Tag Archive for: entertainment

Spotify, a $1.6 Billion Dollar Lawsuit and Music Licensing Laws in the Digital Age

By: Jon Avidor

On December 29, 2017, Wixen Music Publishing, Inc. filed a $1.6 billion lawsuit against Spotify USA Inc. The complaint alleges that Spotify willfully infringed copyrights in thousands of songs, including songs from artists Tom Petty, Neil Young, and The Doors. The timing of the lawsuit is particularly problematic since Spotify plans to go public on April 3, 2018. But the suit also brings up another issue: the inadequacy of music licensing laws in the digital age.

How Music Licensing Works

Music is protected by copyright law. The Copyright Act of 1976 protects two types of copyrights in a recorded song: the musical composition and subsequent sound recordings. The composition consists of the music, together with any accompanying lyrics. The sound recording occurs when an artist records the performance of the musical composition. The Copyright Act grants certain exclusive rights, such as the right to reproduce, distribute, and perform publicly or by digital transmission, to the copyright holders, such the the composer and/or lyricist or a publisher and recording artist or its recording label.

An interactive streaming service, such as Spotify, must obtain a license for both the sound recording and underlying musical composition in order to reproduce and distribute songs. Revenue from the  recording license is paid to the owner or licensor of the sound recording, usually the artist or, more commonly, the artist’s label. Revenue from the composition license, known as a mechanical license, is paid to the owner or licensor of the composition, i.e., the composer and/or lyricist or music publisher, and allows the licensee to reproduce and distribute songs on CDs, records, permanent digital downloads (e.g., through iTunes), or interactive streaming services. To obtain a mechanical license, a licensee can negotiate directly with the copyright owner/licensor or get a compulsory license under which, in certain circumstances, the owner/licensor must grant permission to use the work either in a cable television rebroadcast, by PBS, in jukeboxes, for performance of master recordings on digital radio, and in phonorecords or digital downloads. The compulsory mechanical licensee must provide a Notice of Intention and remit a predetermined mechanical royalty, referred to as the statutory rate, to the copyright owner/licensor, again most commonly the publisher.

Distribution of music royalties by license masur griffits

Wixen v. Spotify

Wixen Music Publishing, Inc., an independent music publisher that administers the copyrights of more than 50,000 songs, filed a lawsuit on December 29, 2017 in the U.S. District Court for the Central District of California against interactive music streaming service Spotify (Spotify USA Inc.). The complaint alleges that Spotify obtained the sound recording rights, but did not obtain the composition rights, to the songs available for streaming to its more than 140 million active users and, as a result, Spotify illegally profited off of songwriters and publishers without obtaining and paying for a license.

Wixen alleges that Spotify relied on the Harry Fox Agency (HFA), a music licensing and royalty service, to obtain the required mechanical licenses but failed to do so as HFA “did not possess the infrastructure to obtain the required mechanical licenses.” Wixen stated that Spotify knew of HFA’s inability to secure the licenses but continued to exploit the unlicensed songs anyway thereby committing copyright infringement by making “unauthorized reproductions and engag[ing] in unauthorized distribution of the copyrighted musical compositions of Wixen’s client.”

Wixen requests $1.6 billion in damages, or $150,000 per composition, which is the maximum amount of statutory damages for willful copyright infringement, for each of the 10,784 musical compositions Wixen claims were infringed. Wixen also requested an injunction against Spotify’s continued unlicensed use of the songs and demanded Spotify establish procedures to enable it to comply with the Copyright Act.

This isn’t the first lawsuit of this type that Spotify has faced. In June 2017, Spotify reached a $43.5 million settlement in an unpaid royalty class action in Ferrick v. Spotify USA Inc. Maybe Taylor Swift was right when she knew Spotify was trouble when she walked in.

The Need for Music Copyright Reform

Whether Spotify’s alleged copyright infringement was knowing or willful or not, streaming services can only really be commercially successful if it maintains an extensive catalog of music and that poses a logistical compliance nightmare that copyright statutes have not adequately addressed in the digital age of music. Forbes estimates that, under the current licensing regime, interactive streaming services, like Spotify, Apple Music, and Google Play, have to file over 10,000 Notices of Intention per day. The volume of Notices of Intention, coupled with unreliable, missing, or conflicting data as to ownership and rights in many songs, deteriorates this anachronistic licensing framework.

However, there’s a bill working its way through Congress that might just shine bright like a diamond. Introduced in the House of Representatives by Rihanna Rep. Doug Collins (R-GA) on December 21, 2017, the Music Modernization Act (MMA) is meant to “provide clarity and modernize the licensing system for musical works” under Section 115 of the Copyright Act, which relates to compulsory licensing, and to establish fair rates and fees for mechanical royalties for that purpose. An identical bill was introduced in the Senate by Senators Orrin Hatch (R-UT), Lamar Alexander (R-TN), and Sheldon Whitehouse (D-RI) on January 24, 2018. The bills provide for:

  • Blanket Licenses: The proposed legislation eliminates the requirement under Section 115 for digital music providers to notify each copyright owner in exercising a compulsory license and instead provides for a blanket license from copyright owners through a mechanical licensing collective that will establish a database of musical works and the identity and address of the copyright owners or licensors. The MMA would provide certain protections against infringement actions for digital services who comply with the terms of the blanket license.
  • Standards for Determining Mechanical Royalty Rates: Currently, the Copyright Royalty Board sets the statutory rate for compulsory licensing, but the current legal standard does not consider market value. Under the proposed legislation, the legal standard will be replaced with one accounts for free-market conditions.
  • Random Assignment of Rate Court Proceedings: Instead of each performing rights organization (i.e., ASCAP, BMI) being assigned to a single federal rate court in New York to determine reasonableness of rates, the MMA proposes to have a district judge in proper jurisdiction be randomly assigned to settle rate disputes.
  • Evidence for Public Performance Royalties: The current Section 114(i) prohibits rate court judges from taking into account recording royalty rates as a benchmark when setting performance royalty rates. Under the proposed legislation, performing right organizations and songwriters would be able to present this evidence to obtain fairer rates.

The U.S. Copyright Office conducted a study in 2016 titled “Copyright and the Music Marketplace” that provided recommendations for reforming the existing licensing framework, many of which have been integrated into the Music Modernization Act.

The National Music Publishers Association (NMPA) released a statement of support, alongside me than 20 music industry organizations including RIAA, the Recording Academy, ASCAP, BMI, and SAG-AFTRA, endorsing the Music Modernization Act, the CLASSICS Act, the AMP Act, and a market-based rate standard for artists from satellite radio. These bills have not come without criticism, namely concerns that they would give more power to the already powerful music publishers to the determent of songwriters. The flip side of this argument, as The Verge notes, is that the MMA “prevents lawsuits like Wixen v. Spotify. If a streaming service sets aside the money it’s trying to allocate to a songwriter it can’t find, it can’t be sued later on for not finding the songwriter.” Whether the MMA is flawed or not, the music industry has been sitting, waiting, wishing for a copyright law that reflects how digital music is distributed and consumed, and if you believed in superstitions then maybe the MMA is a sign.
 
 *We would like to thank our intern Torie Levine for her contribution to this article.

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Exploring the Impact of the Blockchain on Music and the Arts

By: Steve Masur

Tracking Creative Digital Rights:
A Panel and Reception Exploring the Impact of the Blockchain on Music and the Arts

Join us on November 16 (7PM ET) at the Abrons Arts Center (466 Grand St. at Pitt St., Lower East Side, Manhattan) to learn about new paths for managing digital creative property with the emergence of the blockchain, a tamper-proof distributed record keeping system. This panel of experts will explore issues of artist, management, label, dealer, collector, customer control over licensing, royalties, attribution, sampling, provenance, copyright and transparency at this kickoff event to the Open Source Music Festival.

Panelists include: Ken Umezaki, Co-Founder and Chief Business Officer, Dot Blockchain Music; Daniel Doubrovkine, Chief Technology Officer, Artsy; Jennie Rose Halperin, Communications Manager at Creative Commons; and Steven Masur, Senior Partner MG+. Isabel Walcott Draves, President of Creative Tech Week, is moderator.

REGISTER TO ATTEND

About the Panelists:

Steven Masur has over two decades of experience advising emerging and established businesses on new opportunities and business challenges. He focuses his practice on corporate finance, M&A, intellectual property, entertainment, emerging businesses and strategic guidance. Steve brings a unique mix of legal, business, and strategic experience to bear on client matters. He has counseled enterprise level clients including Shazam, Virgin Mobile, Liberty Media, Yamaha, Nielsen Buzzmetrics, Bob Vila and Conde Nast Publications in corporate, digital media, and new business matters. He has also helped emerging businesses in a wide variety of sectors, and is especially knowledgeable in media, entertainment, advertising, consumer products, food and technology, including mobile, games, digital music, social media, augmented and virtual reality, software and hardware.

Ken Umezaki is an independent investor and business advisor for music startups and artists, through his company Digital Daruma, with a specific focus on artist facing music and media service companies. Digital Daruma has made select direct investments in music artists and songs, and has also co-founded Dot Blockchain Media, a public benefit corporation that has introduced a new music file technology architecture to modernize copyright management and the music supply chain fit for the digital music age. Ken currently is the Chief Business Officer of dotBC. His past experience includes 25 years in financial services trading, asset management and senior management positions. He is also an experienced musician, and currently plays bass in the band Fifth of Bourbon. Lastly, he is involved in a number of music foundations and academic organizations, including serving on the boards of Little Kids Rock, and Future of Music Coalition, as well as advisory board position for programs at New York University and Berklee College of Music.

Daniel Doubrovkine (aka dB.) is a seasoned entrepreneur, technologist, CTO at Artsy.net in New York, the largest online fine art marketplace and publication. Daniel graduated from University of Geneva in late 90s with a degree in Computer Science, and founded and sold Vestris Inc., an early stage technology start-up right after college. He joined Microsoft as Development Lead, was Director at Visible Path, then Architect and Development Manager at Application Security. Daniel is the creator and maintainer of many popular open-source projects and a lifetime artist.

Jennie Rose Halperin is the Communications Manager at Creative Commons. She makes the CC communications and brand sparkle and works with communities to tell their stories through a variety of media. As a freelance writer and editor, Jennie is currently working with MIT’s CoLab, where she is assisting in the creation of a book and multimedia series on social justice for SAGE Publishing and the SEIU.  Before joining Creative Commons, Jennie worked for Safari Books Online/O’Reilly Media as the Product Engagement Manager where she managed community marketing and test-driven product growth with a mighty team of technologists dedicated to innovation in online learning. She was previously at Mozilla on the Community Building Team and earned her masters degree in Library Science.

Isabel Walcott Draves (moderator) is the founder of Leaders in Software and Art (LISA) and President of Creative Tech Week. She is an Internet entrepreneur with over two decades of experience organizing technology communities, conducting research and managing large projects.  In 2015, she started Creative Tech Week to create a network of creative and business professionals originating new technology-driven content in media, entertainment, advertising, music and the arts.  Since 2009, Draves has convened Leaders in Software and Art, bringing together cutting-edge software and electronic artists, curators, collectors, and coders to share their work in conferences, shows and salons. Draves founded the first website for teen girls, SmartGirl.com, from 1995-2001; managed content publishing systems at Bertelsmann and directed an elite think tank for cybersecurity executives at Gartner in the 00’s; and has provided expert consulting to dozens of startups and Fortune 100 companies nationwide.

Enjoy wine, beer and appetizers with speakers and guests after the panel discussion at an upstairs reception.

Programming provided by Leaders in Software and Art and Creative Tech Week.

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German American Chamber Of Commerce in New York

By: Steve Masur

On November 7th, Steven Masur is moderating a panel at the Consulate General of Germany German Mission as part of a conference for German businesses involved in event production, touring, ticketing, content licensing and acquisition. This panel is part of a delegation trip for German companies from the event and concert industry who will be visiting New York City and Los Angeles from November 6th-10th. Representatives will meet with local industry leaders and research institutions to exchange ideas and lay the groundwork for future cooperation along with strategic partnership opportunities.

About the Panel:

Growth Opportunities, Legal Roadmaps, and Market Differentiators: From Germany to the United States 

The United States is known as one of the most profitable markets for touring, concerts, live events, and content acquisition. While there is a lot of opportunity, there are also many specific legal paths companies must take to operate; especially foreign entities and brands. In addition to this, there are unique market differentiators that are specific to the US for reaching target audiences, building communities and engaging with consumers. In this panel, Steven Masur will discuss the legal path to operating in the US. He will be joined by investor and marketing professional David Wingate and Ritesh Patel, CEO of Ticket Fairy, a touring and concert ticket platform; who will discuss unique opportunities and pain points for operating in the US.

REGISTER TO ATTEND

About the participants:

Agenda Production International is an event and production company for creative full service capabilities and among the leading entertainment industry agencies in Europe. Their product and service spectrum ranges from the conception up to the realization of over 400 performances per year in dance, music and entertainment.

C2Concerts is focused on organizing gigs and shows as well as promoting concerts, tours and events all over Germany and acts as a full service event-planning agency. Since 2013, the Stuttgart based company has also been producing musicals for children and families.

As one of the leading companies in tour production, Showservice Int. is pursuing a very high quality standard, to create a high-class but at the same time affordable cultural program for over 20 years now. All of their musical productions will turn into a one of a kind experience, because of up-to-date topics and professional work in front and behind the curtains and are currently being distributed within Europe.

PMS Crew Support is a professional personnel service provider specialized in the events industry. The company covers most staffing demands of the following event types: concerts, major events, stage and tent construction, trade fair construction, industrial customers’ events, film, television and media productions. The company’s target partners are tour and concert promoters as well as artist and event agencies which are looking for a reliable partner in Europe. PMS would either provide them with the personnel needed or take on the local realization of the project.

Reservix is a leading ticketing company in Germany that supports more than 7,000 organizers in the areas of concerts, sports, theater, tourism, touring and trade fairs. Reservix is a full-service provider and develops individual 360 ° solutions for its customers through all sales channels.

Satis&Fy has solidified its position as a leading international provider of cutting-edge event and media technology, scenic design, and room-in-room solutions. Encompassing a perfect blend of unconventional ideas, the spirit of innovation and the courage to take the path less traveled. The company acts as contact for all services which arise with a professional event production.

Schokopro works in many areas in the event production field such as media technology, scenic design and communication.Their USP is offering one-stop services with an experienced and passionate in house personnel. Schokopro produces events for both the entertainment industry (such as band concerts) and big corporations.

New York Virtual Reality Expo (10/26/17) with Hooke Audio, Silver Sound

By: Steve Masur

This coming Thursday, October 26th at 11am ET, Steve Masur will be moderating a panel at the New York Virtual Reality Conference. The panel features CEOs from the professional audio world that are emerging as experts in virtual and augmented reality and its applications. Participants include Anthony Mattana (Founder and CEO of Hooke Audio), Robin Shore (Founding Member and Co-Owner of Silver Sound), Albert Leusink (Independent Audio & Music Professional), and Karim Douaidy (Co-Founder and Creative Director of Chapter Four). The purpose of this panel is to educate attendees on spatial audio and lead a conversation on how content can be experienced.

About the speakers:

Anthony Mattana is the CEO and Co-Founder of Hooke Audio, a spatial audio company with a very unique product offering. Anthony was originally trained as a theatrical sound designer and has worked on Broadway musicals such as King-Kong and Motown.  Anthony will be discussing Hooke Audio’s newest release, Hooke Verse, bluetooth headphones that use binaural microphones to capture 3D audio. Specially placed microphones in the headphones allow an innovative way for you to capture sound as you hear it, allowing you to re-experience moments.

Robin Shore is the Co-Founder of Silver Sound, a post-production sound studio that offers complete audio and video production services. Originally focusing on  on location recording, Robin switched into the world of studio recording and post-production. During the panel, Robin will will draw from his experience at Silver Sound discussing how the company is able to take music videos, narratives and animations from pre-production to post-production in the VR space.

Karim Douaidy is the Co-Founder and creative developer for Chapter Four, which is a full service production company that concentrates in VR, 360 and immersive media. The Chapter Four team is dedicated to the creation of  cinematic and interactive immersive experiences. Currently, they are one of the few companies that has an end-to-end workflow that operates around spacial media.

Albert Leusink is an independent audio and music professional with a bachelors degree in music production and engineering from the Berklee College of Music. Albert has more than 20 years of experience in the media world including music, advertising, radio, television and film. He contributed to numerous  Grammy, Emmy, and Clio nominated projects and has worked with notable clients such as Queen Latifa, Rolex and JetBlue.

If you would like to attend this panel, you can register here.

Digital Hollywood

By: Steve Masur

Steve Masur was at Digital Hollywood, May 24th from 2:30pm-3:30pm at the Skirball Center in Los Angels moderating a panel focused on VR. The panel, Virtual Reality Transforms Entertainment and Media – TV, Movies, News, Sports & Music, included participants from Fox Sports, Sony Music, Proof, Inc. , and Secret Location. On May 25th at 2:15pm Steve participated on a panel discussing Financing, Packaging & Investment: From Entertainment & Indie Project to Technology & Startups. 

On that panel discussing Virtual Reality Transforms Entertainment and Media, Steve talked with other participants like Sean Charles (Vice President, Global Publisher and Developer Relations at ESL), Brad Spahr (Vice President of Product Development at Sony Music and Entertainment), Ted Kenney (Director, Field and Technical Operations at Fox Sports), Andy Cochrane (Independent Digital Director), Eric W. Shamlin (Managing Director/Executive Producer at Secret Location) and Christopher Bellaci (Head of Business Development at Proof, Inc.).

On May 25th, Steve participated on another panel discussing Financing, Packaging & Investment with other speakers such as Diane McGrath (Managing Director Media and Technology at J Streicher Capital), Greg Akselrud ( Partner, Stubbs Alderton & Markiles, LLP), Jennifer Post (Partner, Thompson Coburn), Nick Davidov (Co-Founder, Gagarin Capital), Jason Scoggins (President & COO of Slated, Inc.) and Joey Tamer (President, S.O.S. Inc., Moderator).

 

A Virtual Reality Check – Oculus v. ZeniMax: Applying Copyright Law to VR

By: Steve Masur and Sarah Siegel

On February 1, 2017, a Texas jury found Facebook subsidiary Oculus VR, Inc. liable for $500 million in damages in its dispute with ZeniMax over Oculus Rift, a virtual reality technology acquired by Facebook in 2014. The jury found Oculus infringed upon ZeniMax’s copyrighted computer code and misrepresented the origin of its VR technology, and that its co-founder violated a non-disclosure agreement he had signed with ZeniMax. However, the jury found Oculus had not misappropriated ZeniMax’s trade secrets when creating Oculus Rift.

Many eyes were fixed on this case, especially from companies such as Google, Samsung, and Sony, which have all recently launched their own virtual reality headsets. With new emerging technology comes a legal landscape that is still developing and taking shape. This case, which dealt with the fundamentals of intellectual property law, provides an example of how copyright law is uniquely applied to virtual reality technology.

Background 

Like many start-up stories, this too starts in a 17-year-old’s parent’s garage with a video game enthusiast who wanted to improve and create a better technology experience. This particular 17-year-old was Palmer Luckey, and the technology in this story is the Oculus Rift virtual reality headset.

Oculus Rift was an idea that came from Luckey’s frustration with the existing virtual reality headsets on the market—the displays were poor quality, bulky, had a low field of view, and carried expensive price tags. He began working on his own design to improve upon these inadequacies, and created what would later be known as the Oculus Rift. In its early days, the Oculus Rift was created using duct tape, ski goggles, and wires. As Luckey made improvements and developments to the headset, he posted updates to a virtual reality online forum. John Carmack, a fellow VR enthusiast, kept up-to-date on Luckey’s forum posts and eventually requested a prototype from Luckey. At the time, Carmack worked at id Software, a software development company owned by ZeniMax, and was a notable video game developer for such series as Doom. At that time, ZeniMax had also been investing millions of dollars into researching and developing virtual reality technology. Luckey sent Carmack one of his two prototypes, and Carmack began making his own improvements, including writing code for the headset. With Luckey’s permission, Carmack demonstrated the Oculus Rift at a 2012 video game trade show by using the Oculus Rift headset with his new game, Doom 3. One year later, Carmack resigned from id Software for a new position as chief technology officer at Oculus Rift.

In March 2014, Facebook announced its acquisition of Oculus VR for $2 billion, and two months later, ZeniMax announced its intent to sue Oculus and Facebook over the Oculus Rift and its code.

Misappropriation of a Trade Secret

A trade secret is proprietary information that carries with it economic value solely by virtue of it not generally known or readily discernible by people who can benefit from it, and is the subject of reasonable efforts to maintain its secrecy. A misappropriation of a trade secret is the improper disclosure or acquisition of that secret.

In this lawsuit, ZeniMax argued that Carmack took company secrets with him when he left id Software for Oculus. Carmack never denied that he worked on the code for the Oculus Rift prior to his employment at Oculus, but he contended that this work was done in his free time, and not while he was on the clock at ZeniMax. ZeniMax, however, claimed that Carmack’s integral work and research for Oculus Rift was not done during his free time, but rather done during his employment at ZeniMax, using ZeniMax’s resources, computer, offices, and employees. The jury did not agree with ZeniMax and did not deem the work Carmack brought to Oculus as a misappropriation of a ZeniMax trade secret, meaning that ZeniMax trade secrets were not contributed to Oculus and its headset.

Copyright Infringement of Virtual Reality

Virtual reality source code is protected by copyright law, not patent law, as an original expression once fixed in a tangible medium, and therefore, any infringement on VR software is governed by the rules of copyright. Under copyright law, an affirmative defense to a claim of infringement is fair use, which allows parts of a copyrightable work to be used in a new work, so long as the new work is transformative, that the nature and objective of the underlying copyrighted work is different than the new work, the new work does not substantially and qualitatively use the original work, and that the intended market for the work is different than the old work.

In this case, Oculus’ fair use defense did not hold up because the jury found that the computer code Carmack took was “non-literally” copied when it was integrated in the Oculus technology, meaning that Carmack changed aspects of the code he developed at ZeniMax to create a different code and used that to create Oculus, which is a similar program with similar functions. Additionally, the market for the new code used in Oculus was the same as the code ZeniMax would use for its virtual reality headset which was in development. Ultimately, the jury found Oculus infringed upon ZeniMax’s copyright in its VR code.

The Implications for Virtual Reality

The gray area of this decision is how to apply and interpret it. How different must copyrighted computer code be in order not to constitute a copyright infringement of prior existing code? Since the code used in Oculus was different than ZeniMax’s code, but used for a similar product, does ZeniMax possess the copyright on all code for virtual reality headsets? Evidently, these are just two of many unanswered questions that have been left in this decision’s path, and which have ramifications on legal and business affairs decisions, including how to structure and present documents governing technology development relationships, and even outcomes of disputes.

After the case was decided, ZeniMax filed an injunction against Facebook to stop the sale of the Oculus Rift and its development kits. Facebook intends to appeal the court’s decision. The continuing shake-out of this case and its implications for virtual reality will be closely followed as it unfolds.

*We would like to thank our intern Sarah Siegel for her contribution to this article.

New York Takes a Chance on a Game of Skill

By Steve Masur and Sarah Siegel

 

How the distinction between skill and chance gave rise to a billion-dollar industry

In daily fantasy sports games, players are not placing “wagers” on the odds of winning based on the number of people playing; they’re paying “entry fees” to compete in a guaranteed prize pool where the prize is set and made well-known to players before the game begins. These players are not “taking a chance” by playing Brandon Marshall against the Cardinals defense; they’re “skillfully selecting” Brandon Marshall based on statistics and past performance of both wide receiver Brandon Marshall and the top-rated Arizona Cardinals’ defense.

This distinction between game of chance and game of skill is what separates illegal gambling from a legally-recognized daily fantasy sports exception under the Unlawful Internet Gambling Enforcement Act of 2006 (UIGEA), the federal law that regulates online gambling.

Under the UIGEA, a carve-out was created for fantasy sports sites as a legal exception to gambling, as legislators believed that success in fantasy sports was based on skill rather than chance. While this Act crippled the online poker industry, it created the basis for the operation and legitimization of the interactive daily fantasy sports (DFS) industry in the United States.

The legal status of DFS sites is determined on a state-by-state basis, based on each state’s gambling laws and regulations. As of 2017, nine states have passed legislation legalizing and regulating DFS sites in their respective states, and about twenty states have pending legislation on the matter. However, in certain states, such as Washington, Alabama, and Nevada, DFS is considered a form of gambling per their states’ laws. As a result, DFS sites have created self-imposed technological barriers to block these residents from accessing DFS sites and prohibit people in those states from participating in these sites’ online games.

This lack of uniformity in the legal status of DFS across the country, as well as the novelty of the industry itself, has created a large, murky gray area for the industry’s laws, rules, and regulations. 

Daily Fantasy Sports Sites in New York

New York is one of the nine states that have legalized and regulated DFS. While other states had previously passed legislation to legalize DFS, New York’s legislation brought with it the most controversy and attention.

The DFS bill (S 8153) was passed by the New York Senate in June 2016, and signed into law by Governor Andrew Cuomo in August 2016. This bill came after a seven-month legal battle that began in October 2015 when Attorney General Eric Schneiderman announced that he was investigating sites such as DraftKings and FanDuel as unregulated gambling sites.

Cease and desist letters were sent to DraftKings and FanDuel in November 2015, which prompted the DFS site giants to file a lawsuit against the state of New York. In December 2015, a Supreme Court justice granted the Attorney General’s request for a preliminary injunction, but soon after, the Appellate Division granted a stay and allowed the DFS sites to continue to operate in New York until a final decision was reached. In June 2016, the Senate passed the legislation to legalize and regulate the DFS industry in New York—a massive victory for the DFS industry. 

What Does the New York DFS Bill Mean for New York? 

New York’s DFS legislation explicitly states that interactive daily fantasy sports games do not constitute gambling; they are games of skill. This distinction is important to note, as gambling is a game of chance, not a game of skill, and is therefore illegal under the New York Penal Law. However, if DFS is considered a game of skill under New York law, then it can legally exist and operate in New York.

The New York DFS legislation regulates DFS sites by requiring operators to prohibit games based on high school or college sports events, register with the state, and implement a range of consumer protection measures. Some of these consumer protections include restricting players under the age of 18 from participating, ensuring that the accurate odds of winning are represented in all advertisements, and identifying highly experienced players on the platform. Additionally, New York aggressively taxes DFS revenue at a rate of 15% of gross revenue generated by players in New York, which the State then uses to fund education.

It’s not yet clear what impact New York’s DFS law will have on other states. However, New York is home to an estimated 10 percent of active DFS players and is the largest state thus far to pass legislation to legalize DFS, which will likely provide momentum for states with pending DFS legislation.

The Future and Impact of the DFS Industry 

The subsequent state-by-state legalization of DFS operations has given rise to a legitimate industry, rather than one that survived on the graces of legal loopholes. The DFS market, once dominated by the giants FanDuel and DraftKings, is now in the company of startups that see an opportunity to become new key players in a developing DFS industry.

While the legalization has helped fortify the foundation of the DFS industry, the regulations have also created problems for these newer DFS companies. Some states’ regulations require DFS operators to pay hefty taxes to operate in the state. For a newer DFS business, this financial burden can make it difficult to operate a profitable business at anything less than a massive scale, creating large barriers to entry for new DFS companies and curtailing innovation in the industry.

While the DFS industry gains its footing in North America, legislators in states where DFS is not legal will be watching closely. Like the eSports industry, which has faced similar criticism as a result of its nationwide growth and popularity, all eyes will be on the DFS industry and similar industries as it takes shape within this new regulatory landscape.

*We would like to thank our intern Sarah Siegel for her contribution to this article.

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CES Las Vegas

By: Steve Masur

Steve Masur recently moderated a panel on Leveraging Content and Celebrity for Cross-Platform Success at CES in Las Vegas. The panel, at the Digital Hollywood conference, discussed how to create maximum impact for brands and make money for celebrities in the rapidly changing media environment. Panelists consisted of top agents Carol Goll from ICM and Farhana Pargac from CAA, seasoned producers Matt Ringel, Jamie Elden, and Jared Hoffman, and Noah Rubin, the brains and execution behind Merry Jane, Snoop Dogg’s cannabis lifestyle media property that is leading the way for how all lifestyle media should be executed. They discussed the differences between how to use TV ads versus mobile small screen social media and how to get the most out of each. The panel provided some great insights. For example, it’s clear now that, while we are in the thick of the “small screen” environment that similar panels predicted in prior years, CES showed us how important voice driven technologies like Alexa will be during 2017 and 2018. They also discussed the impact of VR (virtual reality) on the media landscape, and exactly how brands are thinking about their media spend on traditional media, social media, and these new media.

We’re already looking forward to Digital Hollywood’s MediaSummit2017 which will be held here in NYC March 7-8.

New Business Models for Streaming Music Services? I Choose Local Radio

By: Steve Masur

New music services seem always to try to differentiate with technology, and say that they have a totally new approach to discovery, or user acquisition.  I am so bored of hearing that, and it never makes any damn money.  I always think, why don’t these folks want to go after the ENORMOUS traditional market they are trying to disrupt; RADIO.

Terrestrial radio guys spent more than 50 years learning valuable lessons about how to sell ads on radio.  Now that more and more people are streaming, why not bring these lessons to streaming?

Local ads for car dealerships, Taco Times, and local events do well on the radio.    If you want to talk about metrics and use of data, why not apply that to local markets?  Wouldn’t that be a great way to apply the new technologies used in internet ad sales, and sold to the same shortlist of brands for the last 15 years?   Why not expand the scope of who you are selling to, and apply that to local brands, which terrestrial radio people have long known is what sells on the radio?    It’s an easy pitch to local advertisers — more and more people are using streaming services as they change diapers, fold their laundry, drive their cars around, and work at normal jobs all over the country.  Wouldn’t you like to try giving this new market of people the same ads you are giving them on terrestrial radio?   You never hear it pitched.  Instead, you hear about new technology, user acquisition, and new approaches to discovery that actually just feel like work, because you have to look at the screen and enter your preferences.

As far as VC pitches go, if you are risking millions of dollars, why not risk it on a proven market?  Hire a bunch of traditional terrestrial radio ad sales people with proven track records, instead of developers in Ukraine, DR, or Indo, and see what happens.  Watching that develop would certainly be a lot more interesting than listening to another pitch about big data metrics applied against a tiny user base, struggling with user acquisition, or the new technology your team can’t quite seem to get done on time.

Pitching tech is too noisy and confusing.  Keep it simple.  Pitch normal media people, local newspaper and radio guys, and pitch them on a business plan that is about normal local radio advertising.    This back to the future approach would actually be innovative in this market.  The only company doing anything like this is Pandora, and that’s why they are so huge.  But they are very limited, and not innovating very quickly, and they are in a huge market with plenty of room.   Why not go for that opportunity?