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April 30, 2007

Social Networking Music Widgets: Round Up

(* Source: Pete Cashmore *)

 

Finetune, a music community that lets you stream mainstream music from a variety of artists, is set to unveil a player today that lets you play your favorite tunes on blogs and social networks.

 

 

 

 

 

 

 



Finetune itself is an interesting attempt. Like all social networks, you can set up a profile page, add a list of friends and leave comments on other profiles - but you can also add favorite artists and albums, and build a playlist of 45 songs. What’s nice about this is that the player sits at the top left of the site, and continues to play constantly while you’re browsing - visiting another page won’t interrupt it. They also have a music recommendation engine that serves up lists of related artists.

More here   

 

TuneFeed from Faces also has its own separate site at TuneFeed.com. What’s interesting here is that the tracks don’t come from a database of licensed music. instead, Faces.com allows you to upload your own MP3s into your music locker and syndicate them through the widget. You can also import playlists and MP3s from iTunes, MediaPlayer, WinAmp and Windows Media Center. There are already a number of services that allow you to play your MP3s through players on MySpace and Xanga, but these raise some serious legal issues. It’s interesting to note, then, that TuneFeed claims to be 100% legal. If that’s the case (and even if it isn’t!), it could be massively popular on the biggest social networks. More here

 

 

ProjectOpus, the music community has music player for MySpace, Piczo, Xanga, Windows Live Spaces and other networks. In fact, there are two: a single track player (”the solo”) to post an individual track to your website, and a larger widget (”the folio”) that plays multiple tracks and can fit into your blog sidebar. They’ve also included a feature I love: the ability to get your own version of the code - complete with a custom color scheme - from within the widget itself. They generate unique IDs for these players so they know how many are out there and how they were propagated. And there’s a link to a page where you can buy the song (although you’ll need a Project Opus account). More here

 

 

 

Sonific Songspots is licensing as much music as possible and providing a player to add to your website. Flash and javascript widgets are both available, and they create custom code for users on Blogger, hi5, MovableType, MySpace, Piczo, TypePad or Xanga. Once you’ve chosen a track, it appears in the “My Songspots” section of the site. However, the widget only plays one track, which seems limiting. It’s also worth noting that there are already plenty of tools for adding your own MP3s to MySpace, even if that’s not strictly legal. What’s more, these widgets play multiple tracks - unlike the default MySpace music player, which is limited to one.

More here 


BeatPort, an online music store that specializes in dance music and remixes. They’ve just announced the launch of the Beatport player and a site, based entirely in Flash, to promote it. Users can create widgets from Beatport’s Top Downloads, a certain genre of music (mainly dance), one of the 10,000 electronic/dance artists in their store, or from one the 4,000 labels they work with.

In short, Beatport is targeting a niche - it’s simply seeking further distribution for all the dance tracks in its store. The player looks ok, albeit a little bulky and lacking customization options. I actually think every music store should roll these out if they have the right licenses to do so. The obvious next step is to integrate an affiliate scheme, but sites like MySpace prohibit ads on widgets, which would presumably include sales.

More here 

 

 

eSnips, the sprawling media-sharing platform, announced the release of music players to post tracks to social networks - these come with a selection of nicely designed skins. They’re promoting them as a way for independent artists to distribute their music, but no doubt users will want to upload copyrighted music, too.


 

eSnips also announced 12 new music communities - Electronic, Hindi, Reggae, Metal, Gothic/Industrial, Hip-Hop/Rap, Elvis, Jazz, and Blues. Clearly, those continue eSnips’ strategy of rolling out niche “microportals” on certain topics. Additionally, they’re increasing the free storage to users from 1 GB to 5 GB and allowing users to email their favorite songs to each other in customizable, animated email messages

More here 


 

 

Snocap, the latest startup from Napster founder Sean Fanning, has just launched a service, which sells unencrypted, unprotected MP3s through a player on MySpace.

Artists on MySpace Music (or hi5, Bebo, Multiply, Windows Live Spaces and any other site that supports Flash embeds) can post a widget that plays the tracks and allows you to buy them right away. Indie band “The Format” is currently using the player on its MySpace page, where you can buy songs from their album “Dog Problems”. Tracks cost $0.79 each, which Snocap automatically charges to your Paypal account. However, artists have control over the format, pricing and copy protection - so it’s possible that DRM’d tracks could also be sold through the system.

More here 

 

Kyte: Social networking, now in your pocket

(* Source: Brad Stone and Matt Richtel *)


 
 

The global social networking wave that led to the rise of MySpace and Facebook is making the leap from computers to cellphones. New businesses are popping up that want to capitalize on a shift in the way people think about their phones.

The services, with names like Twitter, Radar and Jaiku, hope people will use their most ever-present gadget to share their lives in the same way they have become accustomed to doing so on Web sites like MySpace.

Kyte, based in San Francisco, opened its site to the public on Monday after a test period. Daniel Graf, its 32-year-old co-founder, sees each of the world's hundreds of millions of camera-phone owners as a potential television broadcaster.

"To run a television network used to require expensive cameras, a satellite connection and studios," Graf said. "But the production costs have gone down to zero. Now you can share your life over a mobile phone, and someone is always connected, watching."

Central to Kyte's technology is the marriage of mobile phones and the Web. Users download Kyte software for their phones at www.kyte.tv and can send their photos and videos - however grainy - from the phone to their online Kyte channel.

Viewers can tune into the programming on their own phones or on the Kyte site, or they can have the channel show up on their own Web site or social network page. In some cases the video stream can be watched live. Those who are watching the same channel can swap messages with each other and with the channel's creator, even if he or she is silently stalking wild animals.

 

 

Lessons from the New Media Universe

(* Source: Mischael Estrin *)

 

3 words in a panel discussion: Consumer, Engagement, Attention 

 

Jack MacKenzie, executive vice president entertainment, Frank N. Magid Associates, summarized changing consumer behavior by saying that media was becoming less focused.

"Users are interacting with more than one content form at one time," he said. "But they have higher expectations, although that seems to contradict the unfocused nature of media."

According to MacKenzie, the new media universe means mistakes can be magnified but so can the rewards, especially with new users known as millennials, consumers age 10-29.

"Millennials see the world differently, they are not just a straight line through boomers to generation X," he said. "The adult millennials are only a hint of what's coming. They understand advertising; they get it. They understand you are selling them something and they are okay with that, as long as you do it in the right way."

 

Anne Frisbie, vice president, Yahoo! spoke about identifying and working with the so-called brand advocate consumers or social influencers.

Working with comScore, Yahoo completed a study to identify the brand advocates, Frisbie said.

"I think of these people as trust and family," she said. "What defines this group is that they are passionate and connected. They make up about 25 percent of the population and they are two-three times more likely to convert their friends."
 
Frisbie explained that the challenge for marketers and advertisers is to find ways to enable this group and help them develop a passionate and emotional connection to a brand.

 

More here. 

 

 

Web 2.0 Strong and Growing

(* Source: Michael Estrin *)

 

Web 2.0 websites accounted for 12 percent of all U.S. internet traffic, according to recent findings by online intelligence firm Hitwise.

Hitwise General Manager Bill Tancer told a gathering at the O'Reilly Web 2.0 Expo that the market share of visits to Web 2.0 sites has grown 688 percent over the past two years.

According to Tancer, sites such as Wikipedia, Flickr and YouTube are dominating the Web 2.0 landscape.

"Web 2.0 websites like YouTube, Flickr and Wikipedia have achieved mainstream adoption for visits to their website," said Tancer. "It's the participatory aspect of Web 2.0 that is still in a very nascent stage. When online participation goes mainstream, we can expect an explosion of new content on the web."

Tancer said Yelp, StumbleUpon, imeem, Veoh, WeeWorld and Piczo are positioned to be part of the next wave of popular Web 2.0 sites.

More here 

Barbie Goes Virtual

(* Source: Mark Kingdon *) 

 

 

Barbie has finally decided that a virtual presence is required... what's next? A Barbie virtual gaming world for girls?

Barbie

From AP:

The nation's No. 1 toymaker on Thursday unveiled Barbie Girls, a multi-pronged brand that features a free Web site, BarbieGirls.com, that will allow children to create their own virtual characters, design their own room and try on clothes at a cyber mall. This summer, Mattel will introduce a Barbie-inspired handheld MP3 music device to interact with the Web site and unlock even more content.

Read more at Forbes.com.


 

Text Your Friend a Drink

(* Source: Jeff Squires *) 

 

An innovative sounding service, great for driving traffic to the bars, but cannot decide if this is the best way to buy your mates a drink.  Call me old fashioned but wouldn't it be easier to just text your friend and meet him at the bar?

Picture_1_2

 

Jeff says...

An appropriately named new service called BuyYourFriendaDrink.com is enabling people to do just that.  Users can go to the website, enter in their friend's cell phone number and the amount of money they want to spend ($5 - $250) and a text message will be sent to person on the other end with a redemption code.  That code is then handed over to participating bars and drinks are served.  Each transaction includes a $0 .99 processing fee.

 more here

 

April 27, 2007

Chinese Miners Take World of Warcraft Offline - Reality Strikes!

(* Source: b-side *) 

 

I cannot decide if this is reality in China or not but this is taking offline gaming to a new level... have a read.

 

Mine Boss Wu had become addicted to an online MMORPG game called World of Warcraft. He was the leader of a guild called Kuangzhu, which consisted of 15 other Shanxi mine owners. They had all reached level 60 in WOW and had gotten bored waiting for the Burning Crusades expansion pack. They tried other games, but nothing came close to the thrill of a good WOW raid and a successful boss-kill. The group got together in person monthly, in part to discuss common business issues but mostly to drink and recount their glorious WOW exploits. These were men who all had blood on their hands, who had made their fortunes off the backs of dead and maimed miners, but they got their jollies from killing virtual orcs!! At one of their monthly meetings Boss Wu suggested they take World of Warcraft offline. "I have a 1000 mu plot of land, thick with trees. Why not play out our WOW exploits in real life?"

 

More here 

MySpace China Launches Today

(* Source: b-side *) 

 

MySpace finallys launches in China, will they succeed where many foreign others have failed? Only time will tell... some comments from BillsDue Blog:- 

 

It is not clear why MySpace China will be successful. They don't seem to have anything special to offer, and they are late to join an already crowded field. The leader in China's social networking space is likely Sequoia China--backed 51.com, and they will also be competing with Baidu, Tencent, MSN (Luo Chuan's former employer) and many smaller sites.

More here

 

 

 

Social Networking Increases Internet Time

(* Source: eMarketer *) 



A copy of the study provided to eMarketer reveals that nearly a third of social network users ages 14-40 have increased their Internet usage, while 8% decreased usage. Usage remained the same for the rest of those surveyed.

Change due to Social Networking in Time Spent Using Select Media by US Social Networking Users, February-March 2007 (% of respondents)

Although increased time online does not usually cut into TV viewing, the study indicated that social networkers do spend less time watching television than non-social networkers — over two hours less every week.

Time Spent per Week Using Select Media by US Social Networking Users vs. Non-Social Networking Users, February-March 2007 (hours)

That extra time online is mainly spent at...social networks. MySpace is the top site in terms of percentage of time spent online, according to Compete, and Facebook is in the top 10 as well. In fact, 12% of all time online for US Internet users in December 2006 was spent at MySpace.

Top 20 Web Sites Visited by US Internet Users, Ranked by Percent of Total Time Spent Online*, December 2006

eMarketer senior analyst Debra Aho Williamson says that even though users are passionate about their social networking, that does not prove that the sites are always a worthwhile marketing channel.

"eMarketer remains bullish on the core benefits of online social networking — the ability for people to express and share their interests and connect with one another," Ms. Williamson says.

"But it is time for social networking sites to prove their worth to marketers. Not only must they drive users to participate, they must also show that social network marketing provides real results."

 

April 26, 2007

Experiences, Not Ads

(* Source: Misha Cornes *)

 


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Last week I gave a lecture at UC Berkeley's Haas School of Business.   A former professor asked me to speak to her Integrated Marketing Communications class, and I spent some time talking to them about trends in user-centric design, inter-agency collaboration, and a view of the agency world from the MBA perspective.  It's always fun to meet with students, and it was great to be back at my alma mater on a sunny Berkeley afternoon.

I think most students see themselves as brand managers, not ad professionals, and it was great to have an engaging and frank discussion with a bunch of smart future clients.  Among their more interesting questions:

  • Can the the interactive channel could hold its own as the center of a marketing campaign? (Yes.  I pointed them to the Jeep Patriot Adventure and Mudds campaigns)
  • Should we take a best-of-breed or one-stop shop approach to agency hiring? (Depends.  I think the more engaged a brand's customers are, the more important it is to hire specialists who are experts in their channel.  The Nike/ Weiden & Kennedy split is a prime example of a great ad agency that is not equipped to handle the digital medium.)
  • How can we get more into user-generated campaign ideas without giving up control of the brand? (Oy.  There's basically an inverse relationship between your willingness to experiment/ let go and how excited consumers are going to get about your campaign.  Strike a balance between no control (Chevy Tahoe) and no fun (Nissan Sentra).

You can view the slide presentation here.


 

Old School Tunes with a New Twist

(* Source: Angela Di Pietro *)

 

Lala

I've recently gotten into LaLa.com, a social networking site where people can trade used CDs.

The premise is pretty simple. You log your CD collection into your personal "Have List"; this adds your CDs to LaLa's database which allows other members to see your music. In turn, you can peruse other members' CDs and request them in your "Want List".  When a user request one of your CDs, you just pop the disc and artwork into a Netflix-style envelope and voila, you've rid yourself of one more CD from your collection.

The process isn't as instantaneous as downloading music from Itunes, but I've requested CDs and gotten them in a day or two. Not to mention the fact that the price for a full soundtrack is only a dollar ($0.20 of the purchase price goes back to the artist on every trade).

So go ahead and purge/replenish your music collection.  It's addictive!


 

Mashing Up Web 2.0

(* Source: Piers Fawkes *) 

 200704230527

 


 

Although we report on snazzy new web applications that are gaining interest, we rarely write about how these apps could work together. This is probably due to the fact that these applications are written by small teams who are independent of each other and working to provide one specific service. Even so, people are tinkering with web 2.0 technology to make it work together. Flitter is an interesting example of the shape of things to come. It is a homemade mash up by David Bausola, a creative technologist and publishes an RSS feed of images of Flickr that match the latest Twitter pings.

So now we have Flitter (beta, of course). A mashup between Twitter and Flickr: Using Yahoo!Pipes to aggregate the lastest Twitterings of the public timeline, then it matches up these texts with Flickr image descriptions. This creates an RSS feed which I pull into VVVV running on my local machine, which basically creates a slide show of the resulting matches.
Not the most fascinating animation, but the role of Twitter to edit/select/sequence the images from Flickr is what I’m interested in here. Unlike the inspirational Ad Generator, which is a random matching of image and text, or We Feel Fine, which creates a soup of matches, Flitter aims at creating media that reflects what is happening as close to realtime as possible. Not as an ontology of the present, but towards the significance of relationships within the audiences ‘loose couplings’ . Less the uncanny, more like a live semantic broadcasting.

How could you use something like this?

Smile - you're live on Flitter « Zero influence

 

Gaia Online

(* Source:Jeff Squires *) 


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A 'newish' online world designed for teens called Gaia Online has remained under the radar for a while now, but recently, the San Jose company has been showing some pretty compelling stats - like 2 million unique hits a month!  But what's more interesting than the total number of teens checking out the site is how users are being encouraged to contribute back into the system and the monetary system being used.

In an interview with GigaOM, Craig Sherman, CEO of Gaia Online explains that "the world is just a conduit to the larger activity on Gaia.

In addition, there are website arenas where users can upload and rate each other’s artwork and other content (7-10% total activity), or play multiplayer Flash mini-games with group chat (10-15% total activity.) The largest cohort of activity (wholly 30%) takes place in the Gaia forums, and here’s where the truly staggering numbers come in: Averaging a million posts a day and a billion posts so far, Gaia’s message boards (with topics running the gamut from pop culture to politics) is second only to Yahoo in popularity.

To get the amount of participation from it's users that it does, Gaia has introduced an ingenius monetary system.

A unique innovation is the way the company distributes its virtual gold currency: instead of selling it for real money (as with There) or allowing its trade on the open market (as with Second Life), Gaians are automatically given gold for participation: You get gold for posting on the Forums, for riding events, for uploading content, for exploring the world. Subscribers are rewarded for engaging in Gaia, in other words — the reward incents them to engage in Gaia even more.

GigaOM: Move Over MySpace, Gaia Online is Here

 

April 19, 2007

Video Gaming Trends By David Rosenberg At The PSFK Conference NYC

(* Source: Piers Fawkes *) 

Psfk_nyc_525x299

PSFK Conference Presentation: A Whole New World - David Rosenberg

 

David Rosenberg is the Director of Emerging Media at JWT in New York. Currently at JWT for almost two years, David's group focuses on gaming, mobile and social media programs that utilize new media technologies to deliver strategic branding solutions for clients. In addition, David constructed the marketing wire frame for The Nursery (thenursery.tv), a creative incubation and experimentation lab that produces original animation content in order aggregate audiences on and offline.

This talk given at the PSFK Conference New York 2007 looked at what was driving the widespread adoption of video gaming and online worlds and what cultural shift video gaming was defining.

Video here.

April 18, 2007

Gamer Demographics Spread Out

(* Source: eMarketer *)

 


Video games aren't just for the South Park set anymore.

Video games seem like a good marketing tool for reaching young males. But measuring in-game ads has been tough until recently, keeping video games from becoming more than a niche marketing tool.

Now, advertisers, game developers and console manufacturers are getting a better look at who plays their games. Greater connectivity and digital rights management technologies reveal that although there are still plenty of young male console gamers, casual gamers are predominantly female, according to an Information Solutions Group (ISG) study commissioned by PopCap Games.

PopCap's user base is not the only casual gaming group that skews female. Casual gaming on portals like EA's Pogo and Yahoo! Games are dominated by women, according to veteran game designer Steve Meretsky. Mr. Meretsky revealed the demographic data in a panel sponsorted by the International Game Developers Association, where he listed reasons why casual games attract a more female audience.

"These games are less intimidating," said Mr. Meretsky, "you can learn them quickly without having to read a manual or wade through a long tutorial. The shorter playing time and less-violent themes are also appealing to this demographic."

Ran Cohen of in-game ad firm Eyeblaster says that "the whole industry of the downloadable casual game is female-oriented." He noted that 60%-70% of casual game players are females over 30.

While other industry experts also point to a demographic shift in the gaming population, available data still support the stereotypical view of a male-dominated industry. An Ipsos Insight study commissioned by the Entertainment Software Association showed that 62% of US computer and video game players are male, while 38% are female.

A study of gamer demographics by Universal McCann revealed more male than female players for consoles in particular. Fewer casual games are made for consoles than are made for other gaming platforms.

eMarketer Senior Analyst Paul Verna notes that "generally speaking, the more 'hardcore' the gamer, the more likely he is to be male, and conversely, the casual gamer will tend to skew female."

"With the explosive growth in casual games over the past few years, it's no surprise that the gaming population, overall, is beginning to strike a more even gender balance than it had previously, when it was oriented heavily toward young males," says Mr. Verna. "This shift is creating opportunities for marketers to reach highly coveted demographic segments that in the past were not readily associated with video games."

 

April 17, 2007

Is your toddler multitasking?

(* Source: eMarketer *)

Kids between the ages of 2 and 12 years old spend more than a quarter of their leisure time doing two or more activities at the same time. Favorite pastimes among the sample group included reading, using the computer, spending time with friends, listening to music and watching TV.

Kids today have plenty of leisure time, with 2-to-11-year-olds averaging roughly 68 hours a week, and 5-to-12-year-olds averaging 58 hours. Toddling 2-to-4-year-olds are true layabouts, averaging 94 hours of leisure time every week.

The NPD study concurs with a large-scale study of media behaviors among children and teens conducted in 2004 by the Kaiser Family Foundation. In that study, children ages 8 to 18 spent a quarter of their media time multitasking with other media. Children ages 8 to 10 were just as likely to multitask as teens.

eMarketer Senior Analyst Debra Aho Williamson says that juggling different types of media is a skill that children can use as they grow.

"One of the critical skills children learn as they grow from tweens to teens is how to manage and work with the multiple media inputs that are part of their everyday lives," Ms. Williamson says. "This multitasking is something that teens and even tweens are becoming extraordinarily good at doing."

Youth Trends has also studied tween media consumption, and it found that 40% of those surveyed said that they think going on the Internet is better than watching TV. Slightly more girls than boys feel that way.

Boys, on the other hand, are more likely than girls to say that playing video games is better than watching TV. More than half agreed with the statement, compared with 23% of girls.

Ms. Williamson says the variety of media kids encounter has implications for the future of marketing.

"One of the key questions about this generation is whether they will be the first to fully embrace a media-anywhere/everywhere model," she says. "Rather than associating short-form programs with television, two-hour programs with movie theaters and songs with CDs and radio, tweens and young teens may be the first generation that will come into adulthood fully expecting to obtain their media on a variety of platforms."

 

Dirt-Cheap Digital Distribution

(* Source: Wired *) 

 


Tunecore

 

 

 

 

 

 

Like like a cut-rate version of IODA, TuneCore takes the hassle out of submitting your music to digital music stores so that you can concentrate on practicing your scales and walking around at night murmuring lyric ideas into a voice recorder.  However, with TuneCore, you would keep 100% of sales revenue.  I'm not entirely sure how they plan to make money, but the site also offers CD pressing and custom T-Shirt and poster sales.

If you create music and are looking for a way to get it onto iTunes, Napster, etc., the service offers quite a deal.  Here's an example from the site showing how much it would cost to have five of your songs placed in iTunes (U.S., Canada, and Japan) and Rhapsody for a year:

----------------------------------------

Tunes U.S. store $0.99
iTunes Canada store $0.99
iTunes Japan store $0.99
Rhapsody service $0.99
Five songs at $0.99 each $4.95
First year's maintenance $9.98
Grand Total per year
for first year
$18.89

----------------------------------------

The non-exclusive service, which lets you keep rights to your masters, currently adds music to iTunes, Rhapsody, Napster, eMusic, Sony Connect, and all of the distributors that use MusicNet's catalog (Cdigix, HMV Digital, iMesh, MTV Urge, MusicGremlin, Synacor, TransWorld Entertainment, Virgin, Yahoo, and Zune).  Also, it's worth noting that $18.89 alone isn't going to get your songs onto these stores for a year; the stores have to decide that your music is worthy of inclusion.

Apparently, people really are getting paid using this service.  Since TuneCore launched early last year, it claims to have doled out over $730,000 to its artists, with the $1 million mark expected to be reached by April.  More widely-recognized artists currently using the service include Frank Black, Secondhand Serenade, Tapes 'n Tapes, Joe Ely, Izzy Stadlin, Ricky Skaggs, and Ziggy Marley.

TuneCore

 

Indie911's Hoooka: MP3 Store Widget with Chat, Slideshows

(* Source: Wired *) 


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Digital media network Indie911, which has non-exclusive licensing deals with 12,000 independent artists to sell 75,000 tracks, launched Hoooka today --a widget that can be embedded onto MySpace pages, blogs, or anywhere else HTML is used, allowing bands or anyone else to sell the music in Indie911's catalog anywhere on the web.

Fans who post a Hoooka earn 10% on purchases made through it, while Indie911 gets 20%, and the bands or labels who own the songs get the lion's share: 70% (or 80% if it's their Hoooka).  This stands in stark contrast to SnoCap's deal with MySpace, in which the two demand $0.45 $0.39 per song no matter how much it costs.

As with Unlike SnoCap/MySpace, which allows bands to choose their own price point (above $0.39), all music on Indie911 is currently sold in the MP3 format for $0.99 per song, although FLAC files and variable pricing are in the works, according to Justin Goldberg, founder/CEO of Indie911 (and former Sony A&R guy who left to start indie label Laundry Room Records with Dave Grohl).

More here 

Social Nets Provide Direct Channel to Consumers

(* Source: Marketing Shift *) 


Social networking is the keyboard to keyboard equivalent of word of mouth marketing, replacing distributors (like music labels or retailers) with advertising or commission-based vertical channels.

For example, eSnips is one of several social nets that enables artists of the musical and physical realm to upload their work and sell it directly to a target demographic. These networks, such as MySpace or Flickr, work in conjunction with ad networks to monetize the 90+ percent of traffic that doesn't turn into a sale, while enabling direct to consumers sales.

These vertical channels are like shopping assistants, helping to filter out the stuff you don't like and focus on delivering the good things so that you'll be more likely buy. In the case of eSnips, they've added customizable radio stations so that people can find indie musicians to match their taste. The ad revenue pays for the website, while the revenue from any sales will help the musicians to buy their groceries.

Hence the rising importance of vertical ad networks. By winnowing down the list of advertisers to those that appeal to a demographic, transaction rates should increase along with consumer satisfaction.

 

Netvibes Launches Universes: Customized Public Startpages

(* Source: Kristen Nicole *) 


Netvibes is announcing Universes, the rich media portal for a customized start page.

Netvibes Universes allows brands to create their own start page that can be customized by other users for their own use. The start pages feature rich media such as widgets, RSS feeds, videos and images. Netvibes will initially launch about 100 branded Universes from artists such as Mandy Moore and 50 Cent, as well as publications such as Time and The Washington Post. Soon, Netvibes will enable anyone to create their own rich media Universe, granting the ability for these to be shared as well.

With Netvibes Universe, companies and individuals can create a startpage to be shared, and offer a customized option for others to choose what parts of that information they’d like to take and keep for themselves. Netvibes initiated a new way to receive and track information, and their Universes release offers a new way to distribute packaged information. It’s more inclusive than a single RSS feed, blog entry, or podcast, and could prove to be an effective marketing tool once start pages really take off with mainstream users. I’m anxious to see how individuals’ Universes options will be presented and utilized, how advertisements will be incorporated with branded Universes, and what Pageflakes and Google will incorporate with their own start pages next.

 

Profil3 Launches Gamers Network

(* Source: Kristen Nicole *)



Profil3 is a social network for gamers. They’ve launched their site not too long ago.

With profil3, you can set up guilds and groups around a video game. Having online communities around gaming is becoming more popular, especially with the web integration of Nintendo wii, and leagues that are cropping up around the world as a result. Profil3 lets you create profiles, participate in forums, upload images and videos of your game (or yourself), and comment and chat with other users. They also have a good handle on site activity, offering up a Facebook-like feed for your own activity, as well as what’s going on across the site. Add SMS integration and they’ll have another Twitter on their hands.

Profile3 is a good looking site with a healthy amount of user interaction. While it’s focus is on the gaming industry though, it would be nice to see more emphasis on guilds, creating guilds, and better branding for “game profiles” so they’re more distinguishable from regular user profiles. Otherwise, I like the way in which information is broken down for user and game profiles, clearly showing players, friends, added images and videos, and recent activity. Others in this field include Rupture and MMO Guildsites.

 

Personal TV

(* Source: Piers Fawkes *) 

 

On the NewTeeVee blog Janko Roettgers predicts that the killer app for peer-to-peer TV service Joost will be peer-to-peer comments and tags. One application would be to let people watch Heroes once, and then watching it again with comments turned on to see what friends and other people caught that they missed the first time around.

Roettgers says that the use of user metadata will enhance viewing:

So what can these metadata frameworks be used for? Timestamped comments and tags are certainly one interesting possibility. Combine this with FOAF-like social networking structures, and you got yourself a whole new way to explore TV programming.
Imagine a personalized TV channel that only serves you shows your friends are literally talking about. Or think about the way this could transform programming itself. What if the Lost folks didn’t do their next Alternative Reality Game on the web, but in Joost itself, allowing you to collaborate with your friends and collect clues while watching the show?

NewTeeVee » Joost: It’s The Metadata, Stupid!

 

April 16, 2007

One-to-One Investing

(* Source: Misha Cornes *) 

 


Kiva_2

 

 

 

Kiva is a platform that links small scale lenders with entrepreneurs in developing countries.  For as little as $25, you can invest in a bakery in Kabul, a rice farm in Ecuador, or a dry goods store in Fiji. 

That's right, invest, not donate.  You too can be a banker to the poor.  So-called microlending was first developed to combat poverty in Pakistan by Nobel Peace Prize winner Muhammad Yunus, founder of the Grameen Bank.  The site uses the aggregation qualities of the Internet to bring microlending to the masses.  Like the Grameen model, 100% of the loan amount goes to the receipients.

Putting my web marketing hat back on for a minute,  I admire the way the site puts the customer at the center of the experience.  It features investor profiles alongside details of each investment opportunity, which are obviously real and sometimes quite droll.

Very worthwhile on several levels.


 

The Short-tail of Marketing

(* Source: Neil Perkin *) 


Shorttail1

This Ad Age article reveals a quite astounding fact. The top ten internet players in the US  market nabbed 70% of all net online ad revenue in 2006. Represent it as gross ad revenue and that’s 99% that the top ten account for. That’s up (yes up) from 95% in 2005. In the UK, i-level have long been making noise about a similar imbalance, claiming that 80% plus of UK online ad spend goes on the top ten players here.

There is a fantastic irony in the fact that whilst most businesses are frantically trying to adapt their business models to cope with the changing economic world characterised by the LongTail, online advertising is going the other way. The internet is a ‘medium’ that delivers a vastly broad reach, yet offers micro- targeting potential that is more precise than any other (both in terms of context and user). So how come such a high proportion of revenue is directed to such a few selling points?

 

April 13, 2007

Top Social Networks: Who’s losing to MySpace

(* Source: Ceri Kirkland *)

 

Somewhere between Instant Messenger Profiles and Vertical “People” search engines, social networking has become a keystone of the web. And much like the beer bearing the same name, it’s cheap, facilitates conversation, and is consumed primarily by younger people. As social networking continues its rapid adoption, the diversification of the social networking sites makes it an important segment to assess.

The table above ranks the top twenty social networking sites by the amount of attention* that each site received in March ’07. What is immediately apparent is that ranking by total visitors to a social networking site gives a poor representation of a sites true popularity. Since visitors are (arguably) using these sites to socialize, more time spent on a site indicates involvement. While MySpace and Facebook are the two largest sites in terms of both UVs and Attention, the rest of the list changes dramatically.

  • Bebo, a relative new player in the space, has more than tripled in both unique visitors and attention from March 2006 to March 2007. By attracting and engaging quality traffic, the site leaps from 9th rank in Unique Visitors to third in Attention.
  • Reunion and Tickle which both rely heavily on pop-up and banner advertising to drive traffic, plummet from 4th and 6th in UVs to 13th and 14th in Attention.
  • If one person accounted for all of the time spent on MySpace in March of 2007, he would be surfing for the next 1740 years.

The chart above illustrates the change in monthly attention that each site has experienced from March 2006 compared to March 2007.

  • MySpace, the dominant leader in the category, has grown by more than 23% during the period.
  • Growth in visitors and the amount of time these visitors spend on the site has spurred growth of over 250% in Bebo’s attention share.
  • Friendster, which gained popularity as one of the first social networking sites, continues to lose ground on the category, falling by nearly 50%.

As the broader internet becomes more social, the real challenge for networking sites will be visitor retention. Can any of these sites make a dent in MySpace? With sites like wink allowing for cross-site searches, a dramatic shift away from the monster of the space may be waiting in the wings… stay tuned.

 

The World Of Wikis

(* Source: David Lenehan via three billion *) 

 

 

 

 

 

 

WetPaint, a popular hosted Wiki solution, announced this week that they are to provide person-to-person and private messaging between users of their Wiki network. This means that Wetpaint Wiki users can now send single or multi-person private messages, to connect and collaborate with others about their interests. On reading this news, it got me thinking about Wikis - or more to the point, who is using them and for what purpose. Firstly, I'll briefly describe wikis and then we'll explore the range of wiki products in the market right now.

More here 

April 12, 2007

Disney Launches Mobile Social Network

(* Source: Wireless Watch Japan *) 

 

Disney Launches Mobile Social Network by Mobikyo KK

 

 

 

 

 

 

 

 

 

 

We’re thrilled to see Walt Disney Japan step into the mobile social networking space in March with this announcement [in Japanese only] for their public launch — on all three carriers’ official portals — of Wonder Days. In the most simple terms it looks very much like Habbo Hotel meets Mickey Mouse, however you need not take our word for it.. watch WWJ’s first-to-web video demo. and see for yourself!

It’s no surprise that many of the popular and established fixed-line service offerings have been making the leap onto Japan’s wireless web. Tokyo-based DeNA has several perfect examples for auctions and social networking with Mobaoku and Mobaga-town respectively. Moba (game) Town is a free service, and available only on mobile, which has attracted just over 3mln members since it’s launch last summer. The hook was to provide free games, with over 30 titles to choose from, supported by advertising and micro-purchases — using MobaGold - for premium avatars. In the same way that instant messenging and presence of friends applies to online products (like the Twitter craze) it’s easy to see the evolution of mobile communities connecting anywhere and anytime will become a defacto standard for the next-generation.

 

Mobile Marketing and Advertising to be Worth $3 Billion by 1Q 2008

(* Source: ABI Research *) 

 

The world market for mobile marketing and advertising is expected to be worth about $3 billion by the end of 2007, according to a recent study from ABI Research. By 2011, the value of this market will reach $19 billion, including mobile search and video advertising. ABI Research also expects some of the highest levels of spending to come in the broadcast mobile video space. By 2011, it will surpass SMS as a source of mobile marketing spending, due in part to mobile broadcast networks' presence in all major markets. In 2011, ABI Research expects spending for broadcast mobile video advertising alone to reach $9 billion.

But for this market to reach its full potential, carriers, advertisers and marketing companies must utilize multiple technologies and business models to bring their messages to mobile consumers. "Mobile advertising and marketing is a risky, albeit enticing business," says principal analyst Judith Rosall. "Unlike the PC, a mobile device offers a uniquely personalized communications channel. Carriers worldwide have quite a bit of information about their end-users: name, sex, age, geographical location. And depending on the handset and plan their users have purchased, the carriers probably also know something about their economic status and credit record. But they don't like to release this information to third parties because they want to protect and control their customers."

Mobile marketing and advertising is also at varying levels of maturity, depending on the market or country, says Rosall. In Europe and Asia, mobile marketing is fairly well developed. However, early-adopting brands in the US are still in the process of testing the water. They don't typically allocate a set percentage of their annual budgets to mobile. In turn, major ad agencies are still relatively inexperienced with mobile marketing campaigns, and reluctant to utilize location-based services and technologies such as MMS (Multimedia Messaging Service) and mobile search that are still in the early stages of deployment. Their slow pace in exploiting opportunities in mobile marketing and advertising, however, has opened the door for a number of specialized agencies, aggregators, and other enablers.

Will Portals Get Poached?

(* Source: eMarketer *)

How long can portals be all things to all people?

MySpace could lure the majority of heavy users from Google and other big portals, according to JupiterResearch's "21st Century Portals: Thriving in the Google-MySpace Era" report.

The report claims that 55% of the users most likely to pay for services could be swayed by an entertainment and communication combination like MySpace.

"Right now, portals like Yahoo, AOL, and MSN dominate online usage and, together with Google, collect 55% of US online ad spending," reported David Card of Jupiter. "For a long-tail market, the Internet is pretty concentrated at the head."

Communication and video are prime draws for MySpace users, but does that mean that users of other portals want those same offerings? Are all portals fundamentally alike, easily exchanged by visitors and advertisers?

From the audience point of view, as measured by the American Consumer Satisfaction Index (conducted with ForeSee Results), US consumers expressed more satisfaction with Google than Yahoo!, AOL or MSN. And they claimed more satisfaction with all portals other than AOL, MSN and Yahoo! That includes second-tier portals like Lycos, Excite, Univision and Netscape.

Within each portal, the most visited subdomains describe the most popular offerings. For AOL, that's instant messaging; but for MSN and Yahoo!, that's e-mail. Meanwhile, if you define a portal as a gate opening to somewhere else, Google might be more pure portal than the other three large sites, according to Quantcast.

Just as the frequent and regular use of e-mail communication helps boost portal traffic, so can instant messaging. Heavy Internet users are far more likely to use IM than social networks, podcasts or RSS feeds, according to a Universal McCann study conducted with Insight Express.

As the most buzzed-about type of Internet content, video has become a major competitive differentiator among the portals. Next to YouTube (a Google division) and TV network sites, the video sections of the top portals are prime destinations where US adult Internet users watch video content, according to Piper Jaffray.

The portals' video success has been due mainly to "licensing content from big entertainment companies," as The Wall Street Journal has reported. "How much longer those companies will agree to license their content isn't clear: Film studios and TV networks are both plunging into the Web more directly, eager to stop Web video from being dominated by the portals."

eMarketer Senior Analyst David Hallerman notes that even MySpace's wealth of entertainment content doesn't count the portals out on this front.

"As long as the portals can deliver a fair cut of advertising revenue," said Mr. Hallerman, "TV networks and movie studios will likely be willing to license at least some of their content. Monetizing such content is not always easy, and in this case the broad reach of the portals can make a key difference

 

Second Life Poker

(* Source: Jeff Squires *) 


Slpoker_2

Virtual poker rooms in Second Life are taking off.  Apparently they are so successful, their growth is even outstripping that of Second Life itself - bringing in about L$3,000,000 a month! (around $12,500 US Dollars, see exchange rates).

Initially however, there were some security concerns.

Reuters writes:

The problem was players didn’t trust the honesty or fairness of Second Life poker. Patel [owner of Myth Casino, one of the three largest poker houses in SL] built confidence by hiring dealers and pit bosses to keep his casino staffed on a 24/7 basis. Now Patel said he’s seen pots in excess of L$250,000. “Once a reputation of fair practices was set, it really didn’t pose an issue,” Patel said.

Another major factor in why SL poker is becoming so popular is the high level of personal communication that players and dealers have that other online gamblings sites lack. 

Players say Second Life’s immersive environment creates a unique poker experience. “You get reads on players,” said slpokerplayer.com’s Dix. “You can do tells off people in Second Life. People fidget in their chair.”

“Playing poker in SL, you have pit bosses and dealers saying ‘Hi, do you need anything?’” Dix said. “You don’t get that anywhere else. Outside Second Life, if there’s a table glitch, you have to email support. Here you IM the casino owner.”

 

Online Campaign of the Day

(* Source: Fred Guillet *)

 

As he says... a really cool online ad campaign. See for yourself here.

 

 

 

 

The long tail of social networking

(* Source: Dan Taylor *)


In case you hadn't noticed, social networking's gone got niche. Whereas the first wave of social networking sites (e.g. Classmates, SixDegrees, MySpace, Friendster, Linkedin) were relatively broad churches, with demographic emphasis the main differentiator, some of the latest kids on the social networking block are more niche than a Wim Wenders movie.

The unspoken rule of the first generation of social networking sites was to keep the focus general enough to facilitate a rapid growth in membership. However, the inclusive social networking model has become increasingly less viable for start-ups as the marketplace has become more crowded and dominated by a handful of big hitters (e.g. MySpace, orkut, Xanga, Facebook, Bebo).

This has paved the way for a new wave of social networking sites focused on niche areas of interest or identity. Don't believe me? Check out the hastily cobbled together A-Z list below which runs the gamut from Activism to Wine via Training shoes (strictly speaking it's an A-W, as I haven't yet found a social network dedicated to xylophones, the Yakuza or Zoroastrianism).

The narrow focus of a site like SneakerPlay may put a comparatively low ceiling on its potential membership, but it also increases its attractiveness both to users with that particular interest and to advertisers who are keen to hit their target demographic with greater precision (Nike currently has a banner ad for its AF1 Playoffs running on every page on SneakerPlay).

The recently relaunched Ning is the logical next step in the specialisation of social networking, as it enables you to create your own social network. With over 30,000 Ning networks already created, this opens up the possibility of a significant long tail of social networking although many of the networks are either still being set up or only have one member (the founder).

Whilst I suspect the current long tail of social networks doesn't begin the stack up against MySpace's 150 million odd user accounts, I doubt that will still be true in a year or two as niche social networking matures and more generic social networks start to see a decline in traffic.

A-Z of niche social networks

Activism: Care2, TakingITGlobal
Art & Design: Amateur Illustrator, Stuart, Teapotters
Auctions: biddingBuddies
Books: LibraryThing, Shelfari, Tagabook
Cars: CarDomain, CarSpace, Carster, Motortopia
Clubbing: AfterTheClub, DontStayIn
Comics: ComicSpace, Hypercomics
Cooking: BakeSpace, Group Recipes, Open Source Food
Cycling: BikeSpace.net, velospace
DIY: Curbly
Ethnicity: BlackPlanet, Koolanoo, Quespasa, WorldLounge
Fashion: ShareYourLook, Shoutfit, Trendmill
Fitness: ontri, PlayLocal, Traineo, We Endure
Film: Flixster, Yamji
Football: Joga
Gambling: Gaambol, Gottabet
Health: DailyStrength, OrganizedWisdom, RealMentalHealth
Hunting: TheHuntZone.com
Intelligence: intellectConnect
Motherhood: ConnectingMoms, MommyBuzz, MothersClick
Music: Hip-Hop.net, Linked Musicians, MakeOutClub, MusicHawk
Neighbourhood: ((echo))MyPlace, My Neighbourhoods
Outdoor activities: MyOutdoors.net, Outdoorzy.com, thoos
Parenting: GotKidsNetwork, Minti
Pets: Animal Buds, Catster, Dogster, Fuzzster, HAMSTERster, Petster
Photography: The Black Stripe
Politics: essembly, HOTSOUP.com, My.BarackObama.com
Religion: MuslimSpace, MyChurch, OakTreeIdea, ShoutLife, Xianz
Rugby: RuggerSpace.com
Smoking: Smoking Passions
Sports: FanPage, FanNation, FanSpot, Takkle, SportsMates, Ultrafan
Trainers: CriticalSole, Sneakerplay
Travel: TravBuddy, Travellerspoint, TripConnect, TripUp, WAYN
Video games: Gamervision, The Great Games Experiment
Wine: Bottletalk, Cork'd, Vinorati

 

The Future of Social Networking

(* Source: Neil Perkins via three billion *)

 

This is a map of the internet (via). It’s produced by creating packets of data that can be spread from computer to computer, node to node, country to country which are then tracked once they have been sent out onto the web. Things never sit still on the internet. This map was already out of date as it was being completed. Millions of conversations, millions of possibilities, millions of connections for marketers to try and navigate.

Web_traffic1

 

Right now, social networking is dominated by a relatively small number of big players. But will it always be so? I doubt it. The Henley Centre recently asked an interesting question about the future of Search. Is it possible that one of Google’s major strengths - the clean search box , the ease of use, the commoditised ad revenues that go with it – is perhaps masking its principal weakness? As media content and ad revenues fragment to serve a potentially infinite number of vertical online communities based on lifestyle or profession: “Google may suddenly seem standardised, commoditised and lacking a sense of unique community. Is Google becoming Wal-Mart, while vertical communities may prefer Harrods?”

More here 

April 11, 2007

Mobio Launches Mobile Widget Lifestyle Portals

(* Source: Kristen Nicole *)

 

mobio-logo.png

 

GetMobio is launching a mobile widget service in public beta with over 50 applications available for use.

GetMobio has created several widget packages for cell phones that include local information regarding the type of information you need. Mobio calls these lifestyle portals, and come in a variety, from “Pamper Me” for local spas, to “Panic Kit” which will connect you with the nearest hospital or pharmacy. These portals feature a Click-to-Call feature that lets you easily find the information you need and let Mobio dial for you. You can create your own customized portal package as well.

With $9M from investors, including InterWest Partners and Storm Ventures, Mobio had developed a useful mobile widget application that spans a broad audience and works on a variety of phones. A service like this can easily grow and be leveraged as a search platform for consumers as well as a marketing launch pad for local businesses. Other activities can be incorporated into this service as well. Companies will find that services such as GetMobio and Mobease can provide easy access to mobile communities.

 

getmobio-ss.png

 

Yahoo China Launches a MySpace Clone

(* Source: Kristen Nicole *)

yahoo-china.png

Yahoo China has just launched a new blogging and social networking service, Yahoo Space.

Yahoo Space includes blogging tools, a photo gallery, online networking and other interactive functions for Yahoo users. In an effort to bring more ways to share knowledge and information for individuals, Yahoo China is expanding the services available to users. Similar to Yahoo’s 360 in the U.S., Yahoo Space adds another dimension to the large network’s capabilities.

Also included in the new development plans is a focus on the online community in cooperation with Alibaba, China’s largest e-commerce firm that provides an online trading platform. Flickr China will also launch this year.

 

MTVAsia goes Open Source

(* Source: Three Billion *)

A good open source initiative and another great presentation by Ian Stewart from MTVAsia.  Keep it coming, join the open source revolution... b-side 

 

Mobile Music Needs Volume

(* Source: eMarketer *) 

 

What's your favorite telephone station?

If you are like most mobile users in the US, you don't know how to answer that one. That is because few people currently listen to music on their phones, according to "The Mobile Audio Media Study" by Telephia and Arbitron.

Despite all the buzz surrounding Apple's iPhone, only about 6% of US mobile users have listened to mobile audio during the previous 30 days. That includes music and other audio downloaded wirelessly, free FM radio delivered to phones, subscription radio services and "sideloaded" music transferred from a PC. The "other audio" category includes content like mobile podcasts.

Those who do listen to music and other audio on their phones consume more media (excluding TV) than the general mobile population. Each week, mobile audio users spend about an hour more on the Internet, and over 30 minutes more watching streaming video on PCs, than general mobile users.

Price is the main thing holding people back from listening to mobile audio. Respondents said that the content wasn't worthy of a subscription fee. Ad-supported free content is music to some ears, though, with more than 60% of current mobile audio users saying that ads are a fair price to pay for free tunes.

eMarketer Senior Analyst John du Pre Gauntt says that getting consumers to pay outright for mobile content, without ads, is a hard sell.

"To date, the mobile platform is the only interactive medium where the typical user shoulders 100% of the cost of both network access and the content/service that rides on top," Mr. Gauntt says. "Small wonder why mobile operators and content providers are finding that after they tap early adopters and enthusiasts, continued growth of the paid download market for music, let alone video and games, is proving to be a much harder slog than they imagined."

eMarketer estimates that mobile advertising in the US will approach $5 billion in 2011, up from $421 million in 2006.

Apple's iPhone will increase the number of mobile audio users in the US. iTunes giveaway and promotional spending will follow, as it did with the iPod. The only question is how much.

 

LifeStreaming

(* Source: Misha Cornes *) 


Lifestreaming2

 

 

Twitter mania is here.  In fact, you know it's gone mainstream because (a) it's in the Wall Street Journal  (b) early adopters have already decided it's over.  To recap, Twitter is a service that combines IMing, social networking and mobile technology. Twitter members use their PCs or a cellphone to send short messages about their whereabouts and what they're doing.  The messages are broadcast to everyone in a Twitter member's network.  Unlike texting, there's a cap on the number of characters allowed, but no limits on the number of messages you can send.   

It's useless and addictive.

But it's easy to dismiss Twitter until you place it in the wider context of youth trends. Twitter, Google-owned Dodgeball, and Finnish newcomer Jaiku are all part of a growing presence broadcasting or lifestreaming trend.  Flickr, MySpace, and even blogging can be considered part of the same phenomenon.  For today's teens and twenty-somethings, you are less defined by your consumption habits, and more the sum-total of your digital footprint.  I blog, therefore I am.  Sites like Twitter strike me as merely the first salvo in the evolution of tools that allow for continuous public self-expression.


 

April 10, 2007

The State of the Live Web, April 2007

(* Source: David Silfry via Fred Guillet *)

 

Technorati is known widely for its quarterly State of the Blogosphere reports, analyzing the trends around blogs and blogging. With this report, we expand on this tradition by introducing information and analysis relating to the broader range of social media on the Web -- what we and many others call the Live Web (another good definition). Technorati continues to grow well beyond its roots at the leading blog search engine; increasingly, we are the main aggregation point for all forms of social media on the Web, including blogs, of course, but also video, photos, audio such as podcasts and much more.

Slide0005

Technorati is now tracking over 70 million weblogs, and we're seeing about 120,000 new weblogs being created worldwide each day. That's about 1.4 blogs created every second of every day.

 

In summary:

  • 70 million weblogs
  • About 120,000 new weblogs each day, or...
  • 1.4 new blogs every second
  • 3000-7000 new splogs (fake, or spam blogs) created every day
  • Peak of 11,000 splogs per day last December
  • 1.5 million posts per day, or...
  • 17 posts per second
  • Growing from 35 to 75 million blogs took 320 days
  • 22 blogs among the top 100 blogs among the top 100 sources linked to in Q4 2006 - up from 12 in the prior quarter
  • Japanese the #1 blogging language at 37%
  • English second at 33%
  • Chinese third at 8%
  • Italian fourth at 3%
  • Farsi a newcomer in the top 10 at 1%
  • English the most even in postings around-the-clock
  • Tracking 230 million posts with tags or categories
  • 35% of all February 2007 posts used tags
  • 2.5 million blogs posted at least one tagged post in February

More here

April 05, 2007

Web 2.0 Eco-system

(* Source: Todd Andrlik via three billion *)

 

web20values.jpg

 

Outlook for Search in China

(* Source:  Aydin Senkut via three Billion *)

 

Today China boasts over 105 million Internet users, not to mention 350M mobile users (growing by 57 million every year). By 2010, Chinese Internet users will outnumber US Internet users by 25%. Currently, 87% of the Chinese Internet audience uses search. And given Internet search’s dominance of monetization and audience rankings globally, the competition for the top spot in the Chinese search market is pretty intense.

Baidu, Google, Yahoo, Sohu and Sina are battling each other to be the leading provider of search in China. Currently the two largest search players, Baidu and Google, account for almost 90% of the searches (source: CNNIC Search Survey, 2006), per the latest local search market share depicted in the pie chart below.


Chinese Search Market

Though it doesn’t show up in the main search rankings, Tencent - the leading Chinese Instant Messaging (IM) platform with over 220M active users - has been making significant in-roads into this market by licensing Google’s search in 2005.

More than 3 out of every 4 Internet searchers in China use multiple search engines (source: CNNIC Search Survey, 2006). Therein lies one of the more interesting dynamics of this market: Baidu and Google clearly lead the field in all aspects of search, through the variety of searches they offer and the quality of their results. Sohu features more prominently in MP3 and video search, compared to its lagging ranking in web search. Yahoo, on the other hand, has been struggling with its local partnering strategy - as it failed to take advantage of large acquisitions locally, including 3721 and the much publicized Ali Baba. Indeed Yahoo's brand seems weaker in China compared to Google’s and other local players - as a result of its lack of focus (and differentiation).

 More here

 

How businesses learned to stop worrying and love the blogosphere

(* Source: The Guardian *) 


As young consumers move online, firms are scrambling to understand and exploit networks such as MySpace 

 

The rise of online social networks such as MySpace, Bebo and Facebook has been one of the most dramatic developments on the web over the past few years. But the business world has struggled to come to terms with the growth in user-generated content such as blogs and video diaries.

The sheer size of online communities such as MySpace has already brought Google and Yahoo! into these sites, looking to attract new users to their search engines. But there is a much wider opportunity for brands and businesses presented by the growing community of bloggers and creators of user-generated content.

Matthew Yeomans, director of Custom Communication and organiser of the conference, says businesses are trying hard to understand the rapidly changing world of social media. "Even the mainstream media is having trouble keeping up with what is going on, so what chance does a corporate communications officer in a FTSE 100 or FTSE 250 company or an account director at a marketing services or PR agency have?"

Exactly how brands and businesses use social networks is more complicated than the old advertising model, not least because users of these communities believe they "own" their spaces in cyberspace. Just as most people would object to a poster site being erected on their lawn without their permission, bloggers loathe intrusive marketing in their personal space online.

As a result, advertising to the blogging community needs to be much more inclusive and more of a dialogue than merely shouting a particular message, usually through banner adverts, hoping someone will hear it.

Nathan Elliott, an analyst at the industry specialists Jupiter Research, said: "There are any number of advertisers who will continue to throw banners at social media and treat it as if it was simply another online portal but the reality is, that has limited effectiveness. In this environment the thing that advertisers need to understand, and which they find a little bit scary, is that they are not in charge any more."

'New influentials'

Jupiter recently published research that highlighted the emergence of what the consultancy called "the new influentials". These are the people it believes brands need to firstly identify, and secondly work with, to succeed in social networks. These people influence everything from the purchasing decisions to the opinions about particular brands of other web users. Crucially, they also tend to be "trusted" by their peers. They tend to be the people who regularly update their blogs and have a lot of "friends" on a particular social network.

 

More here 

 

 


April 04, 2007

MMC Presentation on Convergence

(* Source: b-side *)

 

Thanks for all the support and here is a copy of my conference presentation at the Malaysia Media Congress.  Long live open source! Enjoy.

 
More on b-side


 

The Future of Media Agencies

(* Source: Matthew Creamer via Three Billion *) 

 

Shops Want to Prove Communications Planning Is Vital to Marketers in an Increasingly Digital World

 

New outlets, new headaches

The explosion of YouTube and all manner of consumer-generated and -distributed content made the internet a platform for brand storytelling. Finally, there was a place other than TV for advertisers to tell their stories, a reality that's made figuring out a communications strategy that actually reaches the right consumers all the more daunting.

Enter communications planning. Or connections planning. Or engagement planning. Or channel planning.

Whatever you call it, it's become clear that the future of media agencies will be determined by how well they can guide marketers through an ever-complicated media world. Responding to that environment represents a huge shift for agencies that have been experts in buying time on TV or space in newspapers but, with a few exceptions, don't have nearly as much experience in giving strategic, consumer-centric counsel.

 

"Media agencies have been built to give great media recommendations," says Antony Young, president-CEO of the U.S. division of Optimedia, a part of the Publicis Groupe. "They're very good at responding to briefs and delivering audiences. The big shift we need to undergo is move from being media-facing to consumer-facing" and start with studying how a consumer interacts with and uses media.


Lisa Donohue, exec VP-managing director at MediaVest, says just about all marketers these days are in search of media-neutral solutions. The challenge for some is to break down internal silos so communications planners have the requisite information to create strategies that reach beyond media and into in-store settings and packaging and even product design. 

"We are seeing clients shift dollars from TV into other channels," says Peter Mears, head of knowledge at PHD, an Omnicom Group-owned unit that serves companies such as Discovery Networks, Chrysler Group and Safeway. "This is not a deliberate goal, but if you're following consumers, that's where you'll end up."

 

New era of experimentation


It's also likely that the ad business has only seen the beginning of the kind of experimentation that will fiddle significantly with how major marketing budgets are spent. A recent survey by the American Advertising Federation's Center for Media Research found that about three-quarters of the marketers it questioned said that as much as 20% of budgets are reserved for experimentation. Nearly 80% of respondents said they're open to new ways of using traditional media.

All of that will drive the growth of communications planning and with it the fortune of agencies, both media and creative, that do it well.

 

M.T. Carney, one of the founding partners of Naked's U.S. operation, says "Clients know the model is broken, and they can't keep going back to the same agencies who are using the same tools," she says. "It's like how Einstein defined madness, doing the same thing over and over and expecting different results." 

 

Full article here

April 03, 2007

Asia Pacific mobile users to cross 1B this year

(* Source: Aaron Tan *) 

 

The Asia-Pacific mobile subscriber base is expected to reach 1.14 billion by the end of this year--thanks to robust growth in the region's emerging markets, according to new research by Frost & Sullivan.

In a statement released Wednesday, the analyst company noted that the Asia-Pacific mobile market grew at a compound annual growth rate of 24 percent between 2002 and 2006. At the end of last year, there were 950 million mobile subscribers across the region, with a mobile penetration rate of 30.9 percent.

 

More here 

 

Size doesn’t matter: The distributed media economy

(* Source: Jeff Jarvis *) 

 

No, size does not matter, not in media, not anymore.

I know that’s counterintuitive and counter everything we’ve assumed about mass media. But today what matters is reaching the right people by the right means. That has always been the case. Only now, thanks to connected, collaborative media, it’s finally possible.

I’ll pull together a lot of links around this topic below. But most of them are still trying to measure mass: the new pageview, the new audience count, the new click. I say the change we’re facing is much bigger than just the obsolescence of the pageview, much more fundamental: Size doesn’t matter. Relevance, credibility, and attraction do.

Instead of measuring quantity, we have to measure quality. And only when we do that will the true value of these new media be unlocked for everyone.

 

More here 

YouTube's remixing and real-time chat tools

(* Source: Rafe Needleman via Tara Connolly *)  

 

Youtube after the Google purchase has taken some interesting steps towards allowing users more options to help them against what is happening with the Viacom copyright lawsuit issues.

 

 

YouTube went offline last night for updating. The new version is live now. Features include the capability to customize the colors and content on your personal profile page, and a new Google Labs-like feature, TestTube, where you can experiment with new YouTube features. The TestTube projects are the interesting thing here.

For example, TestTube has the new Audio Swap feature (previous coverage), which lets you replace your video's audio with a music track from one of several artists that YouTube has made arrangements with. The interface to make the swap is easy, and the selection of musical themes is pretty good. This isn't where you'll find millions of tracks by famous artists, but for making your talkie into a musical, there are decent options. Once you make the audio swap, the artist is supposed to get a credit on your video, but I didn't see anything to that effect in my testing.

More here 

ustream.tv

(* Source: James Ellis *)

 


Ustream

 

 

I found ustream.tv over the weekend from one of the justin.tv chat rooms. It’s basically another community site + webcams, but what’s cool is that they stream some concerts as well, I guess like AOL.

You can also record and share your broadcast, and you don’t have to be a member to watch some of the streams.  They allow you to setup your own chat rooms, and if need be, you can make it password protected.

I have mine setup at home so I can check on my room, make sure my roommates are not snooping around my things! :)


 

Visual Blogging

(* Source: Chuck Russo *)


Ipsminoltafrontview1




As you know, the blogosphere has created space for anyone with a need to express themselves... to divulge their opinions, intrinsic feelings or unique level of knowledge in a written forum, instantly. Journalists, would-be-journalists and anyone with an editorial opinion can wax-on eloquently (or, not so eloquently) as fast as their fingers can stoke a keyboard.

Increasingly, photographers and photojournalists have taken notice and are using the what we normally think of as a written medium to showcase their portfolios, or work they admire from others in the profession.  It's a great way to gain insight into artistic expression and true journalistic inspiration supported by remarkable photography.

Here are three of my favorite blogs that explore photography:


 

Made To Stick

(* Source: Organic *) 

 


Madetostick

 

 

I just finished listening to the unabridged version of "Made to Stick: Why Some Ideas Survive and Others Die: by Chip and Dan Heath.  This is an excellent book and very applicable to what we try to accomplish everyday with our clients.

Here's an excerpt of what makes a sticky idea adhere to our gray matter:

Six Principles of Sticky Ideas

As we pored over hundreds of sticky ideas, we saw, over and over, the same six principles at work.

PRINCIPLE 1: SIMPLICITY

How do we find the essential core of our ideas? A successful defense lawyer says, "If you argue ten points, even if each is a good point, when they get back to the jury room they won't remember any." To strip an idea down to its core, we must be masters of exclusion.  We must relentlessly prioritize. Saying something short is not the mission sound bites are not the ideal.  Proverbs are the ideal. We must create ideas that are both simple and profound.  The Golden Rule is the ultimate model of simplicity: a one-sentence statement so profound that an individual could spend a lifetime learning to follow it.

PRINCIPLE 2: UNEXPECTEDNESS

How do we get our audience to pay attention to our ideas, and how do we maintain their interest when we need time to get the ideas across?  We need to violate people's expectations.  We need to be counterintuitive.  A bag of popcorn is as unhealthy as a whole day's worth of fatty foods!  We can use surprise an emotion whose function is to increase alertness and cause focus to grab people's attention.  But surprise doesn't last.  For our idea to endure, we must generate interest and curiosity.  How do you keep students engaged during the fortyeighth history class of the year? We can engage people's curiosity over a long period of time by systematically "opening gaps" in their knowledge and then filling those gaps.

Continue reading "Made To Stick" »

 

Joost First Impressions

(* Source: Jim Bachalo *)


Joost

 

Earlier this year I wrote about the initial press for Joost.  With a few minor complaints (text gets cut off in search, advanced search option needed, widgets need work), the interface is really spectcaular.

Here are some sample screenshots.

Two things are needed for Joost to really fly when it finally launches

  1. More content providers to come onboard
  2. Better video quality
  • Currently viewing full monitor video leaves a lot to be desired...
  • Blocking and compression artifacts have a large impact on viewing experience
  • However when the view screen is reduced to the standard 640X480 view area quality is on par with Quicktime.


More here from before.