Archive for the ‘compensation’ Category

Must we give away digital creative works?

Wednesday, June 11th, 2008

I’ve been thinking about this a lot recently, spurred on by the recent Fran Ten podcast, this David Pogue post, and most recently a thoughtful post by Scott Goodson based on this column by economist Paul Krugman.

The upshot of Krugman’s argument, referencing Esther Dyson’s prediction from the early ’90’s, is that digital creative works will become free, and creative artists will have to make their money from “ancillary” projects, such as touring, personal appearances, licensing, etc.

If this turns out to be true (and the music industry is approaching this state right now), then it has a lot of negative ramifications for the future of creativity.

First off is the fairness question. Here is a simplified digital media value chain:

  • Digital distributors (i.e., ISPs like Comcast) make money through subscriptions
  • Directories and aggregators (like Google) make money through advertising
  • Creators make… nothing?

While the structure of technology allows this to happen, it’s hard to look at this picture and see it as fair. I agree that DRM sucks, but is the solution “pay what you want“–a virtual tip jar?

Furthermore, if creating a work of art cannot in itself make money, it will then be difficult to invest much in that creation. While that may allow bloggers to continue (though I wouldn’t turn down a few bucks for my work if that were possible), it doesn’t bode well for musicians or moviemakers, and, soon, book authors.

If I can make money in personal appearances but not by writing, I will have to limit my writing time in order to, you know, pay the mortgage.

If a band can make money touring but not through selling CDs, they will be unlikely to spend much time in the recording studio, or to spend money on studio effects or gear. Perhaps they will instead simply tape their concerts and compile albums from the live sessions.

If a moviemaker cannot make money from her films because they are freely available on the web, she will have difficulty using any approach other than Dogme 95 in order to reduce costs. And do we want to see Dogme 95-style movies all the time?

The irony is that time put into making money takes away from time to create. Therefore, the output from our best artists is less. Is that progress?

Perhaps this is offset somewhat by the “long tail” of creators enabled by new technology. But I would trade 1000 bad “Nude” remixes for one new album by an artist I really like.

(Photo: pro-copying logo from piratbyran.org)

Related Posts:
Shop Talk Podcast #9 – Fran Ten of West Indian Girl on today’s music business
How will musicians get paid in the 21st century?

Tags:
, , , , , ,

Multiplayer games lessons #3 – tie rewards to individual contribution and deliver them timely

Thursday, May 8th, 2008

I worked at a medium-sized software/outsourcing company some years ago, as head of sales support. When I arrived, my group was a mess. One of my three employees transferred the first week I was there. The other two were buried in RFPs, trying to write proposals for clients from Brazil, France, Singapore and the US.

To try to get some order out of the chaos, I developed a simple spreadsheet that listed the prospect, opportunity, salesperson, next step, and a few other data items. I used the spreadsheet to allocate my staff to opportunities, and to discuss with the sales VP where we had resource issues–which was most places, since we had no accepted qualification process and chased everything out there. (That’s a story for the Mistake Bank.)

The spreadsheet proved very useful to me. What was funny, though, is that a few years after I left the company, my wife (who still worked there) told me, “You know, they still use that spreadsheet you created years ago to manage the sales pipeline.”

I recalled this story when reading the HBR article on leadership lessons from gaming (”Leadership’s Online Labs“). Another of the very interesting observations from that article (besides those discussed here and here) was the idea that individual accomplishment in the games, even within a team concept, can be tracked and rewarded. Read this excerpt:

A point system…, used by leaders to motivate team members, is also part of a broader game economy. Players use synthetic currencies, such as virtual gold pieces, to buy and sell items of value to one another—everything from weapons to information to an agreement to collaborate on a particular task. (Players can also use real-world currency to purchase valuable items, such as skills or tools that others have earned in the game world, at numerous online auction sites. One of a leader’s tasks when putting together a team is to sniff out players who have tried to buy their way to a certain level of accomplishment.)

Incentive systems used by leaders affect motivation in several ways. Dividing up the winnings from a quest immediately after it’s completed—or, occasionally, awarding loot to someone even as the battle rages—creates a strong connection between effort and reward…. Even when it’s clear they’re unlikely to share in the spoils of a raid, players know that their participation will earn them points for future use. Finally, because individual compensation is based on objective performance data that can be automatically gathered and processed, and then publicly posted in real time, the reward system is generally viewed as fair.

The sorts of contributions people make to a corporate cross-functional team aren’t, of course, as easy to precisely quantify, track, and reward as are contributions that game players make to their guilds. Still, we believe that game-inspired incentives have the potential to dramatically improve leadership effectiveness in business organizations. Companies might devise ways to shorten the lag time between successful outcomes and the monetary compensation for those who contribute to them. For instance, instead of getting an end-of-year bonus, people in certain businesses could be rewarded for their contributions to a project as soon as it was completed—a prospect likely to galvanize their efforts. Also, before the launch of a group project such as a prolonged cross-functional sales effort, people might be given a breakdown of how rewards for a successful outcome will be divvied up.

It’s notable that web2.0 technologies are extremely transparent and open with contributions. Blog posts carry the names of the authors (even when reprinted), commenters are noted. Wiki contributions are tagged with the owners’ names. All in all, there’s a complete accountability map behind any web2.0 project that could be used (were any of them to make any money!) to compensate each individual for his/her particular added value.

So, how much do you think I should get for that pipeline spreadsheet I created?

, ,

The $70MM per year hedge fund trader, my hero (not)

Thursday, August 30th, 2007

I’ve been trying to digest the Wall Street Journal’s front page story (link – $$) earlier this month on Mike McGoldrick, the Goldman Sachs trader who left because at $70MM per year he felt underpaid. That’s puzzling enough, but here are two passages that blew my mind:

In 2002, …Mr. McGoldrick began frequently working 21-hour days and traveling three weeks each month. He typically would land in Hong Kong at 11 p.m., and go home to work. It would be noon in New York, so he’d participate in three hours of conference calls to review the credit and asset value of U.S. partnerships under consideration. At 3 a.m. Hong Kong time, he’d go to bed until 6 a.m., when he’d rise to review the unit’s Asian investments and markets….

Around [the end of 2006], Mr. McGoldrick got sick. Frequently on the phone or on an airplane, he developed severe bronchitis, with a hacking cough. He couldn’t get through a phone call without throat lozenges for 100 consecutive days, a person familiar with the matter says. He visited his doctor in London, who ordered him to change his grueling lifestyle.

Just two simple questions here:

  1. What was it like to live with this guy?
  2. What was it like to work with this guy?

Only in America, I think to myself, can we venerate someone who sleeps three hours a night and needs throat lozenges to get through a phone call, then quits because he’s not paid enough.

I’m also trying to understand how someone who took that much on himself could have possibly been a clear thinker. Psychologist Kenneth Nowack’s recent blog post cites Alertness Solutions’ statistics on the costs of sleep deprivation: for example, a 50% reduction in critical decisionmaking ability with two hours of reduced sleep per night.

With McGoldrick’s three whole hours of sleep a night, I wouldn’t trust him to make coffee without scalding himself, never mind decide on liquidating an Asian real estate portfolio.

Hopefully whoever hires McGoldrick next has enough compensation dollars left to bring on someone to watch over him.

(Photo: a throat lozenge from jr3 via stock.xchng)