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Digital Sales

by Steve Gibson, Dec 13, 2006 10:27am PST

There has been quite a fuss in the online digital sales market today over the rise and now alleged fall of sales at the iTunes store. In our own geeky universe it seems like a pretty large percentage of poeple purchase their music and games online but it sure isnt really the case.

Forrester's report added that the entire legal music download market made up just 4% of US music sales last year, still trailing way behind CDs. ... Recent separate figures from fellow research group Nielsen Soundscan have suggest that all music download services have seen flat or declining sales since the start of this year
I cant seem to find much in the way of reported online sales of games anywhere but is there really much doubt that it's probably not much different?




Comments

25 Threads | 69 Comments









  • I gave Direct2Drive a try, as spam-sounding as it's name is. It was simple to use, giving me the option to just download one big DVD ISO and burn a backup copy, and it allowed me to get Neverwinter Nights 2 a couple days earlier than one can usually get new releases in Canada.

    I don't think that online game sales would be the 4% that iTunes had for music though.

    While I enjoy thoughts of the retail industry dying in the future at the hands of the internet, it's a long, long way off yet. The old must perish and be replaced by today's and tomorrow's generation for this to happen.



  • Buying games and music are very different at the moment.

    When you buy a game online you get *exactly* the same game that someone who walks into a shop gets, minus the packaging. Same quality of art, music and geometry and usually the same copy protection. The advantage is speed of delivery (plus, possibly, being able to re-download after a disaster) and the disadvantage is having to make your own physical backup and not getting a box/manual.

    When you buy music online, with the exception of a few of the smaller labels' stores and some content from the dubious russian site, you don't get the same thing as someone buying a CD. You get lesser quality. You get locked into a particular format and a particular bitrate. And you get DRM which locks you into a particular device which in turn may lock you into a particular store. If you want to change format, bitrate or DRM then you will likely degrade quality (anyone who says that burn-and-re-rip is a valid solution please learn about lossy re-compression) and also likely be breaking the law. Fuck paying for that.

    I'm happy to buy games online and I'm happy to buy DRM-free, lossless-encoded music that I can convert into whatever I want online. Anything else is taking the piss, unless it is seriously discounted to compensate.






  • I would definitely 'think' digital sales for games is of a higher percentage than digital music (percentage wise for both industries).

    More effort is put into games, mostly, being able to play multiplayer without hassle if you actually buy the games. More effort is needed to simply play a game you did not buy. A lot of people know how sure, and it's very easy sure, but a lot of people dont know how, the same people that use their cdrom for a beverage holder, the extra effort has effects.

    Really if you dont buy music there are no loopholes to go through to use it, unlike games. Now we have digital distro on consoles, people eat that up, almost everyone has a steam account, EA has brought along EA link, a lot of other studios are going this direction...

    It might be less than the amount of places you can buy music digitally sure, but at the same time, the music medium cannot be compared to a game, easiest example, i can't go to myspace.com/crysis and play the game, i can go to /band and listen to music, and everything plays mp3s... and they're small, download 5gig of data to burn, and install, then patch, and not have multiplayer, if you don't pay for games you're always losing part of the game, but not for music...