• Central European Music Industry Report
  • Sponsoring requests
  • Foreword
  • Executive summary
  • 1 The Music Industry
    • 1.1 Music among creative and cultural industries
    • 1.2 The three income stream model for the music industry
      • 1.2.1 The changing musician career
    • 1.3 Central European market characteristics
      • 1.3.1 Purchasing power
  • 2 The Recording Industry
    • 2.1 Central European market characteristics
      • 2.1.1 Main income sources
      • 2.1.2 Demand and home copying
    • 2.2 Investments in the Recording Industry
      • 2.2.1 Recording artists
      • 2.2.2 Recording budgets
  • 3 Copyright stream: composers, lyricist and publishers
    • 3.1 Who are the authors?
    • 3.2 Repertoire growth
      • 3.2.1 Collectively managed repertoire
      • 3.2.2 Film synchronization, grand rights
      • 3.2.3 Production and games
  • 4 Live music stream
    • 4.1 Live music audience
      • 4.1.1 Sub-national differences
    • 4.2 Production of live performances
      • 4.2.1 Music clubs and small venues
      • 4.2.2 Arenas
      • 4.2.3 Festivals
    • 4.3 Concert economy
      • 4.3.1 Number of performances required for full-time musician career
      • 4.3.2 Electronic music
      • 4.3.3 Concert expenditure
      • 4.3.4 Tour profitability
      • 4.3.5 Venue popularity and seasonality: Bratislava, Budapest, Prague, Vienna, Zagreb.
      • 4.3.6 Small venues
  • 5 Music Industry in the Wider Economy
    • 5.1 Employment
      • 5.1.1 Spillovers
      • 5.1.2 Youth employment
    • 5.2 Gross value added
      • 5.2.1 Taxes paid
  • 6 Sponsor case study
  • 7 Conclusion
    • 7.1 Business outlook
    • 7.2 Business development
    • 7.3 Policy recommendations
  • References
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Central European Music Industry Report

Chapter 3 Copyright stream: composers, lyricist and publishers

3.1 Who are the authors?

3.2 Repertoire growth

Reported composition volumes in the region

(#fig:composition_volumes)Reported composition volumes in the region

3.2.1 Collectively managed repertoire

3.2.2 Film synchronization, grand rights

3.2.3 Production and games