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June 28, 2007

Jumpgate Evolution Announced

(* Source: BD Gamers *)

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NetDevil today announced the development of Jumpgate Evolution, a remake of its own sci-fi MMO released in 2001. Staying true to its early vision, the studio plans to improve upon the original in every way, with a complete graphics update and the integration of advanced AI.

“Jumpgate Evolution offers fun, intuitive game play that is thoroughly engrossing, while the new AI encourages players to immerse themselves in various roles available in the universe,” said Scott Brown, President of NetDevil. “The game has undergone a complete graphics overhaul and has been vastly expanded to offer more weapons, and greater focus on PvE targets, making roles more refined in the process. Advanced social aspects of the MMO are available as well, including player-owned stations, complete with controllable economy, updated player statistics and rankings, and the ability for players to create squads with customizable web pages for each. The overall experience is a vital improvement in terms of playability, accessibility, as well as the overall look and feel. We think it’s a great example of just how far you can transform an existing IP.”

Jumpgate Evolution will feature several new missions across multiple types including combat, patrols, mining and delivery, PvP system with factional peace and war ratings, new user interface and more.

No release date was mentioned.

 

More here on NetScape: 

Sony Home the Future of Playstation 3

(* Source: Youtube *)

 

 

 

Project Entropia

(* Source: Youtube *)

 

 

Community Glues Offline and Online, Real and Virtual

(* Source: Steve Rubbel *)

Community is the glue that unities us all, as humans. It has for thousands of years. We identify ourselves with the physical communities in which we live - local, national and global. Our family is a community. Our circle of friends and fellow alumni are communities. The workplace is a community. Even Starbucks - the third place - is a community for thousands of web workers and new moms.

More recently, thanks to Web 2.0, search and mobile devices, community is becoming an equally huge part of our online lives. Technology has given rise to thousands of micro global villages where people find each other, talk and collaborate around shared interests and/or goals.

This isn't a new idea, of course. I remember spending hours on GEnie's RoundTables as a teenager in the mid-1980s. When the web blossomed in the late 1990s, many of us hung out on community sites like GeoCities and the late great Six Degrees.

Today this is all much easier and natural because of broadband. It has changed the way we view the web and the time we spend online. It's important to note the role that community has always played in driving the Internet revolution and how that will continue.

The aforementioned communities were the prehistoric predecessors to the water coolers where we spend time today. This includes the blogosphere (a giant, distributed community), social networks like Facebook and MySpace and virtual worlds like There.com and Second Life.

Community, however, is no longer limited to just the specialist sites. It's becoming completely ubiquitous online, just as it is off.

More here 

 


EVE TV Launched

(* Source: EVE online *)

 

 

A weekly on-demand Internet TV broadcast dedicated to the EVE Online universe has been launched. Dubbed EVE TV <http://eve-online.tv/> , the show will report the MMORPG's virtual society, as well as offer news, in-game skirmishes, market trends, exclusive interviews and more.



More In-Game Ads Coming Your Way

(* Source: BD Gamers *)

GA Worldwide sent out word that they have signed three new partnerships to deliver dynamic advertisements into a range of games. The new partners are Cyanide, Morpheme and Staggan, who have all signed up to offer ads in popular games such as Pro Cycling Manager, United Football and a number of casual games.
Through IGA’s deal with French game development studio, Cyanide, consumers will experience contextual dynamic billboards in Pro Cycling Manager, incorporating the world-famous Tour de France, the worlds single largest annual spectator event. The game allows players to be in charge of one of 60 official teams by managing their tactics and strategies for 180 real-time 3D races.

Similarly, the deal with Staggan delivers dynamic billboard ads as well as power-ups and half-time video spots through United Football, a unique massively-multiplayer online soccer game, which gamers can download and play free of charge.

IGA has also signed a portal-wide casual game deal with Morpheme, a wholly-owned subsidiary of game publisher Eidos, for a range of new Morpheme titles including; Finger Frenzy and current top release, Dawn of the Bod. IGA’s network will again provide dynamic billboards and interstitial video clips before and after play. The Morpheme portal www.gimme5games.com receives over one million unique visits per month, mostly in the 16-34M bracket.

Lineage II opens new online gaming frontier in South East Asia

 (* Source: Asian Media Development Group *)

Manila-based company tapped to distribute Triple-A MMORPG in SE Asia In a landmark partnership agreement set to change the face of online gaming in the region, ASIAN Media Development Group (AMDG), the Philippines largest PC games distributor, signed a US$5.5 million deal with Korean gaming giant NCsoft Corporation to exclusively market and distribute Lineage II in Southeast Asia.

This unprecedented partnership marks the first time a Manila-based company has been tapped to market a Triple A MMORPG (Massively Multiplayer Online Role Playing Game) like Lineage II in the Philippines, Singapore and Malaysia.

It is also the first licensing contract ever awarded for Lineage II.Previously, NCsoft maintained a policy of servicing the immensely popular online game only through local subsidiaries. More here.


June 27, 2007

Friendster up 40%: More Web 2.0 cake for everyone

(* Source: Duncan Riley *) 

 

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Friendster currently sits in 4th place on the list of popular social networking sites, behind MySpace, Facebook and Hi5, but ahead of Tagged.com, Bebo and Piczo.

In an age where everyone presumes that Facebook reigns supreme, the question becomes: how is it possible for Friendster to grow at 40%?

Prevailing theory relating to the growth of social networking sites suggests that social network popularity is a one or the other proposition in a finite marketplace. In others words users will abandon MySpace or Friendster when they begin using Facebook, and that the number of overall users isn’t growing. The growth rates from both MySpace and Friendster at the same time as Facebook is booming would suggest that the theory is wrong.

Friendster growing is good for the entire Web 2.0 industry. There can be no downturn without a broad decline in user numbers across many sites. Friendster proves that despite strong, and some would argue superior competition, there’s still room for any Web 2.0 startup to grow, even in a crowded vertical marketplace. There is more Web 2.0 cake for everyone.

More here 

Comscore stats below:

fix8 signs deal with Stickam

(* Source: Kristen Nicole *)

 

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Fix8, the webcam avatar service, is partnering with , the live webcam broadcasting community.

Now you can access fix8’s interactive avatar creator in Stickam to create the most interesting and entertaining live broadcast out there. This form of animated live video is sure to be a hit with teenagers, and even us adults. I’ve seen more interest in fix8’s avatar service than I ever could have imagined, and the fascination with this type of interactive customization placed in a live broadcast setting is not going to lose its novelty status anytime soon.

Stickam users will have to download the fix8 software, which is free, and can then dress up their avatars, add accessories and incorporate images as well. fix8 was already being used for video messaging and chat services including MSN, Yahoo and Skype. The animated avatar service has also partnered with Pringo Networks for wider distribution. A similar service is Gizmoz, which recently launched an updated beta version.

Vator.tv Partners with the CGA and Pequot Ventures to find new talent

 (* Source: Kristen Nicole *)

Vator.tv, The Casual Games Association (CGA) and Pequot Ventures have partnered to seek out innovators and future leaders particularly in the video game industry. This will be done as a sponsored video pitch contest on Vator.

With the increase in casual games, both the CGA and Pequot are interested in finding the next big thing in the industry, and they’ve chosen Vator as their venue for seeking undiscovered talent. The contestants will be judged based on their pitches on Vator, and the winners of the challenge will get free admission to Casual Connect, a conference for the casual games industry next month in Seattle, as well as admission to the European Casual Connect Events in Kyiv and Amsterdam. Winners will also be featured in the Vator Reports, the new show on Vator featuring co-founder Bambi Francisco and Peter Thiel, as well as financial and industry training, and possibly funding from Pequot Ventures. The runner up will get a free XBox.

Regardless of the big gap between the winning and runner up prizes for this challenge, the chance to network with the right people, gain valuable training and have a shot at funding is the chance of a lifetime for anyone interested in casual games. It’s important to find talented individuals for the purpose of furthering development in nearly every industry today, and this is even more so highlighted by the fact that the marketing potential of casual games is rising rapidly. Looks like Vator is on its way to becoming a helpful platform for sharing information and launching careers.

June 26, 2007

Online Gaming moves towards gambling

 (* Source: Life's Like.com *)
With the market for online gaming growing it was inevitable that wagering and competitions for money would become more mainstream. Millions of Americans play video games in their homes and online, and with the emergence of  Professional video game competitions, cash battles are now in play.

The Cyberathlete Professional League (CPL) is the biggest touring competition in the world and has been for many years.  The World Cyber Games, hosted in South Korea, is known as the ’Olympics of Cyber Gaming’.  A variety of smaller leagues focus on sports, like the Electronic Sports World Cup. On an even smaller scale, local cyber-cafes and even some exclusively on-line tournaments offer small  cash rewards for top finishers.

A relatively new gaming site based out of Ireland, called Skill Ground is claiming to be
the world’s most rewarding online gaming arena where you can download real video games for free and play in a secure and fair environment for cash prizes or just for fun. Now you don't have to go to your friends house and play Madden for money, now you can play against anybody in the world that has a skillground account and that meets you skill criteria, for fun or cold cash.

Skillground has multiple games from one on one, death matches, team play, progressive tournaments, and score based games. Some games even allow for a large pool of money to be gathered with winner take all, the more players the bigger the prize. All you need is a PC and a broadband connection to play.

More here 

How Ads are changing the Casual Model

(* Source: Ran Cohen & Chris Houtzer *)

Two industry insiders weigh in on the evolving business of casual gaming

It has been a banner year for the $1 billion dollar casual games industry, and 2007 is looking even better. A record number of people are playing games such as Cake Mania, Bejeweled, and Super Collapse 3. Tens of millions of casual games are either downloaded or played in a Web browser every day. All this growth is tremendous; however a very small percentage (less than 2 percent) of people downloading casual games actually purchase them. This frames the enormous opportunity for in-game advertising.

Throughout 2005 and 2006 in-game advertising in console and online PC games has been a very hot item.  The evolution of in-game advertising capabilities has allowed advertisers to see it as a viable alternative to traditional ad channels such as television and outdoor display ads.  As the reach of television advertising decreases, forecasts for in-game advertising are increasing, with research firms such as the Yankee Group estimating in-game ad revenues to reach $732 million by 2010.  These numbers demonstrate agencies’ strong interest in this budding channel, with many releasing trial campaigns featuring a dedicated in-game advertising line in their budgets.

More here 

Dove's Evolution is the last of its kind

(* Source: Ed Cotton *) Dove's Evolution

 

At this year's Cannes Lions, jury wanted to show the world of advertising has changed, so they and gave the Grand Prix to Dove’s Evolution spot.

The effort was rewarded for two reasons:

1.    It shows that there’s life beyond the 30sec television spot.

2.    It demonstrates the importance and power of corporate social responsibility. It’s not just a statement, it’s an action; Dove isn’t just commenting on the state of women and beauty, it’s actively trying to do something about it.

The problem is that the media world has changed so dramatically in the last 6 months that it might be impossible for a brand to replicate the success of Dove. The ad was truly viral; it was even seeded by the writer directly on YouTube and took off from there.

More here 

June 25, 2007

LinkedIn to launch Facebook-like Platform

 

(* Source: Pete Cashmore *) 

LinkedIn is feeling the heat from Facebook’s platform strategy: realizing it could lose its dominant position in business networking if it doesn’t act, founder and Chairman Reid Hoffman said on Friday that LinkedIn will provide open APIs “within 9 months”. Most likely, it’ll be much sooner (and it’ll need to be - 9 months is a long, long time on the web).

It’s a wise move, of course: as competition increases, the only way for market leaders to sure up their positions is to build a Microsoft-esque ecosystem. The question is how MySpace will react to Facebook’s latest moves: although still ahead in terms of size and growth, there’s a sense that the market leader has lost its sheen. And I hope that LinkedIn carries this idea forward with more innovation, rather than simply following Facebook’s every step.

The question: what would you build for LinkedIn?

Rock on: 12 of the Best Music Social Networks

 (* Source: Livia Iacolare *)

 Internet radio may be facing uncertain times, but many musical social networks continue to thrive. If you’re in a band, these sites are essential for promoting your music: take note, and sign up for as many as possible to maximize your reach. For fans, meanwhile, we’ve included some great places to just listen to music. We won’t mention the obvious one, of course: MySpace remains the hub for music on the web.

More here 

Flotones

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Mercora Radio 2.0

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MOG

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Last.fm

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iLike

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JamNow

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MusoCity

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Haystack

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Sonific

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Midomi

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iJigg

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Sellaband

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June 22, 2007

25 Websites to Watch

 (* Source: Preston Gralla *)

Think that all of the great Web sites have already been invented? Think again. The Internet is evolving in new and inventive ways thanks to mashups that pull data from all over the Web and to AJAX-based interfaces that give sites the same degree of interactivity and responsiveness that desktop apps possess.

To keep you ahead of the curve, we've rounded up 25 innovative Web sites and services that are well worth watching. Some of them help you design your own personalized Web site mashups; others enable you to create video mixes, build wikis, share personal obsessions, and more. But take note: A number of these sites are works in progress, and user-generated sites depend on developing a critical mass of content, which doesn't happen right away. With that in mind, check out the following dot-com destinations. One of them may become the next big Web hit.

More here

June 21, 2007

Virtual goods: The next big business model

 (* Source: Susan Wu *)

People spend over $1.5 billion on virtual items every year. Pets, coins, avatars, and bling: these virtual objects are nothing more than a series of digital 1s and 0s stored on a remote database somewhere in the ether. What could possibly possess people to spend real, hard earned cash on ‘objects’ that have no tangible substance?

The virtual worlds space has received tremendous press attention in the last year, fueled in no small part by Wild West stories of fortune and anarchy in worlds like Second Life and the plight of the Chinese gold farmer in World of Warcraft. But people aren’t paying attention to the bigger story. While people preoccupy themselves with mocking the absurdities of some of these virtual worlds, the reality is that there are many businesses out there making meaningful amounts of money in virtual goods:

  • Tencent is one of the largest Internet portals in China with over 250 million active user accounts. They generated $100 million+ in Q1 of 2007 and over 65% of their revenue comes from virtual goods.
  • Habbo Hotel has over 75 million registered avatars in 29 countries and 90% of their $60 million+ yearly revenue comes from virtual goods.
  • Gaia Online does over 50,000 person to person auctions and 1 million message board posts a day- making them the 3rd largest auction site and the 2nd largest message board on the Internet. Their average user consumes 1200 page views a month. They employ 3 people whose sole job it is to open snail mail envelopes full of cash that people send in for virtual goods.
  • There’s a commonly held misperception that virtual goods are only for online gamers. Both Dogster and HotorNot are succeeding with a hybrid ad/virtual goods business model. Currently, over 40% of HotorNot’s revenue comes from virtual goods.
  • Major mainstream brands are now buying advertising in the form of virtual goods in social networks. Gaians can now purchase and pimp their virtual Scion xBs. Coca Cola and Tencent partnered to allow Tencent’s users to trade codes taken from real Coke cans for virtual objects in the Tencent network. Wangyou, a Chinese based social network, has also been extremely aggressive in experimenting with branded virtual goods.


    Read more 

Instant Graffiti with Cellphone

(* Source: Ryley Bane *) 

 

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Using NYC graffiti artist Jesus Saves “drip” txt, technology video artists Paul Notzold and Adam Chapman have created a way to engage cell phone text messages delivered from around a city into instant graffiti messages which are then projected on various city building walls. Using a customized gateway system to receive and transcribe text messages into the artist’s script, plus various projectors, and a specific public space, messages are transcribed and instantly written out in a conversation style, resulting in an engaging interactive street performance.

Called “TXTual Healing,” the concept is to promote interaction with public spaces using an “always on” technology—text messaging and cell phones—in a way that promote conversation publicly rather than just privately. For example, for a TXTual Healing performance, people receive a simple flyer with instructions and a cell number on how to send their texts. Texts are displayed in speech bubbles, usually from a window on the side of building as though the occupants were talking, and put together as though the texts are interacting in a conversation for onlookers to read—and then interact with as well by texting themselves.

As Notzold describes, the concept is to use cell phone technology to trigger dialogue and action and create content for a staged performance to the public. By using various city landscapes to project the text messages and speech bubbles, it also gives viewers an opportunity to consider their surroundings and how they share their world with others.

As we’ve reported more often in the last year, video and technology street art have become important tools of expression among a youth culture that has grown up with communication and self-recording devices. These concepts have also been used by a handful of progressive brands to promote their concepts in unique advertising campaigns, such as moving pictures on subways, “running” animation across several blocks of storefronts, or on the sides of buildings. By using text messaging and interactive art on buildings, these artists are connecting modern devices with art and performance that can’t help but move onlookers to engage, whether through texting themselves to see if their messages will appear, or at least read what’s written by others.

 

Stardoll.com: From Little Things Big Things Grow

(* Source: Duncan Riley *) 

 


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Inspired by a childhood passion for paper dolls, Scandinavian born Liisa started drawing dolls and accompanying wardrobes, uploading them to Geocities. The personal page grew, evolving to Paperdoll Heaven in 2004.

Now calling itself Stardoll.com, the site took $4 million in Series A funding from Index Ventures in February 2006, and $6 million in a B Series round lead by none other than Sequoia in June the same year.

It’s a rags to riches success story that makes Stardoll worth taking a look at, and the space is seeing hyper growth. See our writeup of Zwinky last week.

Stardoll is all about dressing up dolls online.

Stardoll lets users create their own doll or choose from a large collection of celebrity dolls which can then be dressed up in virtual fashions. Every celebrity doll has a wardrobe full of unique clothes and outfits, with new celebrity dolls and outfits released weekly.

Each user is given a page from where they can share the dolls they have created, accompanied with a guest book, diary (blog), friend connections and album.

 

More here 

 

 

Valley of the Virtual Dolls

(* Source: Anastasia Goodstein *)

 

Girls are spending hours dressing up avatars online—and both startups and big brands such as Disney and Mattel are vying for their attention

 

When you think about paper dolls, you probably think about children from past generations painstakingly attaching little outfits onto a cut-out female figure. Paper dolls have come a long way since then.

Teen and tween girls these days spend hours dressing up dolls—only these are online, in the form of avatars, or virtual representations. Consider Mattel's (MAT) Barbie, who was also a favorite paper doll. She now has a virtual world called Barbie Girls where girls can create their own avatars and try on clothes at a virtual mall. And Barbie isn't alone. A whole wave of avatar sites is hoping to capitalize on this age-old desire.

Part of the fun of virtual worlds for teens is experimenting with identity. Boys do this all the time in video games where they assume fantastic identities very different from whom they are in real life. For tween and teen girls, fashion has always been a big part of self-expression. How else to explain the popularity of Teen Vogue, which stands tall even in a ravaged teen-magazine market, where many publications are going online or folding altogether.

More here 

People & Their Avatars

(* Source: NYT *) 

 



NAME Choi Seang Rak

BORN 1971 OCCUPATION Academic

LOCATION Seoul, South Korea

AVATAR NAME Uroo Ahs

AVATAR CREATED 2004

GAME PLAYED Lineage II

HOURS PER WEEK IN-GAME 8

CHARACTER TYPE Dwarf Warsmith

SPECIAL ABILITIES Craft siege weapons, whirlwind in battle

 

LEGO enters the MMO Game

(* Source:

 

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The LEGO massively multiplayer online game in development by NetDevil is expected to ship in the fourth quarter of 2008 as LEGO Universe, LEGO Group announced today.

The game will feature character advancement, social and community features and the ability to customize your mini-figs and interact with the LEGO universe.

"LEGO Universe ties together all aspects of our community and line of products in an online environment that can be enjoyed by LEGO fans of all ages," said Mark William Hansen, Director of Business Development, LEGO Universe. "By merging the online world of social interaction with the LEGO concept of play, LEGO Universe will provide our community with an entirely new way to experience LEGO and connect with other players in a fun and imaginative setting."

...

"LEGO Universe is being built as a place where fans and community members can discover nearly unlimited play possibilities," said Ryan Seabury, NetDevil Lead Producer on LEGO Universe. "Given the strength of the LEGO community, a large part of bringing the game to life will be working hand in hand with them to ensure that the core values of creativity, connectivity, and imagination are reflected in the end product."

I think this game has the potential to be the next big MMO. Let's hope all of that potential is realized. 

 

H&M Collaborates with The Sims

(* Source: Bernadette Matroka *) 


 

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In a genius move by H&M, the massive fast fashion retailer that always appears among the top stores in our European Youth Culture Study, they have collaborated with Entertainment Arts (EA) to produce The Sims 2 H&M Fashion Stuff Pack game and The Sims 2 H&M Fashion Runway Showcase. Basically, if you have The Sims 2, you can download the Fashion Pack from H&M and dress your characters in the latest H&M summer collection. You can also create your own H&M store, including arranging fitting rooms, move around a cash register, organize clothing racks, and dress mannequins. The Sims is one game that tends to appeal to both males and females across the board and has been one of the break-out games that’s captured the marketplace, particularly increasing the gaming time played among young girls in the last few years. This collaboration obviously brings awareness to H&M’s summer collection, but also is a game in that you can create a virtual store and entire shopping world that has the potential to move from virtual to real. For some, this will be more fun than, say, creating your own designs in SecondLife because you’re also playing The Sims as well.

More here 

 

June 20, 2007

Runescape Rules

(* Source: Kristen Nicole *)

 

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When it comes to virtual worlds for kids and teens, Runescape is leading the US market.

According to today’s stats from Hitwise, Runescape has 44% market share in this realm of virtual play lands, which also includes Webkinz, Neopets, Club Penguin, Gaia Online, Stardoll and Habbo (US version). Runescape is far in the lead, with runner-up Webkinz only taking 14% of the market.

While all of these virtual worlds are growing rather quickly, growth is only expected to increase in the coming years. Runescape is an MMORPG that lets you create an avatar to live, play and earn a living in their medieval landscape. The game currency is called GP (gold pieces), and there are premium accounts available for those that would like to buy a subscription in order to enjoy the full benefits of Runescape.

While it looks like Runescape is the king of this particular virtual avatar game domain, Webkinz is currently growing at the fastest rate. Zwinky, the avatar creator, has also released their own virtual world game, introducing another competitor in the field.

 

China and Web 2.0

(* Source: Paul Verna *) 

 

With the world's second-largest and fastest-growing Internet user population, China has become the next frontier for Web 2.0 activity. In recent months, MySpace, Yahoo! and Google have all made inroads into the Chinese market by either launching local versions of their sites or investing in China-based technology or social networking startups.

Venture capitalists are also heeding the call. Intel Capital, the financial services unit of the US semiconductor giant, invested an undisclosed sum — said to be in the millions of dollars — in fast-rising Chinese social network 51.com. Sequoia Capital, Redpoint Ventures, Highland Capital Partners, General Atlantic and IDG Technology Venture Investment have also staked claims on various Chinese Web 2.0 companies, according to articles in BusinessWeek and The Wall Street Journal.

By 2011, the number of Internet users in China is expected to grow to 246 million, up from 134 million in 2006, according to eMarketer estimates. This represents an average annual growth rate of 13% for the five-year period.

Internet Users and Penetration in China, 2005-2011 (millions and % of population)

Not only are people in China flocking to the Internet in growing numbers, but they are also taking advantage of the Web's collaborative potential.

A November 2006 study by the UK Office of Communications (OfCom) with Synovate showed that Chinese adult at-home broadband users consume user-generated content in appreciably greater percentages than users in the US, Japan and Western Europe. In total, 62% of respondents in China said they had watched or downloaded online user-generated video content in October 2006, compared with 43% in the US (the second-ranked country in the survey) and 26% in Japan (the last-ranked).

Adult At-Home Broadband Users in Select Countries Worldwide Who Have Watched or Downloaded Online User-Generated Video Content, by Age, October 2006 (% of respondents in each group)

The gap between Chinese users and those in other countries was especially pronounced among the oldest demographic surveyed — which in China and Japan was the 45-to-54-year-old bracket, while in other countries the sample reached age 64.

This discrepancy notwithstanding, what is remarkable is that a full 59% of Chinese adults ages 45 to 54 watched or downloaded user-created video clips last October. By contrast, only 18% of Japanese respondents in that age group engaged in the same activity during that period.

So what is behind this phenomenon?

Chinese Web 2.0 entrepreneur Eric Feng, founder of Beijing-based streaming video startup Mojiti, attributes it to "pent-up energy. [People] want to express themselves, but they have so few outlets to do it," he told BusinessWeek.

Other aspects of OfCom/Synovate's research support this view. Chinese broadband users were more likely than respondents in other surveyed countries to engage in a broad range of social networking activities, including meeting and chatting with people online and discussing hobbies, personal issues and work-related matters.

Adult At-Home Broadband Users in Select Countries Worldwide Who Have Used Social Networking Web Sites, by Type, October 2006 (% of respondents)

On the flip side, the potential pitfalls of investing in Chinese Web 2.0 startups should not be overlooked. The specter of government censorship remains a major barrier for small companies that are forced to invest staff resources to policing their own content, lest they risk being shut down by government authorities. And larger US firms such as Yahoo!, Amazon, Google and eBay have also hit roadblocks in their efforts to extend their empires in the most populous country on earth.

But the tide may be turning, and the prospect of capitalizing on the business potential of the Chinese market in the Web 2.0 era seems more and more tantalizing.

 

 

Meet Charlie

(* Source: Slideshare *)

 

Meet Charlie, the model citizen in our brave new world of collaboration...

 

The Web 2.0 Framework

(* Source: Ross Dawson *) 

 

The intention of the Web 2.0 Framework is to provide a clear, concise view of the nature of Web 2.0, particularly for senior executives or other non-technical people who are trying to grasp the scope of Web 2.0, and the implications and opportunities for their organizations.

There are three key parts to the Web 2.0 Framework, as shown below:

Web 2.0 Framework

Web 2.0 Framework

  • Web 2.0 is founded on seven key Characteristics: Participation, Standards, Decentralization, Openness, Modularity, User Control, and Identity.
  • Web 2.0 is expressed in two key Domains: the Open web, and the Enterprise.
  • The heart of Web 2.0 is how it converts Inputs (User Generated Content, Opinions, Applications), through a series of Mechanisms (Technologies, Recombination, Collaborative Filtering, Structures, Syndication) to Emergent Outcomes that are of value to the entire community.


Web 2.0 Definitions

Web 2.0 Definitions

  • We define the Web 2.0 Characteristics, Domains, and Technologies referred to in the Framework.
  • Ten definitions for Web 2.0 are provided, including the one I use to pull together the ideas in the Framework: “Distributed technologies built to integrate, that collectively transform mass participation into valuable emergent outcomes.”


Web 2.0 Landscape

Web 2.0 Landscape

  • Sixty two prominent Web 2.0 companies and applications are mapped out across two major dimensions: Content Sharing to Recommendations/ Filtering; and Web Application to Social Network. The four spaces that emerge at the junctions of these dimensions are Widget/ component; Rating/ tagging; Aggregation/ Recombination; and Collaborative filtering. Collectively these cover the primary landscape of Web 2.0.

As with all our frameworks, the Web 2.0 Framework is released on a Creative Commons license, which allows anyone to use it and build on it as they please, as long as there is attribution with a link to this blog post and/ or Future Exploration Network. The framework is intended to be a stimulus to conversation and further thinking, so if you disagree on any aspect, or think you can improve on it, please take what is useful, leave the rest, and create something better.

 

Yummy Cooking 2.0

(* Source: Marta Strickland *) 

 


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As a bit of a foodie and an experimental chef, I find myself online almost daily looking for exciting new recipes to try. The first place I hit up is AllRecipes.com, which does a great job on wealth of content and community features. I can search for recipes via ingredients I have in the kitchen, rate recipes I’ve tried, read reviews of recipes, see pictures, browse categories, create a virtual recipe box, and even print out a usefully organized shopping list. What more could you ask for?

Well, recently I stumbled upon Rouxbe.com, a cross between an online cooking show and recipe resource. With its professionally shot videos that are heavy on high quality close-ups, it provides elegant instructional and inspirational qualities that are not available anywhere on AllRecipes. The site is loaded with your typical fun features like downloads, bookmarking, commenting, etc and some not-so-typical features such as separate music and VO track volumes. But what I am more excited about are the features that show a higher level of thought paid to the end user.
 

Continue reading "Yummy Cooking 2.0" »

 

Virtual Rome

(* Source: Molly De La Rosa *)

 


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We've written a lot about virtual worlds on Threeminds.  Here's an interesting application that helps us experience our collective past. The Institute for Advanced Technology in the Humanities at the University of Virginia has collaborated to create a digital 3D model of Ancient Rome. Bernard Frischer, who led the project said, “This is the first step in the creation of a virtual time machine, which our children and grandchildren will use to study the history of Rome and many other great cities around the world.”
 
Sounds more fun than reading about Rome in an old text book! 
 
http://romereborn.virginia.edu/
 

 

Gaining Insight From The Community

(* Source: Chad Stoller *)

 


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Some of you may be aware that Facebook launched a polling service last week that allows you to run a flash poll across the Facebook network. You get to ask a single question and provide up to 5 multiple choice answers. The pricing is flexible as you pay per response. You can pay as little as .25 for a response or up to $1. The higher the price, the quicker your poll will be completed. We recently did a few polls here in New York and a $1/response poll was completed in about 25 minutes while a .25/response poll was completed in about 45 minutes.

In addition, you can segment your audience by interest, age, gender and location.

While this information isnt exactly scientific, its a great way to test the waters of an idea or get some insight from the community. A little knowledge can go a long way.


 

June 18, 2007

Music Labels and Carriers to Steal iPhone Thunder

(* Source: Nick Gonzalez *) 

 

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According to Reuters, British Omnifone has signed deals with the big four music labels (Universal, EMI, Sony/BMG, and Warner Music) and 30 cell carriers to sell subscriptions to unlimited music downloads on cell phones.

No doubt this is in response to the iPhone/iTunes integration and Apple’s existing iTunes mobile extension. The spread of iTunes on mobiles, which cuts out carrier commissions, has carriers worried.

The service, called MusicStation, will work on all 2.5-3G compatible phones. It is being released throughout Europe, starting today with Sweden, a full two weeks before the iPhone release. They expect 80% of Western Europe’s existing phones to be compatible with the service.

MusicStation costs 2.99 euros/week or 1.99 pounds/week for downloading an unlimited number of songs. Songs take about 15 seconds to download and by the end of the year Omnifone expects to have a library of over 1 million songs. The application lets you make playlists, find new artists, and follow artist specific news.

Some alternative mobile music services are MyStrands, Avvenu, Pandora, or mobile Rhapsody radio, which costs $6.95/month. However, a study conducted last year found 44% of users had no interest in downloading music to their mobiles and only 6% of users would download music from their mobile provider.

 

The Long Tail Is Getting Fatter

(* Source: Duncan Riley *) 



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Three separate news stories involving numbers this week caught my eye. iLike announced it has now has 6 million registered users and is now adding 300,000 new users a day. Apple’s Safari browser for Windows has now had 1 million downloads. Finally SpaceTime, a 3D browser we reviewed June 5 passed the 100,000 download mark.

All three may not seem obviously related, but there is something they all share: large user numbers.

It wasn’t that long ago that 100,000 users was considered huge for a Web 2.0 related business. Today a small startup such as SpaceTime can gain those numbers in two weeks. 6 million users three years ago would have seemed an impossible dream, and yet iLike joins a long and growing list of Web 2.0 sites with 1 million or more users. Web 2.0 offerings are improving their appeal to a broader audience which in turn is driving growth in the overall market: the Long Tail is getter fatter.

Although this fattening of the Web 2.0 marketplace makes it more difficult to stand out from the crowd, the marginal cost and ROI potential has now improved. Consider the SpaceTime browser. Immediately many would question the need for an alternative browser, yet this isn’t an all or nothing proposition. Every single user of SpaceTime presents a ROI for the company due to search deals. An average SpaceTime user might return $5 per month to the company by clicking on Google ads or surfing eBay; $500,000 per month @ 100,000 users. The figure could be lower or higher, but it’s still a return. Safari will be operating on a similar model for Apple. The need to find appeal has actually decreased as a percentage of the overall market. Conversely the bar to creating a sustainable business hasn’t risen in line with the number of potential users, today startups can achieve with a smaller percentage of the overall market.

From a developers or startups view, the fattening long tail should be seen for what it is: a marketplace that has improved opportunities for smart startups. A bigger marketplace makes today and tomorrow an even better time to build a Web 2.0 business than yesterday. A fatter long tail means that as a whole there will be an increasing number of success stories and sustainable startups, a win-win all round.

 

YouTube Remixer: Adobe allows all to edit Videos Online At YouTube

(* Source: Techcrunch *) 

 

An progressive move for Adobe the leading application player into the web2.0 space. 

Techcrunch reports... 

YouTube has officially launched YouTube Remixer, a new service that allows users to edit their videos from within YouTube itself.

The new feature is powered by Adobe Premiere Express and supports insertion of graphics, text and audio as well as overlays and in-video transitions. YouTube Remixer is nearly identical to Photobucket’s Remix tool; both are powered by Adobe.

This isn’t an offering that is going to be embraced by serious content creators but it is ideal for casual YouTube uploaders. The interface is fairly simple if perhaps a little bit dull and boring. Creating a one stop shop for all things video at YouTube is a natural progression path that gives prosumers another reason to spend more time on the site; it’s just that it’s grey, uninspiring and so very not Google. I can also find no personal appeal in adding Gingerbread men to my videos; however others may view the service differently.


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