Foundations of Media and Entertainment EntrepreneurshipIntroduction and ContextMedia and entertainment entrepreneurship concerns the creation, development, financing, and management of ventures that produce, distribute, market, or enable cultural and entertainment experiences. These ventures include film and television production companies, music labels, digital publishing firms, gaming studios, streaming services, talent agencies, creator businesses, advertising-technology companies, live-event enterprises, and independent creative practices. Entrepreneurship in this sector is distinctive because it combines commercial activity with cultural production. A media venture must often satisfy several parties simultaneously: audiences, advertisers, investors, distributors, creators, regulators, platforms, and communities. Its output may be a product, such as a video game; a service, such as a streaming platform; an experience, such as a festival; or an intellectual-property asset, such as a film franchise or character universe. The sector is also characterized by rapid technological change, uncertain demand, project-based work, reputation effects, intellectual-property dependence, and the possibility that a small creative team can reach a global audience. These conditions create opportunities for innovation but also expose entrepreneurs to substantial uncertainty. Learning ObjectivesBy the end of this chapter, students should be able to: - Define entrepreneurship, intrapreneurship, start-ups, creative enterprises, and entrepreneurial ecosystems.
- Explain major theories of entrepreneurship and relate them to media and entertainment.
- Identify the traits, capabilities, and limitations associated with entrepreneurial action.
- Describe the lifecycle of a media venture from opportunity recognition to renewal or exit.
- Analyze why media ventures are uncertain, project-oriented, and culturally significant.
- Apply entrepreneurial frameworks to a media case and evaluate related ethical, legal, and managerial issues.
Meaning and Scope of EntrepreneurshipEntrepreneurship is the process through which individuals or teams identify, evaluate, and pursue opportunities by mobilizing resources under conditions of uncertainty. It is not limited to founding a company. It can involve creating a new product within an existing organization, developing a social or cultural initiative, commercializing intellectual property, or reorganizing an established venture around a new market. An entrepreneur is therefore more than a business owner. Ownership may exist without innovation or opportunity pursuit, while entrepreneurship may occur without ownership. A freelance producer who develops a new documentary format, a manager who launches a podcast division inside a broadcaster, and a founder who builds a fan-engagement platform may all be acting entrepreneurially. Entrepreneurial activity generally involves five connected actions: - recognizing a problem, need, or opportunity;
- forming a value proposition for a defined audience or customer;
- assembling resources, relationships, and capabilities;
- acting despite incomplete information; and
- learning from market, audience, and stakeholder feedback.
Value in media is multidimensional. Economic value may arise from revenue, profit, audience scale, licensing, or enterprise valuation. Cultural value may arise from meaning, identity, representation, artistic achievement, public debate, or community participation. A venture can be commercially modest but culturally influential, or commercially successful while attracting criticism for harmful representations or exploitative practices. Core ConceptsStart-upsA start-up is a young organization searching for a repeatable and scalable business model. The emphasis on “searching” is important. A newly formed production company with a confirmed contract may be a new business, but it is not necessarily a start-up in the innovation-oriented sense. A digital entertainment venture testing subscription, advertising, licensing, and membership models is more clearly a start-up because its operating model remains under development. Start-ups usually operate with limited resources, incomplete market information, and strong pressure to learn quickly. They may pursue scale, but not all media start-ups should do so. A specialist documentary studio, for example, may deliberately remain small while building a valuable catalogue and reputation. IntrapreneurshipIntrapreneurship is entrepreneurial action undertaken within an established organization. An intrapreneur may develop a new content format, audience product, revenue stream, technology service, or organizational process while using the parent organization’s assets. Media intrapreneurship is especially important because large broadcasters, publishers, studios, and platforms possess archives, brands, audiences, infrastructure, and regulatory knowledge. However, established organizations may also discourage experimentation through hierarchy, risk aversion, slow approval processes, or performance measures designed for existing products. Effective intrapreneurship requires senior sponsorship, protected experimentation, cross-functional teams, and permission to learn from unsuccessful trials. Creative EnterprisesA creative enterprise is an organization or practice whose principal resources and outputs depend substantially on creativity, cultural meaning, intellectual property, talent, or aesthetic experience. Creative enterprises include both commercial and mission-driven organizations. Their resources differ from those of many conventional firms. A creative enterprise may depend on: - creative talent and collaborative relationships;
- rights to stories, music, images, formats, brands, or software;
- audience communities and cultural credibility;
- production equipment and technical systems;
- distribution access and platform visibility; and
- reputation, trust, and professional networks.
Creative enterprises often combine symbolic and economic production. The same film, song, game, or publication can be evaluated as art, entertainment, a social text, a brand asset, and a financial investment. Entrepreneurial EcosystemsAn entrepreneurial ecosystem is the network of institutions, people, resources, rules, and cultural conditions that support or constrain entrepreneurial activity. A media ecosystem can include universities, incubators, accelerators, investors, broadcasters, platforms, studios, agencies, technology suppliers, professional associations, public funders, regulators, legal advisers, venues, and audiences. Ecosystems are geographically distributed but often locally concentrated. A city may provide studios, festivals, talent, venture finance, and specialist legal services, while online networks connect creators and audiences across national boundaries. Ecosystem quality depends not only on the number of organizations but also on the strength of relationships among them. For a media entrepreneur, ecosystem resources may reduce costs, improve legitimacy, provide mentoring, enable collaboration, and create access to early customers. At the same time, ecosystems can reproduce inequality when funding, networks, and visibility are concentrated among established groups. Theoretical Perspectives on EntrepreneurshipEconomic and Innovation PerspectivesJoseph Schumpeter associated entrepreneurship with innovation and “creative destruction”: new combinations of resources and ideas transform markets and may displace established arrangements. In media, streaming, digital self-publishing, mobile gaming, and creator platforms illustrate how new technologies and business models can challenge incumbent organizations. Schumpeter’s perspective helps explain industry change, but it can understate the collaborative nature of media production. Innovation is rarely the work of one heroic individual. It usually depends on writers, performers, editors, engineers, investors, distributors, and audiences. Opportunity-Based PerspectivesOpportunity-based theories distinguish between opportunities discovered in existing conditions and opportunities created through entrepreneurial action. A change in technology may reveal an opportunity—for example, cheaper virtual production. In other cases, entrepreneurs shape demand by introducing a new format that audiences did not previously request. This distinction is useful in media because audience preferences are partly observable and partly constructed. Entrepreneurs analyze existing behavior, but they also use storytelling, promotion, design, and community-building to make new forms of consumption meaningful. EffectuationEffectuation explains how entrepreneurs act when the future is highly uncertain. Rather than beginning with a fixed objective and calculating the resources required, an effectual entrepreneur begins with available means: identity, knowledge, skills, contacts, and accessible resources. The entrepreneur then forms partnerships and adapts goals as new information appears. Four effectual principles are particularly relevant to media: - Bird-in-hand: begin with available capabilities and relationships.
- Affordable loss: decide what time, money, and reputation can responsibly be risked.
- Crazy quilt: build partnerships that reshape the venture.
- Lemonade: use surprises as sources of opportunity rather than treating them only as failures.
Effectuation is valuable for independent producers and creators who cannot forecast audience demand with confidence. It does not eliminate planning; instead, it emphasizes flexible commitments and continuous learning. Resource-Based and Human-Capital PerspectivesThe resource-based view argues that sustained advantage can arise from valuable, rare, difficult-to-copy, and well-organized resources. In media, such resources may include a trusted brand, exclusive rights, a distinctive production method, a loyal community, or an unusually capable creative team. Human capital includes skills, experience, judgment, and tacit knowledge. Social capital refers to relationships that provide information, trust, access, and collaboration. Both are central to media entrepreneurship. A producer’s network may determine whether a project obtains talent, finance, distribution, or publicity. These resources are not automatically beneficial. A famous brand can become inflexible; a strong network can create insider exclusion; and dependence on one star or platform can create vulnerability. Entrepreneurial OrientationEntrepreneurial orientation describes an organization’s tendency toward innovativeness, proactiveness, and risk taking. Some frameworks also include competitive aggressiveness and autonomy. In media, a highly entrepreneurial organization may test new formats before competitors, invest in emerging technologies, and pursue underserved audiences. Entrepreneurial orientation should not be confused with reckless behavior. Risk taking must be matched with governance, rights clearance, financial controls, safeguarding, and evidence-based experimentation. Entrepreneurial Traits and CapabilitiesResearch and professional practice often associate entrepreneurs with creativity, initiative, resilience, self-efficacy, tolerance for ambiguity, persuasion, and opportunity recognition. These traits are useful, but they should not be treated as fixed personality requirements. Entrepreneurial capabilities can be developed through education, practice, mentoring, reflection, and collaborative work. Important capabilities include: - Opportunity analysis: identifying a real audience or stakeholder problem rather than merely an attractive idea.
- Creative judgment: balancing originality, quality, feasibility, and audience relevance.
- Commercial literacy: understanding costs, revenue models, pricing, contracts, cash flow, and investment.
- Relationship management: building trust with collaborators, funders, distributors, and communities.
- Negotiation: allocating rights, credit, compensation, control, and risk fairly.
- Adaptability: revising assumptions in response to evidence.
- Ethical judgment: considering representation, consent, labor conditions, privacy, and social impact.
- Leadership: creating conditions in which diverse contributors can do high-quality work.
Entrepreneurial myths can be harmful. The image of the solitary, fearless founder obscures teamwork, unpaid labor, structural inequality, and the contribution of institutions. Successful media ventures often result from collective entrepreneurship rather than individual genius. The Media Venture LifecycleA media venture does not always follow a linear sequence, but a lifecycle model helps organize analysis. 1. Opportunity Recognition and Problem DefinitionThe entrepreneur identifies an audience need, cultural gap, production inefficiency, emerging technology, or underused intellectual property. The problem should be expressed clearly. “We want to make a digital product” is weaker than “young regional-language audiences lack affordable, locally relevant audio fiction.” 2. Concept and Value PropositionThe value proposition explains who receives what benefit and why the venture is credible. It should address the audience or customer, the proposed experience, the channel, and the basis of differentiation. 3. Validation and ExperimentationEntrepreneurs test assumptions through interviews, prototypes, pilots, teaser content, landing pages, sample episodes, small events, or limited releases. Validation does not prove future success; it improves understanding and reduces avoidable error. 4. Resource MobilizationResources may include founder capital, grants, commissions, sponsorship, crowdfunding, investment, pre-sales, partnerships, equipment, talent, rights, and labor. Media ventures must also secure permissions and contractual authority to use creative materials. 5. Launch and Market EntryLaunch involves production, distribution, marketing, audience development, customer support, and measurement. Timing can be strategically important because media products compete for attention, cultural conversation, and platform visibility. 6. Growth, Consolidation, or PivotA venture may expand its catalogue, enter new markets, license its intellectual property, build a community, or introduce complementary products. Alternatively, evidence may require a pivot in audience, format, channel, price, or revenue model. 7. Renewal, Acquisition, Closure, or ExitMature ventures may renew themselves through innovation, merge with another firm, sell intellectual property, attract an acquisition, or close responsibly. Closure is not necessarily a personal failure; it may be a rational response to weak demand, exhausted finance, rights disputes, or changing technology. Why Media Ventures Are DistinctiveUncertainty and Demand VolatilityAudience response is difficult to predict. A large budget does not guarantee popularity, and a small project may become unexpectedly influential. Media products are often experience goods: audiences cannot fully evaluate them before consumption. Reputation, reviews, recommendations, trailers, platform algorithms, and social conversation therefore influence demand. Project OrientationMany media activities are organized around temporary projects. A film, series, concert, campaign, game, or exhibition brings together a team for a defined period. Project organization can encourage creativity and flexibility, but it may also produce unstable employment, fragmented learning, deadline pressure, and weak institutional memory. High Fixed and Sunk CostsProduction often requires substantial expenditure before revenue is known. Once a film has been made or a game developed, much of the expenditure cannot be recovered by simply stopping. Entrepreneurs therefore need staged investment, milestone reviews, contingency planning, and careful rights management. Multiple Revenue WindowsA single intellectual property may generate revenue through cinema, broadcast, streaming, licensing, merchandise, live events, publishing, games, or educational use. These windows can complement one another, but contractual conflicts, exclusivity clauses, territorial rules, and audience fragmentation complicate exploitation. Cultural and Symbolic ValueMedia affects identity, public knowledge, social inclusion, and cultural memory. Entrepreneurs must therefore consider not only whether a product sells but also what it communicates, whose voices it amplifies, and what harms it may produce. Platform DependenceDigital media ventures may depend on search engines, app stores, social networks, streaming platforms, or advertising intermediaries. Platforms provide reach but can change algorithms, fees, terms of service, or moderation rules. A venture that relies on one platform faces concentration risk. Business Models in Media and EntertainmentCommon revenue models include direct sales, subscriptions, advertising, sponsorship, licensing, commissions, grants, crowdfunding, donations, ticketing, merchandising, memberships, and freemium conversion. Many ventures combine several models. A business model should be analyzed through at least four questions: - Who is the primary user, customer, payer, or beneficiary?
- What value is delivered and through which channel?
- What resources and partners are required?
- How does revenue support production, distribution, overhead, and fair compensation?
A large audience is not equivalent to a viable business. An audience may be difficult to monetize, expensive to acquire, concentrated in low-value markets, or controlled by another platform. Conversely, a small specialist audience may support a sustainable premium model. Illustrative Case: Echoes of the CoastBackgroundEchoes of the Coast is a fictional illustrative case about three recent graduates who discover that regional musicians in coastal communities have limited access to professional recording, distribution, and rights education. They propose a digital audio channel combining music sessions, short documentaries, and educational material. ProblemThe founders face three uncertainties. They do not know whether listeners will pay for the content, whether musicians will accept the proposed rights terms, or whether production can be sustained across several locations. Their initial idea—an advertising-supported application—also requires technology investment before audience demand is known. AnalysisUsing an effectual approach, the founders begin with available means: one producer’s field-recording skills, another founder’s community relationships, and a third founder’s experience in audio editing and social media. They conduct interviews with musicians and listeners, release two pilot sessions, and partner with a local cultural organization that provides a venue. Their first assumptions change. Listeners show limited willingness to pay for a separate application but demonstrate interest in a paid membership that provides early access, live sessions, and community events. Musicians value professional documentation and transparent rights information more than a small immediate fee alone. The founders therefore redesign the proposition around a catalogue, educational workshops, and membership-supported events. Approach and SolutionThe team uses staged commitments. It signs short, clearly defined agreements for the pilot, obtains consent for recording and distribution, and postpones expensive application development. It tests a podcast feed, a video channel, and a mailing list before selecting a technology partner. Revenue comes from memberships, cultural grants, event tickets, and limited sponsorship rather than advertising alone. OutcomeAfter six months, the venture has not achieved mass scale, but it has developed a repeatable production process, a growing specialist audience, stronger musician relationships, and evidence that events generate higher margins than free online distribution. The founders decide to remain a small creative enterprise while licensing selected recordings to a regional broadcaster. Learning PointsThe case demonstrates that media entrepreneurship involves more than producing attractive content. The founders defined a social and audience problem, tested assumptions, used existing resources, built partnerships, protected rights, and revised the business model. Their decision not to pursue rapid technological scale illustrates that sustainability and cultural impact may be more appropriate objectives than maximum growth. Ethical, Legal, and Governance IssuesMedia entrepreneurs have responsibilities concerning copyright, performers’ rights, licensing, privacy, defamation, advertising disclosure, accessibility, data protection, child safeguarding, labor standards, and cultural sensitivity. Legal requirements vary by jurisdiction, so professional legal advice is essential for significant projects. Copyright should be treated as a creative and commercial system, not merely an obstacle. Entrepreneurs must identify who owns underlying works, recordings, performances, formats, images, software, and commissioned material. Contracts should clarify territory, duration, media, exclusivity, payment, credit, approval rights, moral rights where applicable, and termination conditions. Ethical governance also requires transparent treatment of contributors. Unpaid internships, opaque royalty arrangements, exploitative contracts, unsafe production environments, and discriminatory casting can damage individuals and the venture’s legitimacy. Responsible organizations establish reporting channels, consent procedures, accessibility practices, and processes for addressing harassment or abuse. Data-driven media businesses must explain how audience data is collected and used. Artificial intelligence can support transcription, recommendation, localization, editing, research, and synthetic production, but it raises questions about consent, copyright, bias, labor displacement, provenance, and disclosure. AI-generated or AI-assisted material should be governed by documented permissions, human review, security controls, and clear communication with audiences and contributors. Contemporary Developments and Professional ImplicationsThe media environment is increasingly shaped by creator economies, mobile-first consumption, streaming, virtual production, social commerce, immersive experiences, gaming, direct-to-fan communities, and automated production tools. These developments reduce some barriers to entry but intensify competition for attention and trust. For emerging professionals, employability depends on combining creative competence with entrepreneurial literacy. Graduates should be able to prepare a concise opportunity statement, identify stakeholders, develop a pilot, read a basic budget, assess rights, negotiate a partnership, interpret audience evidence, and communicate a responsible value proposition. Best practice includes maintaining a rights register, separating personal and venture finances, documenting assumptions, using milestone-based spending, diversifying distribution, measuring meaningful outcomes rather than vanity metrics, and reviewing contracts before publication or release. Entrepreneurs should also build a professional network ethically by offering value, respecting boundaries, and acknowledging collaborators. Challenges and Limitations of Entrepreneurial ModelsEntrepreneurial frameworks simplify complex realities. A lifecycle may imply orderly progress even though media ventures frequently move backward, pause, or operate across several stages at once. Validation evidence can mislead when early users differ from paying customers. Platform analytics may measure clicks while failing to capture cultural value or long-term loyalty. Entrepreneurial language can also place excessive responsibility on individuals for problems created by structural conditions such as unequal access to finance, weak labor protections, discrimination, censorship, or market concentration. A critical media manager must therefore combine entrepreneurial initiative with institutional analysis and collective solutions. Finally, innovation is not automatically beneficial. New distribution systems can increase access while encouraging misinformation, surveillance, compulsive use, or precarious work. Responsible entrepreneurship asks not only whether an idea can be commercialized, but whether it should be pursued, under what safeguards, and for whose benefit. Chapter SummaryEntrepreneurship is the process of identifying and pursuing opportunities by mobilizing resources under uncertainty. In media and entertainment, it includes founding new ventures, innovating within established organizations through intrapreneurship, and developing creative enterprises whose outputs carry both economic and cultural value. Start-ups search for viable and repeatable models, while entrepreneurial ecosystems provide networks, finance, institutions, skills, legitimacy, and regulation. Schumpeterian innovation, opportunity theories, effectuation, resource-based analysis, human and social capital, and entrepreneurial orientation offer complementary ways to understand media ventures. Effective entrepreneurs need creativity, commercial literacy, relationship management, adaptability, negotiation, leadership, and ethical judgment. Media ventures are distinctive because demand is uncertain, production is project-oriented, costs are often incurred before revenue, intellectual property may generate multiple revenue windows, and platforms influence access to audiences. A venture lifecycle commonly includes opportunity recognition, concept development, validation, resource mobilization, launch, growth or pivot, and renewal or exit. The Echoes of the Coast case shows how staged experimentation, partnerships, rights awareness, and cultural purpose can support a sustainable venture without requiring mass scale. Entrepreneurship must be practiced responsibly. Copyright, privacy, labor conditions, representation, accessibility, data governance, and AI use are central managerial concerns. The strongest media entrepreneurs combine commercial discipline with cultural awareness and recognize that innovation should be evaluated by its consequences as well as its novelty. Key TermsEntrepreneurship: The process of pursuing opportunities by mobilizing resources under uncertainty. Entrepreneur: A person or team that identifies and acts on an opportunity. Intrapreneurship: Entrepreneurial activity carried out within an established organization. Start-up: A young organization searching for a repeatable and scalable business model. Creative enterprise: An organization whose resources and outputs depend substantially on creativity, culture, talent, or intellectual property. Entrepreneurial ecosystem: The network of institutions, people, resources, rules, and relationships influencing entrepreneurship. Opportunity recognition: The identification of a possible need, problem, or market opening. Value proposition: A statement of the benefit offered to a defined audience or customer. Effectuation: An approach to entrepreneurship based on available means, partnerships, affordable loss, and adaptation. Creative destruction: The transformation of markets through innovation that may replace established arrangements. Human capital: Skills, knowledge, experience, and judgment possessed by individuals. Social capital: Benefits obtained through relationships, trust, and networks. Entrepreneurial orientation: An organizational tendency toward innovation, proactiveness, and risk taking. Intellectual property: Legally protectable creations such as copyright works, trademarks, designs, and inventions. Project orientation: The organization of work around temporary, goal-specific activities. Experience good: A product whose quality consumers cannot fully assess before consumption. Platform dependence: Reliance on a digital intermediary for distribution, visibility, data, or transactions. Cultural value: Social, symbolic, artistic, identity-related, or public value generated by media. Validation: The systematic testing of assumptions about users, value, feasibility, and demand. Pivot: A significant change in a venture’s audience, proposition, channel, technology, or revenue model. Review QuestionsShort Answer Questions- Define entrepreneurship in the context of media and entertainment.
- What is the difference between a start-up and a conventional new business?
- Explain intrapreneurship and give one media-related example.
- Identify three resources commonly required by a creative enterprise.
- Why are media products often described as experience goods?
Long Answer Questions- Explain the major stages of the media venture lifecycle and discuss why the sequence is not always linear.
- Compare the opportunity-based perspective with effectuation in relation to an independent producer.
- Discuss how cultural value and economic value may support or conflict with one another in media entrepreneurship.
- Analyze the role of entrepreneurial ecosystems in helping a new entertainment venture overcome resource constraints.
- Explain the ethical, legal, and governance responsibilities of a media entrepreneur using intellectual property and audience data.
Analytical / Application Questions- A small podcast team has strong creative skills but no funding and an uncertain audience. Apply effectuation to propose its first three actions.
- A broadcaster wants to launch a subscription-based youth channel but fears damaging its existing advertising business. Analyze the intrapreneurial risks and recommend a staged test.
- Evaluate whether the Echoes of the Coast venture should prioritize rapid national growth or sustainable regional development. Justify your answer using cultural, financial, and governance criteria.
Multiple Choice Questions with AnswersQuestion 1Which statement best defines entrepreneurship? A. Owning an established business without changing its operations B. Pursuing opportunities by mobilizing resources under uncertainty C. Producing content only for artistic rather than commercial purposes D. Managing employees according to fixed organizational procedures Correct Answer: B. Pursuing opportunities by mobilizing resources under uncertainty Question 2What is intrapreneurship? A. Entrepreneurial activity within an established organization B. A government grant for creative businesses C. The sale of a company to a competitor D. A method of protecting copyright internationally Correct Answer: A. Entrepreneurial activity within an established organization Question 3A start-up is best understood as an organization that is: A. Always funded by venture capital B. Searching for a repeatable and scalable business model C. Required to employ fewer than ten people D. Already operating with a stable and proven model Correct Answer: B. Searching for a repeatable and scalable business model Question 4Which principle of effectuation emphasizes beginning with existing skills, knowledge, and relationships? A. Affordable loss B. Crazy quilt C. Bird-in-hand D. Creative destruction Correct Answer: C. Bird-in-hand Question 5Which resource is most directly associated with a media venture’s ability to exploit a film, song, or format commercially? A. Intellectual property rights B. Office decoration C. Organizational hierarchy alone D. Unrelated consumer prices Correct Answer: A. Intellectual property rights Question 6Why is demand for many media products especially uncertain? A. Audiences can always evaluate quality perfectly before consumption B. Media products are often experience goods and cultural tastes vary C. Media products have no production costs D. All media products are sold through one regulated channel Correct Answer: B. Media products are often experience goods and cultural tastes vary Question 7Which activity is an example of validation? A. Spending the entire budget before testing the concept B. Conducting a pilot and collecting feedback from intended users C. Registering a company without identifying an audience D. Copying a competitor’s product without modification Correct Answer: B. Conducting a pilot and collecting feedback from intended users Question 8Which statement best describes an entrepreneurial ecosystem? A. A firm’s internal reporting structure B. A network of institutions, people, resources, and rules supporting ventures C. A single investor’s personal portfolio D. A list of a company’s creative employees Correct Answer: B. A network of institutions, people, resources, and rules supporting ventures Question 9Why does platform dependence create risk for a media venture? A. Platforms eliminate the need for audience development B. Platforms may change algorithms, fees, or terms of service C. Platforms guarantee permanent visibility D. Platforms prevent all forms of intellectual-property infringement Correct Answer: B. Platforms may change algorithms, fees, or terms of service Question 10Which practice best reflects responsible media entrepreneurship? A. Ignoring rights until a dispute occurs B. Using audience data without disclosure C. Combining experimentation with rights clearance and ethical governance D. Treating cultural impact as irrelevant to business decisions Correct Answer: C. Combining experimentation with rights clearance and ethical governance
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