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University  of  Amsterdam    

Department  of  Media  Studies    

Master  New  Media  and  Digital  Culture    

       

Spotify  as  a  Multi-­‐Sided  Market  

An  analysis  of  the  evolution  of  Spotify’s  platform  

                      MA  Thesis  2015-­‐2016   New  Media  and  Digital  Culture  

                              Date:  June  24,  2016   Supervisor:  dr.  A.  Helmond   Second  reader:  dr.  E.  Weltevrede  

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Table  of  Contents  

1.  Introduction  ...  2  

1.1  Digital  Music  ...  3  

1.2  Cloud  Music  Services  ...  4  

2.  Music  as  a  Service  ...  6  

2.1  Media  Ecology  and  New  Materialism  ...  6  

2.2  Digital  Music,  New  Materialism  and  Music  Streaming  ...  8  

3.  Platform  Studies  ...  14  

3.1  Conceptualisation,  Origins  and  Critique  ...  14  

3.2  How  Could  Platforms  Be  Studied?  ...  17  

3.2.1  Historical  Engagement  With  Platforms  ...  17  

3.2.2  Platforms  As  Multi-­‐Sided  Markets  ...  19  

3.2.3  Software  Studies  Perspectives  ...  23  

4.  Method  ...  28  

5.  The  Evolution  of  Spotify’s  Platform  ...  30  

5.1  Spotify  as  a  Multi-­‐Sided  Market  ...  30  

5.1.1  The  Entry  Phase  ...  30  

5.1.2  Expanding  Strategies  and  Growth  of  Stakeholder  Groups  ...  37  

5.1.3  Demands  of  Content  Providers  and  Tier  Restrictions  ...  43  

5.1.4  The  Politics  of  Spotify’s  Platform  ...  45  

5.2  Affordances  of  Stakeholder  Groups  ...  48  

5.2.1  Users  ...  48   5.2.2  Developers  ...  50   Conclusion  ...  54   Bibliography  ...  56  

 

 

 

 

 

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1.  Introduction  

Being  a  music  lover,  I  discovered  different  ways  to  collect  and  listen  to  music.  In   my  early  years,  I  used  the  vinyl  records  from  my  parents,  which  resulted  in  my   love  for  music.  I  had  bought  cassette  tapes  before  I  found  ways  to  record  them   myself,   I   had   bought   CD’s   before   I   found   ways   to   burn   them   myself,   and   eventually   I   found   ways   to   download   music,   though   illegally,   which   helped   to   develop  my  present  broad  taste  of  music.  Being  a  computer  literate,  the  fact  that   all   the   music   was   available   for   me   for   free   allowed   for   a   deep   dive   in   music   discovery.  I  used  illegal  file-­‐sharing  services  in  order  to  cope  with  my  demands   until  2009,  when  I  came  across  Spotify’s  music-­‐streaming  service.  Despite  many   songs   that   were   not   available   yet   on   the   platform,   it   provided   an   easy   way   to   listen   to   music.   And   there   was   basically   no   need   anymore   to   download   music   illegally,  while  it  did  fill  the  (little)  amount  of  storage  capacity  on  my  hard  drives.   Thus   Spotify   got   me   on   board   and   it   reduced   (yet   not   ended)   my   illegal   downloading   activity   and   for   the   first   time   in   years,   I   found   a   way   to   listen   to   music   legally   again.   It   made   me   wondering   how   Spotify   had   done   this.   And   I   surely  was  not  the  only  one  that  “fell”  for  Spotify.  Spotify’s  platform  completely   changed   the   music   industry   in   order   to   deal   with   the   threats   of   music   piracy   (Cox)  and  in  this  thesis  I  will  try  to  explain  how  Spotify  made  this  possible  and   why  it  is  still  there.  

  While   many   paper   have   been   written   in   the   field   of   platform   studies,   these   texts   are   rarely   referenced   in   the   emerging   field   of   music   streaming   platforms.  By  using  the  different  methodological  approaches  used  in  the  analysis   of   platforms,   I   will   give   a   basic   framework   for   the   description,   analysis   and   positioning  of  this  new  sort  of  platform,  the  music-­‐engineering  platforms.  I  will   base  my  analysis  upon  the  business  model  of  the  multi-­‐sided  market  that  I  will   use   as   an   analytical   framework,   and   explain   how   the   technical   and   expanding   evolution  of  Spotify’s  platform  illustrates  how  this  platform  was  able  to  rise  and   sustain   in   our   contemporary   society   and   to   cope   with   the   demands   of   their   distinct  groups  of  stakeholders.  I  will  use  the  following  research  question,  which   will  guide  me  through  my  research  progress:    

  How   does   the   evolution   of   Spotify’s   platform   over   time   relate   to   the   way   Spotify  orchestrates  its  relationships  with  its  most  important  stakeholders?    

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In  the  rest  of  this  introduction  I  will  reflect  on  the  way  digital  music  and  cloud   music  services  have  affected  the  music  industry.  Chapter  2  will  give  a  reflection   on   the   way   music-­‐streaming   services   were   likely   to   arise   in   our   contemporary   society,  especially  from  a  media-­‐ecological  perspective.  In  chapter  3  the  different   approaches  within  the  field  of  platform  studies  will  be  described  and  discussed.   Chapter   4   will   indicate   how   these   approaches   can   be   combined   and   operationalized   as   basis   for   my   research.   Chapter   5   will   give   my   analysis   of   Spotify’s  platform  development  over  time  leading  in  to  answering  the  research   question   put   forward.   Finally,   a   conclusion   will   be   given   resulting   from   my   research   on   the   rise   of   Spotify,   and   how   this   can   be   understood   in   the   general   context  of  platform  studies  and  other  approaches  I  discuss  in  this  thesis.    

 

1.1  Digital  Music  

The  digitalisation  of  music  has  caused  several  problems  for  the  music  industry   and   it   is   struggling   to   stay   in   control   on   all   fronts   (Hesmondhalgh   57).   When   I   speak   of   the   music   industry   in   this   thesis   my   aim   is   to   not   only   describe   the   recording   industry   which   is   many   times   mistaken   to   be   the   only   group   of   companies   within   an   homogeneous   music   industry,   but   also   all   organisations   and   individuals   from   other   industries   such   as   the   live   music   and   publishing   industry  (Williamson  and  Cloonan  314).  The  problem  for  the  music  industry  was   caused   by   the   fact   that   digital   music   was   easy   to   copy   and   circulate   (Hesmondhalgh   59).     Many   platforms   that   supported   unauthorized   file   sharing   seized  the  opportunities  this  simple  fact  brought  about.  Hesmondhalgh  describes   four  technological  innovations,  which  were,  according  to  him,  responsible  for  the   way   digital   music   influenced   our   contemporary   music   industry.   Firstly,   the   development  of  the  MP3  format  made  it  possible  to  compress  audio  files  to  make   it   suitable   for   computer   storage.   Secondly,   the   rise   of   high   bandwidth   connections,   which   made   it   possible   for   more   and   more   people   to   download   music   online.   The   third   innovation   was   the   introduction   of   computers   with   increased  storage  capacity  and  possibilities  to  play  music.  And  finally,  the  fourth   innovation   was   the   development   of   software   that   made   it   possible   to   convert   audio   files   on   CDs   to   the   easily   replicable   MP3,   and   other   formats  

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(Hesmondhalgh  59).  All  this  created  the  fundamental  base  for  illegal  file  sharing   platforms   to   use   peer-­‐to-­‐peer   networks   in   order   to   make   basically   all   music   available  for  everyone  for  free.  Obviously  this  was  illegal  and  even  to  this  day  the   music  industry  found  itself  in  an  on-­‐going  battle  with  unauthorised  file  sharing   with   a   contemporary   example   such   as   Soulseek1.   The   digitalisation   of   music,  

although   quite   bad   for   the   music   industry,   did   create   possibilities   for   music   service  companies  to  distribute  music  in  a  variety  of  ways.  One  early  example  is   YouTube  who  created  a  streaming  service  to  distribute  music  thereby  bypassing   legal  concerns  (Hesmondhalgh  63).  

 

1.2  Cloud  Music  Services  

Another   significant   development   within   the   digital   world,   which   was   also   important  for  the  existence  of  a  music-­‐streaming  platform  such  as  Spotify,  was   the  shift  from  software  to  services.  In  the  past,  people  usually  bought  software   that  they  could  install  on  their  personal  computers.  Nowadays,  it  is  very  common   to   subscribe   to   a   platform   and   install   a   service.   In   this   way,   software   has   increasingly   become   a   service   that   can   be   rented   and   does   not   need   to   be   purchased     (Kaldrack   and   Leeker   9).   This   development   is   what   Kaldrack   and   Leeker   call   the   Software   as   a   Service   (SaaS)   business   (10).   The   use   of   these   services   is   no   longer   restricted   to   personal   computers   since   the   hardware   has   become  more  diverse  with  the  introduction  of  laptops,  smartphones,  and  tablets.   And   for   these   different   forms   of   hardware,   a   variety   of   services   have   been   developed  and  brought  to  the  market.  This  development  was  enabled  to  rise  due   to  the  four  technological  innovations  concerning  digital  music  that  I  described  in   the   previous   paragraph   and   the   SaaS   business   provided   possibilities   for   the   management  of  the  increasing  amount  of  traffic  these  technological  innovations   created  (Kaldrack  and  Leeker  14).    

  The  growth  of  the  Software  as  a  Service  business  goes  hand  in  hand  with   a   development   coined   as   cloud   computing.   Cloud   computing   can   be   defined   as   “Internet-­‐based   computing,   whereby   shared   resources,   software,   and   information   are   provided   to   computers,   and   other   devices   on   demand”   (Kaur                                                                                                                  

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373).  Cloud  services  provide  possibilities  for  large  storage  spaces  which  can  be   used   for   all   types   of   data,   for   example   music   files,   playlists,   preferences,   and   other   information   which   all   can   be   accessed   regardless   the   device   of   location   (Morris  n.  pag.).    

  The  introduction  and  development  of  cloud  services  and  their  supporting   technologies  provided  opportunities  for  music  streaming  services  that  were  not   there  before.  The  technical  concept  of  SaaS  and  the  growing  capacities  of  cloud   services  enabled  making  music  available  to  many  more  people  on  every  location   they  want  to  and  at  their  desire  and  at  a  cost  level  that  made  illegal  downloading   less  attractive  or  desired.  Hence  it  created  a  new  form  of  music  consumption,  a   new  way  of  listening:  ‘ubiquitous  music  listening’  (Morris  n.  pag.).  A  specific  type   of  service  that  gained  traction  was  the  so-­‐called  music  streaming  service.  In  the   next  chapter  I  will  describe  how  a  media-­‐ecological  perspective  helps  to  further   explain   the   existence   of   the   relatively   new   phenomenon   of   music   streaming   services.  

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2.  Music  as  a  Service  

This   thesis   is   organised   around   the   way   Spotify   orchestrates   its   relationships   with  its  most  important  stakeholders.  Before  I  elaborate  on  the  platform  studies   approaches   and   how   these   can   reveal   the   specific   way   Spotify   does   this   in   the   following   chapters,   it   is   necessary   to   explain   how   the   development   of   the   phenomenon   of   music   streaming   can   be   understood   in   the   context   of   related   aspects   of   our   contemporary   society.   By   investigating   the   way   streaming-­‐ services   were   able   to   enter   and   sustain   in   our   society,   it   becomes   possible   to   explain  in  more  depth  how  Spotify  became  attractive  for  their  distinct  group  of   stakeholders  in  the  first  place  because  it  is  a  music-­‐streaming  service.  Therefore,   I  will  use  this  chapter  in  order  to  explain  how  music-­‐streaming  services  can  be   seen   from   a   media-­‐ecological   perspective   with   a   focus   on   the   concept   of   new   materialism.   In   paragraph   2.1,   I   will   describe   the   relative   media-­‐ecological   perspectives   and   how   these   can   be   operationalized   in   order   to   explain   in   how   music  streaming  has  become  a  common  phenomenon  in  our  society  in  paragraph   2.2.  

2.1  Media  Ecology  and  New  Materialism  

In   the   article   “The   intellectual   roots   of   media   ecology”,   Casey   Lum   gives   theoretical   insights   in   what   media   ecology   is.   He   describes   media   ecology   initially   as   “the   study   of   the   interaction   among   various   forms   of   media   in   the   struggle  for  their  own  niche  and  survival  in  a  complex  ecology  of  social  forces”   (Lum   1).   In   the   case   of   streaming   services,   the   social   forces   of   interest   for   my   research   in   this   chapter,   consists   of   aspects   that   influence   preferred   modes   of   music   listening   in   our   society,   such   as   the   availability   and   accessibility   of   different   music   services   in   relation   to   the   willingness   to   participate   amongst   music   listeners   and   content   providers   on   which   I   will   elaborate   later   in   this   chapter.  Many  different  scholars  can  be  seen  as  influencing  within  the  discipline   of  media  ecology,  such  as  Marshall  McLuhan  who  has  been  known  to  study  the   relation  between  media  and  social  change,  and  Neil  Postman  who  is  seen  as  the   first  that  gave  the  media  ecology  paradigm  a  place  within  the  field  of  media  and   communication  studies  (Lum  3).  Also  recently,  various  authors  such  as  Michael   Goddard  provided  a  contribution  on  which  I  return  in  a  while,  what  makes  media  

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ecology  a  field  of  study  with  a  theoretical  perspective  in  development.  According   to   Lum,   the   initial   definition   described   above   still   gives   a   good   perspective   on   what  media  ecology  is,  because  it  focuses  on  the  most  important  aspect  of  media   ecology,  which  is  the  complex  relationship  between  media  and  the  various  forces   in   society   (Lum   1).   According   to   Postman,   a   medium   is   a   technology,   which   affects   the   state   of   our   contemporary   culture,   in   a   way   that   “it   gives   form   to   a   culture’s   politics,   social   organization,   and   habitual   ways   of   thinking”   (Postman   10).  With  this  claim,  Postman  aims  to  say  that  media  ecology  is  not  only  about  an   interest  in  the  medium,  but  also  about  the  ways  in  which  interaction  between  a   medium   and   people   gives   culture   its   character   (Postman   11).   In   this   way,   Postman’s  line  of  thought  within  the  field  of  media  ecology  is  connected  with  the   concept  of  technological  determinism.  According  to  Dafoe  (1049)  technological   determinism   is   about   the   assumption   that   technology   drives   societies   social   structure   and   cultural   values   (1049).   But   clearly   technological   determinism   is   more   absolute   in   how   technology   influences   how   cultures   and   cultural   values   evolve   over   time   than   how   Postman   sees   this.   According   to   him   there   is   an   interaction  between  people  and  technology  that  leads  to  a  kind  of  balance.  It  is   less   of   a   one-­‐way   street   than   the   characteristics   of   technological   determinism   imply.   Therefor,   Goddard   claims   a   critical   reflection   in   this   field   was   much   needed.   In   his   opinion   this   was   achieved   through   the   work   of   Matthew   Fuller   who  claimed  the  study  of  media  ecology  lacked  a  focus  on  materialism,  politics   and  complexity  (Goddard  7).  According  to  Fuller,  we  need  to  ask  ourselves  what   the   different   material   qualities   of   media   are,   and   how   their   various   rhythms,   codes,   politics,   capacities,   predispositions   and   drives   can   be   interrelated   to   produce   new   patterns,   potentials   and   dangers   (Goddard   7).   Goddard   claims   Fuller’s  line  of  thinking  is  a  crucial  one,  because  its  focus  on  the  materiality,  gives   the  academic  field  of  media  ecology  a  better  connection  with  new  media  theory   (Goddard  7).  This  is  obviously  also  interesting  for  my  research,  since  streaming   services   have   a   strong   connection   with   the   new   material   qualities   of   digital   media  and  the  possibilities  for  online  music  providers  that  were  given  by  these   developments.   While   Postman   aims   to   emphasize   the   way   how   interaction   between  media  and  people  gives  culture  its  character,  Fuller’s  line  of  thinking  is   helpful  to  gain  a  more  elaborated  perspective  within  the  study  of  the  interaction  

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between   media   and   people   by   focusing   on   the   different   material   qualities   of   media.    

  Fuller’s  focus  on  the  material  qualities  of  media  connects  to  the  concept  of   new   materialism,   which   is   described   by   Jussi   Parikka   in   the   article   “New   Materialism   as   Media   Theory”.   According   to   Parikka,   the   notion   of   materialism   does  not  necessarily  need  to  be  connected  to  tangible  objects.  The  complexity  of   computing  and  networks  made  place  for  a  new  conceptualisation  of  materialism,   called   new   materialism.   The   concept   on   new   materialism   focuses   on   the   way   perception,   action,   politics,   and   meanings   are   grounded   not   only   in   human,   animal,   and   tangible   objects,   but   also   in   ‘things’   and   even   non-­‐solid   things   (Parikka   96).   This   also   includes   non-­‐touchable   object   such   as   “modulations   of   electrical,   magnetic,   and   light   energies,   in   which   also   power   is   nowadays   embedded”   (Parikka   96).   In   this   way,   Parikka   claims   we   need   to   look   at   materialism  in  a  more  flexible  way  by  proposing  a  multiplicity  of  materialisms,   which   makes   it   possible   to   analyse   contemporary   culture   by   focussing   on   a   variety   of   specific   forms   of   materiality.   This   makes   it   possible   to   include   non-­‐ solids   and   what   he   calls   the   ‘weird   materiality’   of   technical   media,   in   order   to   understand  how  these  new  forms  of  materiality  influence  contemporary  media   culture   (Parikka   99).   I   will   use   the   concept   of   new   materialism   in   order   to   answer  on  Fuller’s  call  who  advocates  media  ecology  needs  to  be  more  focused   on  material  qualities  of  media.  In  this  way,  new  materialism  with  its  definition  of   extensions  of  types  of  materiality,  including  less  tangible  objects,  enables  me  to   analyse   new   media   objects   from   a   media   ecological   perspective   what   brings   music  streaming  services  into  the  picture  and  I  will  elaborate  on  that  in  the  next   paragraph.    

2.2  Digital  Music,  New  Materialism  and  Music  Streaming  

A  significant  moment  in  the  age  of  digital  music  was  the  development  of  the  MP3   format.   Around   1995,   the   format   came   into   use   and   it   became   a   standard   for   music   on   the   internet   quickly   from   the   moment   the   necessary   encoding   and   decoding  tools  were  easily  available  (Tilson,  Sørensen  and  Lyytinen  4629).  The   digitalization  of  music  through  the  use  of  the  MP3  format  enabled  sharing  music   on  a  larger  scale  than  ever  before.  The  format  was  (and  still  is)  easily  replicable  

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and  it  removed  the  physically  constraints  tapes,  CDs,  and  LPs  had.    Also,  the  MP3   format  introduced  a  very  high  compression  rate,  which  made  it  possible  to  store   large   selection   of   music   files   on   computers.   As   mentioned   earlier   these   possibilities   that   became   available   to   many   led   to   a   high   rise   of   illegal   downloading   and   music   sharing   (Tilson,   Sørensen   and   Lyytinen   4632).   Most   importantly,  it  created  a  transition  from  physical  to  less  tangible  music  formats;   a  more  manageable  electronic  file  replaced  CDs  and  vinyl  records.  This  created  a   new   form   of   materiality   different   from   old   music   carrier   formats.   The   intangibility   of   the   MP3   format   is   difficult   to   define.   Feathermann   and   Wells   describe   that   the   definition   of   intangibility   has   three   dimensions,   namely   ‘physical   intangibility’   which   means   the   object   has   no   access   to   human   senses,   ‘general  intangibility’  which  refers  to  the  way  that  consumers  can  not  define  the   object   concretely   in   term   of   features   and   usage   outcomes,   and   ‘mental   intangibility’  which  refers  to  the  inability  of  consumers  to  gain  a  clear  picture  of   the  object  in  question  (2).  This  definition  shows  it  can  be  troubling  to  apply  it  to   digital  music  since  digital  music  has  some  access  to  human  senses  (the  ability  to   hear  sound),  also  it  is  possible  to  define  it  in  terms  of  features  and  usage,  and  in  a   way  people  can  also  get  a  picture  of  digital  music  since  the  format  is  many  times   accompanied  with  pictures  of  album  covers  and  other  relevant  pictures.  From  a   media  ecological  perspective,  it  is  interesting  to  take  notice  of  the  way  these  new   material  capacities  of  the  digital  music  format  created  both  new  threats  as  well   as  opportunities  for  streaming  services.  

  In   the   article   “The   Intangibility   of   Music   in   the   Internet   Age”,   Styvén   describes   how   providers   of   online   music   dealt   with   the   intangible   aspect   of   digital   music   and   how   these   providers   started   to   play   a   role   in   digital   music   consumption.   Also,   Styvén   refers   to   the   multiple   levels   of   intangibility,   which   makes   it   hard   to   define   digital   music   in   terms   of   intangibility.   According   to   Styvén,   digital   music   as   a   market   entity,   can   be   partly   tangible   and   partly   intangible,   but   most   importantly   in   the   case   of   digital   music   is   the   fact   that   it   changed  a  tangible  aspect  (physical  CDs  and  LPs)  into  an  intangible  aspect,  the   MP3   format   (55).   The   intangibility   of   online   products   became   a   central   issue   because  it  changed  the  way  people  listened  to  music.  At  the  same  time,  people   perceived   digital   music   more   as   a   service   than   a   good,   which   resulted   in   a  

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difficulty  of  pricing  (Styvén  54).  The  digitization  of  products  led  to  an  abstraction   of  the  products,  in  the  sense  that  people  saw  these  products  as  less  authentic  and   therefore   less   valuable   than   physical   forms   of   the   same   products,   such   as   CDs   (Styvén  58).  This  was  clearly  a  downside  for  music  providers  that  embraced  the   opportunities  the  new  format  also  had  for  them.  The  fact  that  people  appreciated   the  digital  format  less  than  the  physical  forms  was  obviously  an  important  factor   for   the   battle   between   legal   and   illegal   content   providers,   since   most   people   perceived   the   intangible   music   format   as   an   invaluable   one   as   it   was   also   available  to  download  illegally  for  “free”.  To  this  day,  the  new  form  of  materiality   of   music   carriers   proved   to   be   a   challenge   for   online   music   providers   selling   musical  content  to  consumers  that  would  own  and  store  it  on  their  computers.   The  possibility  to  own  and  store  music  on  computers  seemed  to  be  an  important   aspect  of  that  challenge  and  music  streaming  services  have  found  a  way  to  adapt   to   the   intangible   nature   of   digital   music   and   showed   how   a   new   form   of   materiality  (the  intangible  format)  could  also  create  opportunities  of  how  to  deal   with  this  differently.    

  What   makes   music   streaming   a   phenomenon   is   the   fact   that   music   streaming  can  be  seen  as  a  service.  This  is  in  contrast  with  the  Download-­‐to-­‐Own   (DtO)  business  model,  which  is  aimed  at  customers  paying  for  songs  to  acquire   property   rights.   With   music   streaming   people   use   a   service,   which   is   characterised   by   yet   another   form   of   materiality,   because   people   don’t   acquire   any  property  rights  for  the  music  they  listen  to  (Doerr  et  al.  14).  And  in  fact,  the   only   possibly   tangible   aspect   of   the   MP3   format,   the   electronic   files   on   computers,   have   gone   completely   with   music   streaming   services   because   one   does  not  have  these  MP3  files  on  their  computer  anymore  when  music  is  listened   through  streams.  Also  the  payment  method  for  streaming  services  is  different  to   the  method  used  by  DtO  platforms.  DtO  platforms  use  a  Pay-­‐per-­‐Download  (PpD)   method   while   some   streaming   services   offered   the   possibility   to   stream   music   for  free  or  to  pay  a  monthly  fee  in  order  to  listen  to  all  available  music  from  the   platform  in  question  (Doerr  et  al.  15).  A  well-­‐known  example  of  such  a  streaming   service  is  YouTube.  YouTube  as  a  free  service  showed  people  could  listen  to  the   music   they   want   for   free.   In   order   to   cope   with   copyright   infringements,   YouTube   was   obliged   to   make   deals   with   record   companies   such   as   Universal  

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Music,  Sony  BMG,  EMI  and  the  Warner  Music  Group  in  2006,  what  decided  that   the   record   companies   received   a   fee   per-­‐stream   and   a   part   of   YouTube’s   advertisement  revenue  (Kim  56).  Recently,  YouTube  also  provided  a  paid  service   called   YouTube   Red,   what   enabled   paying   users   to   make   use   of   extra   features   such  as  the  ability  to  play  uninterrupted  streams  (without  advertisements)  and   to   use   the   service   offline   (“YouTube   Red”).   In   contrast   to   DtO   platforms,   users   have   to   be   online   (connected   to   the   internet)   to   listen   to   free   music   streaming   services.   To   resolve   that   limitation,   streaming   platforms   started   to   make   arrangements   for   listening   to   music   offline.   As   the   example   of   YouTube   streaming  service  illustrates,  many  streaming  services  introduced  the  so-­‐called   ‘freemium’  model,  which  is  a  term  coined  by  Fred  Wilson.  In  a  ‘freemium  model’   consumers  can  use  the  platform  for  free  and  listen  to  the  offerings  of  music  while   being  online  (‘free-­‐tier’),  and  only  if  they  pay  a  monthly  fee  they  gain  access  to   premium  features  of  that  particular  platform,  including  the  possibility  to  create   offline   playlists   (‘premium-­‐tier’)   (Wilson).   In   addition,   as   subscriber   to   such   a   premium   account,   one   can   make   use   of   community   features   and   most   importantly,   one   does   not   longer   receive   advertisements   (Doerr   et   al.   16).   The   constant   stream   of   ads   (advertisements)   was   an   important   proposition   in   the   business  model  for  music  providers  to  make  the  music  itself  available  for  “free”.     Another  important  aspect  for  the  existence  of  music  streaming  services  is   the   availability   of   suitable   infrastructures,   which   are   fundamental   for   the   distribution  of  music  streaming  services  through  all  suitable  types  of  hardware,   including   smartphones.   Mobile   devices   are   a   significant   new   form   of   infrastructures  that  influence  music  listening  practices.  The  development  of  this   type  of  materiality,  the  one  of  the  underlying  infrastructure  needed  to  listen  to   music,  is  also  key  to  the  success  of  music  streaming  services.    As  argued  by  Beer,   the  rise  of  mobile  music  technology  has  changed  everyday  practices  (Beer  469).   The  infrastructures  that  support  mobile  music  are  part  of  the  broader  patterns  of   connectivity   and   informational   extraction,   which   in   turn   is   a   part   of   the   shift   towards  the  harvesting  of  transactional  information  about  our  daily  practices  on   which  I  will  return  in  chapter  5  (Beer  479).    The  mobile  devices  with  increasingly   powerful   microprocessors   and   storage   capacity   and   their   supporting   infrastructures   constitute   a   form   of   materiality,   which   is   fundamental   for   the  

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existence   of   what   I   like   to   call   ‘ubiquitous   music   listening’.   This   term   is   a   derivative   of   what   Mark   Weiser   coined   as   ‘ubiquitous   computing’   what   means   that   computing   technology   vanishes   into   the   background,   and   is   seamlessly   integrated  in  our  world,  and  therefore  appears  everywhere,  connected  with  our   daily   practices   (Weiser   94).   For   streaming   services,   the   most   important   development  in  relation  to  ubiquitous  music  listening  is  the  growth  of  wireless   data   services,   what   in   turn   has   the   effect   that   wireless   carriers   upgraded   their   mobile   wireless   networks   to   provide   faster   data   rates   for   smartphones   (Yang   344).  The  3G  cellular  network  exists  for  a  while  now,  and  more  recently,  wireless   carriers  started  to  provide  the  4G  cellular  network,  which  supports  higher  data   rates   up   to   42   Mbps   (Yang   344).   The   increasing   availability   of   the   mobile   wireless   networks   is   an   important   factor   for   the   growth   of   mobile   cloud   computing  (Yang  353),  which  in  turn  is  an  important  factor  for  the  development   of   ubiquitous   music   listening   within   our   everyday   practices   on   which   I   will   elaborate  further  in  chapter  5.    

  From  a  media  ecological  perspective,  the  most  important  reason  for  the   existence   of   streaming   services   is   the   sort   of   materiality   digital   music   has   evolved  into,  from  vinyl  records  to  CDs  to  MP3  files,  to  at  this  moment  music  as   service  with  the  intangible  music  format  form  as  one  can  see  it.  Next  to  the  fact,   of   course,   the   music   providers   were   able   to   still   make   a   viable   business   model   out  of  it,  while  they  enabled  people  to  stream  music  for  free.  This  came  about  for   the   consumers   at   the   cost   of   having   to   bear   with   large   amounts   of   advertisements  of  which,  however,  they  could  be  protected  from  for  a  price  for  a   paid   subscription.   The   technical   possibilities   of   music   streaming   with   this   new   intangible  digital  music  format  proved  to  be  a  real  threat  for  DtO  platforms  that   use  a  PpD  payment  method,  basically  similar  to  the  way  people  had  always  paid   for  physical  music,  but  in  this  case  for  music  one  could  not  hold  in  your  hands   (like  CDs)  which  made  consumers  less  willing  to  pay.  On  DtO  platforms,  people   pay   for   property   rights   to   gain   the   possibility   to   own   the   music   they   buy   and   store   it   on   their   computers.   Unauthorised   file   sharing   also   gave   people   the   opportunity  to  store  music  on  their  computers  for  free,  which  became  another,   even   bigger,   threat   for   legal   DtO   platforms   until   this   day.   This   also   shows   how   the   concept   of   materialism   can   be   complex   when   applying   it   to   digital   music  

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since,   in   the   case   of   DtO   or   illegal   music   downloading,   people   still   have   their   music  stored  on  their  own  computer,  while  the  same  format  is  being  used  as  part   of  music  streaming  but  in  this  model  the  consumer  does  not  need  to  own  it  or   have   it   on   their   computer   or   smart   phone   to   listen   to   it.   They   can   though,   however,   then   they   have   to   pay   again   for   it.   Music   with   property   rights   constitutes   a   specific   form   of   materiality.   Streaming   services   gave   a   new   dimension   to   this   material   aspect.   They   decided   to   stop   selling   property   rights   and   instead   provided   a   service   to   listen   to   music   instead   of   a   tangible   product   that   basically   “carried”   the   music   in   it.   In   this   way   music   streaming   platforms   showed   how   new   material   aspects   of   digital   music   created   potentials   and   they   started  to  rent  out  access  to  music.  

                           

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3.  Platform  Studies  

As  I  regard  Spotify  as  a  platform  it  is  necessary  to  pay  attention  to  the  different   approaches   within   the   field   of   platform   studies   and   the   way   platforms   are   conceptualised.  In  the  last  decade  various  contributions  have  been  made,  which   can  be  coined  as  platform  studies  approaches.  Since  the  word  ‘platform’  can  be   used  for  many  different  objects  such  as  hardware  platforms,  software  platforms,   internet  platforms  and  in  the  case  of  Spotify  music-­‐engineering  platforms,  there   is   much   difference   between   the   approaches   various   authors   have   been   advocating  in  order  to  analyse  platforms.  Not  all  approaches  are  suitable  for  my   research   what   I   will   indicate,   and   therefore   an   important   part   of   my   research   also   consist   of   deciding   what   approaches   do   enable   me   to   analyse   Spotify’s   platform.  In  this  chapter  I  will  describe  the  important  theoretical  and  conceptual   contributions  in  the  field  of  platform  studies  that  are  relevant  for  the  analysis  of   Spotify’s  platform.  Next  to  this  I  will  describe  how  I  think  these  approaches  can   be  used  in  order  to  analyse  Spotify’s  platform  and  in  particular  to  elaborate  on   the  way  Spotify’s  stakeholder  relations  are  related  to  the  technical  evolution  of   the  platform.  In  paragraph  3.1,  I  will  explain  how  platforms  can  be  seen  from  a   theoretical   perspective   and   how   studies   of   platforms   were   introduced.   In   paragraph   3.2   I   will   further   reflect   on   a   range   of   approaches   in   order   to   understand   and   explain   how   these   approaches   enable   me   to   study   Spotify’s   platform.  

3.1  Conceptualisation,  Origins  and  Critique  

As   described   above,   the   word   ‘platform’   is   connected   to   several   connotations   what  makes  it  hard  to  conceptualize  the  ‘platform’  in  singular  way.  Due  to  this   fact,   there   are   different   approaches   towards   describing   and   explaining   the   concept   of   ‘platforms’.   An   important   approach,   which   can   be   coined   as   a   ‘platform  politics’  perspective,  comes  from  Gillespie  who  discusses  the  ‘platform’   as   a   theoretical   concept   in   relation   to   internet   platforms   such   a   YouTube.   According   to   Gillespie   “‘platforms’   are   ‘platforms’   not   necessarily   because   they   allow   code   to   be   written   or   run,   but   because   they   afford   an   opportunity   to   communicate,  interact  or  sell”  (351).  Contemporary  internet  platforms  face  the   same  questions  regarding  their  responsibilities  as  television  networks  did  before  

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them,  namely  the  questions  of  responsibilities  towards  their  stakeholders  (348).   To   address   these   responsibilities,   platforms   need   to   make   use   of   different   strategies,  which  aim  to  satisfy  different  stakeholders  through  different  manners   but  with  the  same  goal  of  attracting  them  and  keeping  them  on  board.  To  satisfy   different  stakeholders  through  different  manners,  the  use  of  the  term  ‘platform’   seems  to  be  an  effective  approach  for  content  intermediaries  such  as  YouTube.   Gillespie  claims,  the  use  of  this  term  becomes  a  “discursive  resting  point”  (348)   since  there  are  benefits  of  making  use  of  a  term  with  different  connotations.  The   broadly   and   discursive   use   of   the   term   ‘platform’   reveals   how   many   content   intermediaries   such   as   YouTube   make   it   possible   to   present   itself   according   to   different   principles   to   enact   on   their   key   constituencies   (348).   By   using   a   successful   example   such   as   YouTube,   Gillespie   explains   how   they   do   that.   Content   intermediaries   are   often   organised   to   present   themselves   strategically   to   three   constituencies,   namely   users,   advertisers,   content   providers   and   developers.   This   is   what   Gillespie   means   with   the   discursive   use   of   the   term,   namely   the   fact   that   ‘being   a   platform’   enables   these   intermediaries   to   present   themselves   to   those   constituencies   in   different   ways   in   order   to   become   acceptable   to   each,   and   at   the   same   time   serve   their   own   financial   interests   (353).   Gillespie   claims   that   the   possible   versatility   of   strategic   approaches   towards  their  key  constituencies,  establishes  the  satisfaction  of  the  key  criteria   by   which   platforms   are   being   judged   (359).   Since   Spotify   is   also   a   content   intermediary   that   has   to   enact   on   the   demands   of   its   distinct   stakeholders,   Gillespie’s   focus   on   the   way   platforms   communicate   in   various   ways   towards   their  stakeholders  also  becomes  interesting  while  analysing  a  platform  such  as   Spotify.    

  Platform   studies   were   introduced   in   2007   by   Nick   Montfort   and   Ian   Bogost,  who  claimed  that  new  media  studies  that  are  organised  around  the  study   of   computers   and   culture,   needed   a   deeper   focus   on   the   way   platforms   enable   computational   expression   (Montfort   and   Bogost   2007,   1).   They   also   published   the   book   Racing  the  Beam  (2009).   In   this   book   their   aim   was   to   “promote   the   investigation  of  underlying  computing  systems  and  how  they  enable,  constrain,   shape,   and   support   the   creative   work   that   is   done   on   them”   (Montfort   and   Bogost,   2009,   vii).   According   to   Montfort   and   Bogost,   every   study   of   platforms  

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needs   to   be   technically   oriented,   because   if   we   want   to   research   how   the   experience   of   developers   and   users   who   make   use   of   the   platform   in   question,   relates   to   creativity,   design,   expression   and   culture,   we   need   a   serious   investigation  of  computing  systems  (2009,  3).    They  distinguish  five  levels  “that   characterize  how  the  analysis  of  digital  media  has  been  focused  –  each  of  which,   by   itself,   connects   to   contexts   of   culture   in   important   ways”   (Montfort   and   Bogost,   2009,   145).   These   levels,   which   are   layered   upon   each   other,   are   (Montfort  and  Bogost  2009,  146-­‐7):    

-­‐ Reception/operation,  which  can  be  analysed  through  studies  of  media   effects.  

-­‐ Interface,  which  can  be  analysed  through  interface  studies  and  other   approaches  such  as  visual  studies.    

-­‐ Form/function,   which   can   be   analysed   with   ludology/narratology   studies.  

-­‐ Code,  which  can  be  analysed  with  code  and  software  studies.    

-­‐ Platform,   which   is   the   understudied   layer   from   which   the   analyses   needs  to  be  fulfilled  by  platform  studies.  

Montfort  and  Bogost  claim  that  a  platform  is  the  lowest  level  of  the  five,  which  is   the  most  fundamental  level  and  shapes  the  levels  above  (2009,  147).  In  this  way   they  tried  to  explain  the  importance  of  the  study  of  platforms,  since  the  platform   level  influences  all  other  levels.  With  their  analysis  they  elaborated  on  how  the   material   constraints   of   a   particular   hardware   platform   (in   this   case   the   VCS   hardware   of   the   Atari   Video   Computer)   created   possibilities   instead   of   constraints   for   people   that   engaged   with   the   platform   (Montfort   and   Bogost   2009,   140).   In   this   way   they   analysed   a   single   platform   “or   a   closely   related   family  of  platforms”  (Montfort  and  Bogost  2009,  vii-­‐viii),  in  order  to  elaborate  on   it   by   investigating   the   material   traits   the   platform   embodies.   While   they   base   their  analysis  on  particular  sort  of  platform,  which  basically  comes  down  to  an   analysis   of   hardware,   they   claim   platforms   can   also   be   operating   systems,   programming   languages   or   environments   within   operating   systems   (2009,   2).   Dale   Leorke   claims   that   the   Racing   the   Beam   series   produce   a   risk   that   might   reduce   platform   studies   in   a   standardised   format   that   can   be   repeated   on   comparable  platforms  and,  therefore,  limits  the  approach  rather  than  expands  it  

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(258).   According   to   Leorke,   this   is   illustrated   by   the   fact   that   the   subsequent   books   in   the   series,   which   were   released   after   Racing   the   Beam,   apply   the   formula   that   was   established   by   Montfort   and   Bogost   by   investigating   the   common  material  traits  of  a  particular  type  of  platform  (260).  While  the  platform   studies  series  provided  a  framework  for  platform  analyses,  the  specific  method   Montfort   and   Bogost   were   advocating   to   analyse   platforms   remained   unclear.   This   is   also   described   by   Thomas   Apperley   and   Jussi   Parikka   who   claim   that   Montfort   and   Bogost   did   not   contributed   to   a   specific   method   for   analysing   platforms  but  rather  just  performed  their  analysis  on  the  Atari  Video  Computer   (2).  Montfort  and  Bogost  acknowledge  this  fact  by  calling  out  for  contributions   from   all   theoretical   fields   and   research   backgrounds   to   consider   the   platform   topic   more   often   and   contribute   to   the   understanding   of   platforms   by   doing   studies  which  are  centred  around  platform  studies  themselves  (2009,  149-­‐50).   The   approach   that   Montfort   and   Bogost   are   advocating   is   in   my   opinion   too   much  based  on  the  analysis  of  a  particular  type  of  hardware  platforms,  namely   gaming   consoles.   Since   ‘platforms’   nowadays   embody   a   more   varied   range   of   objects   such   as   Spotify’s   platform,   a   platform   that   is   difficult   to   compare   with   gaming  consoles,  I  will  focus  on  other  approaches  that  I  will  describe  in  the  next   paragraph.  

3.2  How  Could  Platforms  Be  Studied?  

In  this  paragraph  I  will  reflect  on  the  approaches  that  can  be  useful  to  study  my   object   of   study.   By   reflecting   on   the   various   approaches   I   will   explain   how   I   follow   certain   authors   in   their   approaches   and   how   the   combination   of   these   approaches   allow   me   to   answer   my   research   question.   Firstly,   I   will   describe   how   a   historical   engagement   with   platform   can   be   achieved,   secondly,   I   will   describe  the  economic  perspectives  that  allow  me  to  study  stakeholder  relations,   and   thirdly,   I   will   elaborate   on   software   studies   perspective   that   will   help   to   elaborate   on   technical   aspects   of   Spotify’s   evolution,   and   how   these   are   connected  to  the  orchestration  of  stakeholder  relations.  

3.2.1  Historical  Engagement  With  Platforms  

Since  my  aim  is  to  research  how  Spotify’s  platform  has  evolved  over  time,  is  it   necessary  to  develop  a  historical  engagement  with  the  platform.  Therefore,  I  will  

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use   this   subparagraph   in   order   to   explain   which   approaches   are   taken   into   consideration   for   my   historical   analysis   of   Spotify’s   platform.   Various   authors   provided  a  contribution  to  the  field  of  platform  studies.  One  of  them  came  from   Anne   Helmond.   According   to   Helmond,   the   way   to   study   platforms   in   a   technically  oriented  manner  (what  Montfort  and  Bogost  were  advocating)  can  be   achieved   by   analysing   “a   platform’s   developer   documentation,   developer   blog,   company  blog,  privacy  policy,  terms  of  service  or  help  documentation”  (Helmond   2015a  18).  By  analysing  these  materials,  Helmond  was  influenced  by  a  software   studies   perspective   from   Kirschenbaum   who   advocates   the   method   coined   as   ‘documentary  analysis’.  In  the  following  quote,  Kirschenbaum  describes  what  his   method  consists  of:  

 

  “Software   is   the   product   of   white   papers,   engineering   specs,   marketing     reports,   conversations   and   collaborations,   intuitive   insights   and     professionalized  expertise,  venture  capital  (in  other  words,  money),  late     nights   (in   other   words,   labor),   Mountain   Dew,   and   espresso.   These   are     material  circumstances  that  leave  material  traces  -­‐  in  corporate  archives,     in  email  folders,  on  whiteboards  and  legal  pads,  in  countless  iterations  of     alpha   versions   and   beta   versions   and   patches   and   upgrades,   in   focus     groups   and   user   communities,   in   expense   accounts,   in   licensing     agreements,  in  stock  options  and  IPOs,  in  carpal  tunnel  surgeries,  and  in     the   [former]   Bay   Area   real   estate   market   (to   name   just   a   few)”     (Kirschenbaum  149).  

 

Kirschenbaum  claims  the  analysis  of  all  of  these  documents  and  other  traces  is  a   fruitful   method   to   recover   digital   histories   (153).   Kirchenbaum’s   method   of   recovering   digital   histories   is   useful   for   my   analysis   since   the   analysis   of   these   materials  will  allow  me  to  engage  with  the  evolution  of  Spotify’s  platform  from   the  perspective  of  the  platform  itself.  In  the  chapter  4  I  will  further  explain  why   Spotify’s  own  perspective  is  useful  to  reflect  on.    

  Since   the   documentary   analysis   method   is   organised   around   the   perspective  of  the  platform  owners  themselves  and  therefore  also  restricted  to   their   own   perspective,   it   is   necessary   to   reflect   on   other   approaches.   Another  

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approach  to  study  platforms  is  advocated  by  Apperley  and  Parikka.  They  claim   that   the   field   of   platform   studies   needs   to   be   enriched   by   key   themes   within   media  archaeology  (2).  In  their  article,  they  focus  on  areas  where  the  connection   between   media   archaeology   and   platform   studies   could   be   interesting   to   bring   new  insights.  The  most  important  in  relation  to  my  research  is  the  way  in  “which   the  archive  can  be  used  to  reconstruct  a  platform“  (Apperley  and  Parikka  3).  For   Apperley  and  Parikka,  the  archives  that  can  be  used  for  platform  research,  can  be   called   ‘paratexts’   (6).   This   term   was   coined   by   Mia   Consalvo   who   described   paratexts  as  the  materials  which  “surround,  shape,  support,  and  provide  context   for   texts”   (Consalvo   182).   They   are   actually   texts   about   texts.   Those   paratexts   consist   of   “delineated   archives   of   developer   interviews,   end   user   responses,   software   and   other   material”   such   as   journalism   and   marketing   materials   (Apperley  and  Parikka  6).  In  this  way  it  is  possible  to  reconstruct  a  platform  and   see  how  it  evolved  over  time.  To  do  this,  researchers  will  need  to  make  use  of  a   large   set   of   archives,   which   are   available   through   publicly   accessible   paratexts   (6).   Since   I   need   to   make   use   of   corpus   materials   that   help   me   to   explain   how   Spotify’s  platform  has  evolved  over  time  and  there  is  not  much  written  further   about  Spotify’s  innovations,  the  paratexts  which  are  available  for  me  to  conduct   constitute   an   important   part   of   my   corpus   materials   on   which   I   will   base   my   analysis.  

 

3.2.2  Platforms  As  Multi-­‐Sided  Markets  

In  order  to  elaborate  on  Spotify’s  distinct  stakeholder  relations  I  will  make  use  of   economic   perspectives   that   study   platforms   as   ‘multi-­‐sided   markets’.   Jean-­‐ Charles   Rochet   and   Jean   Tirole   approach   platforms   from   such   an   economic   perspective.   They   describe   that   most   online   markets   such   as   platforms   in   software,   portals,   and   media   industries,   bring   together   two   or   more   parties   (Rochet  and  Tirole  990).  In  this  way  they  define  multi-­‐sided  markets.  Therefore,   platform   owners   carefully   need   to   employ   strategies   that   successfully   bring   necessary  parties  on  board  (Rochet  and  Tirole  990).  In  many  cases  of  multi-­‐sided   markets,   platforms   make   profits   out   of   some   stakeholders,   and   have   to   take   losses   from   other   stakeholders   (Rochet   and   Tirole   991).   Another   contribution  

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