EU warned! copyright reform threatens the ‘vibrant free web’

María Sefidari Huici, chair of the Wikimedia Foundation, writes: “Next week, the European Parliament will decide how information online is shared in a vote that will significantly affect how we interact in our increasingly connected, digital world. We are in the last few moments of what could be our last opportunity to define what the Internet looks like in the future.

“The next wave of proposed rules under consideration by the European Parliament will either permit more innovation and growth, or stifle the vibrant free web that has allowed creativity, innovation, and collaboration to thrive. This is significant because copyright does not only affect books and music, it profoundly shapes how people communicate and create on the internet for years to come.”

Articles in question:

  • Article 11; which proposes a neighboring copyright for snippets of journalistic content — requiring news aggregators such as Google News to gain a license from the publisher to use this type of content (branded a ‘link tax’ by critics);
  • Article 13; which seeks to shift liability for platform users’ copyright infringements onto the platforms themselves — and which critics contend will therefore push them towards creating upload filters to monitor all content before it’s posted, having a chilling effect on Internet expression. Critics sometimes dub this component ‘censorship machines’.

https://techcrunch.com/2018/09/04/wikimedia-warns-eu-copyright-reform-threatens-the-vibrant-free-web/

Most money comes from Sponsorships, which are in a limited access system

Sponsorships and advertising hold most of the esports opportunities


Advertisers have been trying to get into gaming for years but it’s been tricky to crack when most developers aren’t commercially set up to make money beyond video games sales. Most of the money being poured into esports goes to sponsorships and advertising. Fees paid to games developers are set to account for 11 percent of esport’s growth in 2018, while money made from sponsorships, which are usually sold by league owners, will drive 40 percent of its growth, according to Newzoo.

https://digiday.com/marketing/state-esports-advertisers-five-charts/

Sponsorships. The largest contributor to eSports explosive growth.

The eSports industry has grown at a tremendous pace over the past few years. Per a report from Newzoo, total eSports revenue jumped from $493 million in 2016 to $655 million in 2017, and total revenue could exceed $900 million in 2018. Our interactive dashboard for the eSports industry outlines the market’s performance over the past few years, and its outlook for the rest of 2018. You can modify the inputs to see how changes would impact the total market size in 2018.

https://www.forbes.com/sites/greatspeculations/2018/07/11/how-big-can-esports-grow-in-2018/#a7e65866a360