when they go home. The services here are oriented
toward businesses and possibly college students looking for research.
The large sector of consumer goods does not migrate to the web
because consumers don't want the extra work of searching
across the web when the real world mall is just down the road.
A fundamental dynamic here is that consumers want to come home
to passive machines as a break from the high levels of interaction
at work. In contrast to the other endstates, D was marked by many events that must not happen. The team acknowledged that for this endstate to come about, many current Internet developments will need to stall. While seen as easy to defend, most presenters felt this was unlikely because people tend to want more choice, more information, more entertainment, not less.
After the team presentations, participants were asked to re-rank
the endstates on both desirability and attainability. It was interesting
that endstate A ("flowering of distribution") was
ranked most attainable before the presentations, but was ranked
third in terms of attainability after the presentations. Many
participants felt that this model has already been tried and shown
to fail. After the presentations, endstate D ("broadcast
culture persists") was ranked most attainable, by a wide
margin, with endstate B ("service-enhanced content")
ranked second in attainability. Participants believed endstate
D requires the least amount of change from current trends and
social norms.
In desirability, endstate B moved from second place before the
presentations to first place afterwards. Endstate B was thought
to provide larger market shares for many information commerce
players. Endstates A and D were ranked far below B and C in desirability
after the presentations because participants felt they would encompass
only niche markets. As a final exercise, the teams considered ways of combining the four scenarios (e.g. sequence over time, application by segment, dominance, profitability, etc.). Teams created diagrams that described how each endstate might fare over the next five years, and how the endstates might fit together. The readouts were very similar, enough so to justify a single summary. The group appeared to agree that:
We found 12 events that at least three out of the four teams said
either "must" or "must not" happen in
order for their scenario to occur. These common events describe
a set of issues that all players in information commerce should
be considering the consequences of today. They are:
It is interesting to note that three of the events:
were also voted as highly likely to occur. All three support (i.e.,
were voted as "must happen") endstates B and C--the
endstates voted most desirable in the final round of endstate
ranking. No event voted as "must not happen" for
endstates B and C was voted as highly unlikely to occur. Thus,
to some degree, participants believed that information commerce
is on the right track.
Markets: End-user customers still get most of their content delivered in physical form. The transfer of content from rightsholders
to retailers, however, is done mainly over networks. This has
simplified and reduced the costs of getting content to market.
Retailers drawing from vast libraries of titles are licensed to
produce perfect "just-in-time" copies onto blank
media (i.e., paper, CD, video, or audio tape) in response to customer
orders. More efficient shipping and logistics (an outcome of broad
acceptance of electronic commerce technologies and business practices)
have also improved the economics of traditional physical content
distribution. Innovative content resellers such as Amazon Books
have emerged to address both niche and mass markets. Many offer
customers options for electronic or physical delivery, along with
rich value-added services to aide in shopping. As the "inventory"
of most distribution channels has become essentially infinite,
some publisher/producers have experienced a resurgence of interest
in back-list and 'classic' material. Some small-format
resellers cater to global niche clientele in specialty genres,
while others cater to bargain hunters, provide high levels of
convenience, or a special shopping atmosphere (e.g., espresso
bar, live performances, book signings, etc.).
Industry Structure: Distribution channels for content have
blossomed to serve a wide range of customer segments and buying
preferences both on-line and in traditional retail locations.
This has been particularly popular in markets such as music and
college textbooks. In-store, and free-standing kiosks are popular
shopping and dispensing venues. These channels provide many new
options for commerce in both old and new content forms, often
taking advantage of marketing and delivery opportunities opened
up by electronic commerce practices pioneered in other industries.
Creators, publishers, producers, and other information providers
have more choices than ever for how to get their "goods"
to market. Understanding and carefully managing the marketing
and promotion of their content through this increasingly complex
array of channels is critical to success. Starting up a net-based
distribution business is relatively easy, and the number of content
resellers has exploded. However, many content consumers are loyal
to particular channel brands.
Technology: End-to-end network delivery of content has
been slower to emerge than many first imagined. Consumer level
bandwidth bottlenecks are a major cause. Telcos and others have
been reluctant to invest the large sums necessary to upgrade the
"last mile" of high bandwidth networks out to homes
in all but the most affluent areas. Instead, most audio, video,
and multimedia content are delivered to end users on portable
media. Improvements in storage density and miniaturization, as
well as a large installed base of reader devices such as PC's,
CD players, and VCR's have continued to make this attractive
for most consumers. In venues such as airplane seats, bathtubs,
and beds; the lack of a convenient, inexpensive network connection,
combined with "human factors" have kept content tied
to physical packages. Business Models: Contractual agreements between content owners and their authorized distributors and retailers remain the primary focus of copyright management activity. Many music, video, and even news outlets often allow customers to "mix and match" content at or near the point of sale. Secure, trusted POS systems track royalty allocations and help to ensure compliance with these agreements by delivering frequent electronic activity reports (and funds) directly to copyright owners. Sophisticated, granular transaction-based rights management technologies that track peer-to-peer, ad hoc copying have turned out to be much less important than once believed. Passive deterrent and copy prevention techniques, based in and enforced by law, have been sufficient to convince most rightsholders to participate in digital content commerce.
Markets: Busy managers and high-end consumers have too
little time and too much complexity in their lives. New info-services
"make sense" out of the torrent of easily available
information from an ever-expanding array of sources. A large volume
of "free," advertising-supported information flows
across networks to consumers and businesses. The content that
users pay for is typically customized, enhanced, or bundled with
value-added services such as personalization, special formatting,
expert opinions, enhanced graphics, or interactive features. Making
sense involves helping these customers relate new information
to what they already know, what they have decided they must learn,
and what actions they must take. Important services include summarizing,
translating into the language and cultural context of the receiver;
and creating custom indicators such as statistical validity ratings
and on-the-fly data analysis. Alerts and reminders, not just of
predetermined events, but also relevant surprises in the news
are common. Many customers expect a customized visual display
that relates new information to what's already known and
tracks all documents and multimedia messages on multiple, personal
criteria. Tracking other recipients of a particular piece of information
and noting what a customer's colleagues are receiving is
also common service. High-end consumers use similar services for
entertainment and enrichment, however, these applications are
only an adjunct to business uses.
Industry Structure: The power of pure, branded distributors
who package and resell content with minor modification has diminished.
Major developers of content processing and filtering tools work
together with value-added service providers to develop customized
tools for content refinement. Publishers, producers, and rightsholders
then use these development environments to build and offer their
particular kind of enhanced information service or product. Raw
data is widely available (and is incorporated into bundled services),
but margins are much lower than for enhanced information services.
Technology: Virtually all enhanced content services rely
on software to increase value at reasonable cost. Powerful visual
workstations and software tools allow dispersed sources of raw
information to be blended seamlessly. Many service providers also
make extensive use of human content experts to summarize and interpret
mass programming, sometimes inserting graphic highlights (branded
sprites) into programs and texts that link to recommendations
and related information and allow consumers to "fast-forward"
through only the recommended segments of programs and publications.
Powerful rights protection technologies are available and are
used to track the multiple sources and experts who contribute
to an information service. Some publishers provide real time video,
audio, or interactive programming; their highest value service
channels. Live event/conference and expert messages are also systematically
repackaged and indexed to support automated custom services. Business Models: Sales of reusable information (e.g., digital music, books, some video) are significant but dropping as a percentage of the total information business. The growth of revenue from advertising supported information has also stalled. Customers pay for information services through a variety of subscription and transactional models, using a variety of different payment mechanisms. Differential pricing is offered for minimal or no-advertising options. The growth leaders in this environment are trusted knowledge developers who have merged the creation and enhancement of traditional forms of content with the design, implementation, and delivery of the high-performance services than enable customers to use it well.
Markets: Consumer entertainment and educational markets
have led an explosion in multimedia content and a flowering of
new content forms. As a new generation of media-savvy employees
enters the workforce, this revolution is beginning to effect business
markets as well. Videogames and the web have conditioned this
new generation to think of content as dynamic streams and flows
more than as fixed, discrete works or titles. Multi-player network
gaming is extremely popular, and interactivity has become an important
feature of other forms of content as well. Many games employ virtual
reality features, and some leading edge providers are even experimenting
with physical feedback and smell to add to the total content experience.
Cultural and entertainment venues abound in cyberspace (e.g.,
museums, theaters, sporting events, etc.). Users' ability
to access multiple high-quality views of these events is often
so compelling as to reduce attendance at the actual events.
Industry Structure: Information forms have increasingly
metamorphosed into a rich mixture of image, audio, video, software,
and text that defy traditional categories. Boundaries between
the film, recording, television, software, and information industries
are also blurring. Cross-media mergers are commonplace. Several
large media conglomerates are doing well as the long awaited "convergence"
phenomenon unfolds. They are able to leverage vast libraries of
content to create characters and stories that cut across multiple
content types and generate incremental sales.
Technology: In most parts of the developed world, bandwidth
is plentiful. Compression, caching, and buffering technologies
have also improved substantially. This allows for delivery of
multimedia content straight to most users on request, with negligible
delay. Both wired and wireless network infrastructure buildout
has been rapid. In addition, low earth orbit satellite systems
have emerged to provide lower cost high-bandwidth (assymetric)
delivery. Network access is no longer restricted to expensive,
complex PC's. Many new and easy to use hybrid consumer
electronics devices have become network access points, including
evolved and combined versions of TV's, PC's, PDA's, stereos , mobile phones, and network computers. The move from
analogue to digital has been faster than many anticipated, driven
in part by demand for better sound and image quality. Improvements
in multimedia development tools have raised the bar on production
values, making it possible for small new entrants to easily produce
professional quality work. Such tools have also helped to create
rich, complex entertainment "spaces" that stretch
the capabilities of both multimedia production techniques and
interactive software. Business Models: New business and revenue models abound in order to take advantage of the ability to effectively levy micro-fees on content usage, and to vary pricing by user, time, quality, and other market variables. The media industry, while consolidating at one level into a few global mega-conglomerates has at the same time empowered a broad new class of small, creative content developers. Copyright management technology and copyright law have evolved significantly, fueling rapid changes to traditional content forms, categories, practices, and business models. The ability of even small creators to enforce their rights and ensure payment for works in digital form has become increasingly important in this highly networked environment. Cross-media agreements for rights management technology standards have helped to facilitate dynamic network-based enforcement of rightsholder terms for usage conditions and payment parameters on a wide variety of content objects and streams.
Markets: Mass/shared culture is still an important driver
of consumer media choices. The number of channel and publication
choices has continued to expand, however, the vast majority of
information consumers are still relatively passive. High levels
of interactivity and infinite layers of choice are simply not
as popular as browsing 50-500 channels of structured programming.
New forms of advertising have blurred the lines between "pure"
content and marketing. Infomercials, product placements, sponsored
publications, and simulated articles are often hard to differentiate
from the "real thing." A large fraction of content
remains local -- responsive to local language requirements,
legal dictates, and cultural norms. Individual consumer power
is low; collective consumer power is high. Polling companies such
as Nielsen, retain a critical role in helping publisher/producers
decide what content to offer, and help advertisers decide where
to place their material.
Industry Structure: The economics of electronic content
delivery have severely challenged the underlying business models
of publisher/producer organizations. Existing content industry
structures and brand names, however, have proven remarkably durable,
transferable, and adaptable as new networked content delivery
vehicles have emerged. Editorial imprimatur and long-standing
trust of information sources are critical differentiators as business
and content consumers are barraged with an increasing array of
information and entertainment choices. Revenue mix varies considerably
across geography and media type (as it always has), however, the
mix of revenue sources for most publications and content forms
has evolved relatively slowly. Advertisers have added electronic
marketing to their mix, and subscribers have added electronic
access as a value-added option. Granular transaction-based pricing
is becoming popular among businesses as a way to more closely
track information usage and flow, and to control costs. However,
most consumers, have been resistant to these new transaction-based
models, and as a result, the integrity of most works (e.g., books,
music albums, etc.) has been largely preserved.
Technology: Traditional content "middlemen"
have had to re-invent themselves by shedding costs and nurturing
separate divisions more responsive to a fast-moving electronic
world. Business content suppliers in particular, have had to adapt
to demand for new terms and pricing arrangements from their customers' most
of whom are wired. Evolution of electronic content delivery in
the home, by contrast, has been relatively modest. The penetration
of PC's has leveled off in the US and Europe at under 50%
of households, and low-cost alternative access devices have failed
to fulfill their promise. The information-empowered consumer uses
the web in a manner more similar to the telephone than to the
TV. Personal and community-based communications are important,
but the PC has not changed enough to become a compelling vehicle
for accessing entertainment or leisure-oriented content. Business Models: Copyright protection has had the most rapid evolution in the business environment. In particular, demand for more flexibility (e.g., the right to cut, paste, and resend the text of important articles) has been high. This requirement has coincided with the need on the part of many companies to more closely manage the flow of information and access rights of employees, partners, suppliers, and customers across Intranets and Extranets. Evolution of copyright management therefore, has been driven primarily by the evolution of business-to-business electronic commerce networks and business practices. Larger content providers have had to learn how to manage multiple business models, cost structures, and internal cultures in order to respond to new electronic opportunities while continuing to preserve traditional delivery channels and mechanisms.
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