Attention-based commerce for digital content
Original Publication Date: 2001-Oct-24
Included in the Prior Art Database: 2003-Jun-19
Current distribution of digital content has several problems: Humans want something for nothing, and will go to great lengths (piracy, etc.) to avoid paying the provider of something to get it. The issue was brought to the forefront by the online "sharing" of music. Producers/owners of intellectual property want to be compensated for their offerings. "Content made flesh," the distribution of physical objects containing digital data (CDs, books, etc.) is an extremely inefficient process. With few exceptions, this distribution makes the person who listens once to the content on a CD pay the same amount as the person who listens to the content over and over. Advertising on the web is still searching for a way to be effective. There are signs that online advertising is not effective. Privacy concerns and/or regulation may impact advertising, profiling, and other ways a content provider generates revenue. Encrypting and distributing a product makes it likely that someone will find a way to break the encryption and distribute a ‘cracked’ version. Inspiration: Humans can only take in so much information in a 24-hour period. Possible Solution: Consider the act of reading a web page or viewing a streaming video as occurring between 4 logical entities: the consumer, the network/access provider, the host of the content, and the producer of the content. There may be more than or fewer than 4 real entities involved.