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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 *) 



longtail.png

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.


remixer.png

 

June 15, 2007

Skype Founders Invest in 3D Virtual World Frenzoo

(* Source: Kristen Nicole *) 


Ambient Sound Investments (ASI), which was created in 2003 by four founding Skype engineers, will acquire a stake as part of a Series A funding in Frenzoo, the Hong Kong-based, 3D social networking platform. ASI founders include Ahti Heinla, who serves as Chief Architect at Skype, Priit Kasesalu, Senior Developer at Skype, Jaan Tallinn, another Senior Developer at Skype, and Toivo Annu, former Head of Engineering at Skype. Terms of the upcoming acquisition have not been disclosed.

Frenzoo, currently in private beta, aims to be a centralizing hub for teen culture, providing a space for young adults to connect with friends and experience fashion. Users can create their online persona with 3D avatars, and participate within Frenzoo by interacting with virtual clothing, mixing and matching a variety of branded clothes, furniture, accessories and other lifestyle items. Frenzoo is looking to be an ideal advertising network for big brands looking for creative ways to penetrate the teen demographic. In a move similar to Second Life, items within the Frenzoo game will be virtual replicas of branded items, that players can incorporate into their 3D online space.

Other virtual world games that are good for brand marketing include CyWorld, which has recently launched its own fashion directive along side its Eyespot video editing addition, Habbo, and Sony Home.

 

June 14, 2007

MySpace China faces difficulties & launches new IM service

(* Source: Sophie Taylor *)

 

 

 

 

 

 

 

Sophie reports...

MySpace China had invited technicians to test a beta version of an instant messaging service, which they said needed more high-end features, such as video, to attract users, Luo Chuan, chief executive of MySpace China"The roll-out depends on user feedback and whether the performance is able to satisfy users' demands. We hope to roll it out quickly, as soon as possible," said Luo, the former head of Microsoft Corp.'s MSN China.

Social networks like MySpace and Facebook let users share images, music, videos and blogs and are popular among teenagers.

MySpace China's IM service is likely to face stiff competition from major local players. Internet portal Tencent Holdings, which operates a "QQ" messaging service, controls 79 percent of the Chinese messaging market, according to Shanghai-based consultancy iResearch.

And Microsoft's online communication tool, MSN Messenger, is already part of everyday life for teenagers and young professionals in China, with over 20 million users there.

Luo declined to comment on user figures for MySpace China, but media reports have said the site now has around 600,000 registered users.

MySpace China also faces a bevy of local Chinese social networking sites which have already gained a large following.

The most well-known among them -- 51.com, Tudou.com and Rox.com.cn -- have also benefited from a wave of foreign venture capital which has poured into the market following Google Inc.'s purchase of YouTube.

51.com told Reuters last month that it had around 60 million registered accounts and was growing by 5 million accounts per month.

MySpace also faces stiff competition from entrenched local portals including Sina Corp. and Sohu, which take up a large share of the market.

Analysts -- who estimate that China's Web surfers spend a combined 2 billion hours a week online amid a rapidly growing online advertising market -- have said MySpace would face a difficult challenge localizing its content to draw in users.

 

 

 

Social Networks link to Music Store

(* Source: Mark Hefflinger *) 

 

U.K. Social Network Bebo Links Artists' Pages to iTunes Store

DMW says...

U.K.-based social networking service Bebo announced on Wednesday an agreement that will allows its English and Irish users to purchase and download songs from Apple's iTunes Store directly from artists' profiles on Bebo.


The deal marks
Apple's first direct iTunes Store partnership with a social networking site.

Tracks will initially be available to Bebo's 8.8 million users in the U.K. and Ireland, but the experiment could be expanded to all of Bebo's 33 million users worldwide.

About 500,000 musical acts currently have created profile pages on Bebo, with around 4,000 new acts signing on daily.

 

June 12, 2007

Behavioral Advertising on Target... to Explode Online

(* Source: eMarketer *)



Brand advertising is moving onto the Internet.

After years of deriding the Internet as "only" a direct advertising vehicle, major brand marketers are discovering powerful new ways to target their users online, and major online players are clearly noticing.

"Nearly $10.5 billion sends a very clear message about future strategies," says David Hallerman, eMarketer Senior Analyst and the author of the new eMarketer report, Behavioral Targeting: Advertising Gets Personal." "Four deals in 35 days — Google-DoubleClick, Yahoo!-Right Media, WPP Group-24/7 Real Media and Microsoft-aQuantive — are a clear indication of the onrush of brand-focused advertisers onto the Web."

Internet advertising is no longer all about paid search. Targeted online display advertising is exploding.

Spending for Internet advertising with a behavioral targeting component will soar from $575 million this year to $1 billion in 2008, and that still represents only 11% of the US display, rich media and video market.

US Behaviorally Targeted Online Advertising Spending, 2005-2011 (millions)

"With the greater attention paid to overall ad targeting, and the rising focus on brand messages online," says Mr. Hallerman, "this market will nearly quadruple by the end of 2011, growing to $3.8 billion."

There are three key reasons for the large spending gains:

  1. Behavioral targeting helps marketers reach a more engaged audience with fewer ad impressions
  2. Behavioral targeting helps publishers monetize their "long tail" pages — the non-premium or remnant inventory that either is sold for less money or remains unsold
  3. Even though individuals are often not aware of the process, many tend to find ads targeted by their actions to be more relevant to their needs, and therefore more palatable or even welcomed

"The eMarketer outlook for behavioral targeting is optimistic," says Mr. Hallerman, "but not overly so, since the scalability required for substantially larger spending is simply not there yet."

Scalability involves several factors, including the broad reach among Web sites — both through portals and ad networks — needed to allow fine-tuned segmenting and yet maintain a reasonable size for each slice of the audience.

"Another element holding back behavioral targeting's growth is the technology itself, which despite its benefits still seems counterintuitive to many advertisers," says Mr. Hallerman. "That they need to pay nearly the same rate for a remnant page as they would for a contextually targeted page placement goes against the grain."

Nevertheless, behavioral targeting spending will continue to grow at a significant rate, peaking at nearly 74% next year due to a combination of greater advertiser acceptance, greater publisher support (only about one-third of Web sites can do behavioral targeting, according to Advertising.com) and greater overall online ad spending with the national elections and Summer Olympic Games.

US Behaviorally Targeted Online Advertising Spending Growth, 2005-2011 (% increase vs. prior year)

By 2011, "very large publishers will be selling 30% to 50% of their ad inventory using this [behavior targeting] technique," predicts Bill Gossman, CEO of Revenue Science.

 

June 11, 2007

Entropia’s Virtual World Comes to China

 

(* Source: Nick Gonzalez *) 


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Virtual world Entropia, which combines chatting with friends and blowing up aliens, announced their expansion into China through a deal with Beijing’s Cyber Recreation Development Corp (CRD) over a year in the making. The CRD is supported by Beijing’s Municipal government and intended to promote and develop investment in “cyber recreation” in China. The company says Second Life was also in the running for the deal.

The deal is quite ambitious. Entropia currently has over 500,000 registered users, but the new Chinese partnership will permit up to 7 million concurrent users with an overall aim to attract an unheard of 150 million world wide. The company also expects their virtual economy’s bottom line to grow, eventually adding another 1 billion real dollars annually from the partnership. Entropia has already been able to sell a virtual banking license for $400,000. David Liu, CEO of CRD, envisions an Entropia utopia. He expects the partnership to bring 10,000 work-at-home, pollution-free job opportunities to China.

Entropia also plans to expand their virtual real estate from the deal by enabling media companies to add their own planets to the universe. They’re currently in negotiations with film, music, and gaming companies for their own planet. Competitor Second Life has made several similar corporate branding deals in their virtual world.

Entropia still faces competition from Second Life in China and their own home grown competition from HiPiHi and a TBA world from Shanda Corporation. Second Life’s top entrepreneur Anshe Chung has even been running operations out of China since last January. However, adult themes and continued investigations into illegal activities within the virtual world (child abuse, stalking, gambling) don’t bode well for getting the seal of approval of a government that blocks Wikipedia.

entropiascreen1.png

 

Facebook Hammers MySpace on Almost All Key Features

(* Source: Ben Gold *)

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When you think of social networks you probably think of MySpace. But recently, Facebook has been gaining popularity - since it opened up beyond college users, it has enjoyed a flood of new users, boosted further by the launch of Facebook apps. It’s time these two social networks fought it out.


Round 1: Design

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Layout: Facebook wins here because the profiles are well set up and neatly organized and it’s easy to navigate through the profiles to find the info you want. It mainly beats MySpace because most profiles are so ugly and inconsistent.

Overall Site Design: Facebook is obviously the winner here. MySpace looks so unprofessionally done when compared to Facebook, mainly again because of it’s inconsistent design. This time its MySpace themselves, not the users, who make the site difficult to use.

Profiles: This is a tie because MySpace has a lot of customization, but Facebook’s default looks better than MySpace’s and it’s very neat and well organized.

Customization: MySpace and Facebook tie here. While Facebook lets you add and remove applications, MySpace lets you do whatever you want with the pages, if you know a little HTML that is. Unfortunately thats the reason MySpace’s design is so unruly for the most part.

Site Organization: Both site are pretty well organized. However, Facebook wins because of its clean layout that allows you to find everything right away, and it’s start page is a link to everything you need in neat and tidy boxes.
Round Winner: Facebook!


Round 2: Media

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Pictures: Facebook wins here because of its well-organized picture section and the ability to tag people and have people tag themselves. Also, with the apps recently released you can now add Fiickr and other photosharing site streams to your profile. However, Fox now owns Photobucket, which provides photo hosting to MySpace users.

Videos: This one is a tie because both MySpace and Facebook let you upload video and they both have their own flash player. MySpace will let you embed video into your profile but you can post videos to Facebook as well.

Music: MySpace wins, but only just - we all know that every band ever has a MySpace account . However, with the new Facebook apps you can add your data from music tracking sites like Last.fm and iLike: in fact the top app on Facebook at the moment is the iLike app.

Sharing: Now, Facebook’s advantage here is only a slight one. Facebook allows you to share media links very easily and i fact automatically though the Facebook feed, something that I’m sure many MySpace users would like to be able to do (MySpace News isn’t really suited to this). You can, however, grab embedded media like videos from other profiles to repost on MySpace.

Round Winner: Facebook!


Round 3: Community

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Relationships: A big difference on Facebook is that the friends you add are usually your real friends. It’s not a contest like on MySpace where everyone is trying to have the most friends. On Facebook it about talking to the people you know and sharing things with them.

Groups: Both sites have groups, but Facebook makes them more prominent. They are a bigger part of the service and there are a lot of people using them for clever uses like planning meet up and giving info to fans.

Keeping Track of What’s New: Facebook kills MySpace here. On MySpace the only way to know if a friend added something new to their profile is to go look at it, and the only way to know if you made a new friends is to look for the person. Facebook has two feeds. One tells you what’s new with you, like who accepted your friend request or your posted items, etc. The other feed tells you what’s up with all your friends, like who they added and what groups they joined.

Messaging: This is a tie. They both have a place where people can leave messages on your profile and they both have a basic mail system.

Co-Workers: Facebook can be used as a tool to talk to the people you work with also and see what’s new with them. You can even join a network for your company. MySpace was really designed for teens so it doesn’t really have these types of features.

Round Winner: Facebook!


Round 4: Usefulness

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Finding Old Friends: One of the major reasons for joining a social network is to reconnect with old friends or classmates. Facebook makes this really easy because the whole site is organized by schools and now by locations too. So unless you forgot your friends name you will probably be able to find them if they have an account. MySpace lets you search for school friends, but doesn’t put the emphasis on real friendships.

Communication:Facebook is a good way to contact people if you don’t know their contact info. Someone is more likely to notice a Facebook message than a MySpace Message due to the fact that there is less Facebook spam.

Promoting Yourself: MySpace wins here. Thousands of bands use MySpace to promote their music and their fans use it to show their support. This isn’t nearly as evident on Facebook, although groups allow companies to promote themselves.

Getting Laid: If you are looking for action, then you’ll probably want to go with MySpace - see our survey for the reasons behind this.

Round Winner: MySpace!


Round 5: Ease of Use

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Adding Friends: MySpace wins here because adding new friends and accepting friends requests is usually a one click process. The major advance here over Facebook is the ability to add large amounts of friends at once which for some reason was never added to Facebook.

Search: The winner here is a little bit surprising when you consider Google does the search for the loser. Facebook’s search beats MySpace by a mile. Even though the search engine giant Google is providing MySpace’s search, its results are not nearly as useful as Facebook’s. The big issue here is that MySpace’s search looks in the whole profile, even when just looking for a person, Facebook’s is smart enough to know if you are looking for a user or a movie in someone’s interests.

Navigation: Both MySpace and Facebook have pretty decent navigation, but Facebook beats MySpace when it comes to getting to specific people’s profiles due to its superior search.

Privacy: Facebook makes it really easy to hide info from certain people and to not show information that you want to be kept private. So, if you only want you close friends to see you contact info, it only takes a second. MySpace has privacy too, but it’s far less granular.

Round Winner: Facebook!


An the Winner is… Facebook!!

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MySpace was a great social network for a while, but now there are too many spammers and the developers have stopped innovating. Facebook is just starting to become popular (well, popular with those who were not on it when it was limited to schools). So, you might want to check it out, while it’s still cool.

 

Mobile TV Market Begins to Take Shape

(* Source: Compete *) 



In September 2006, Compete reported on the marginal, albeit growing, interest in mobile TV and video products services online at Big-4 carrier websites. At the time, online consumers exhibiting interest in mobile TV and video services comprised just half of a percent of all Big-4 carrier website traffic.

Compete recently completed an online study surveying existing Big-4 customers regarding their interests and preferences around this new entertainment medium. Of 2,500 of customers surveyed, 13% indicated that they would be interested in watching TV and videos on their wireless phones, with men more likely to adopt (17%) than women (12%). When asked about specific content that they would be interested in watching, Big-4 customers reported that live TV was the most appealing.

The mobile TV industry has evolved since September, specifically with Verizon Wireless launching V-CAST Mobile TV during early March in select cities around the United States. Advertising and marketing campaigns promoting V-CAST Mobile TV have led to a 104% increase in consumers evaluating the service on VerizonWireless.com. Big-4 carrier interest in mobile TV and video has thus grown to almost 1% of all web site traffic, and looks to continue growing, with AT&T planning a live video service of its own in coming months and Sprint continuing to add channels to its own MobiTV lineup.

This early data bodes well for key players in the mobile TV supply chain, including the content networks, technology enablers, and of course, the wireless carriers and MVNO’s. Consumers, however, should prove to be the real beneficiaries as interfaces improve with the advent of more advanced multimedia handsets (iPhone anyone?), programming options expand with more content players getting into the mix, and the price inevitably decreases as competition heats up. This all adds up to a rosy future for mobile TV adoption if these early signals are correct. Stay tuned.

 

The Millenium Profiles: Cory Kennedy a Myspace Socialite

(* Source: Allison Mooney *)

 

Have a look at the online myspace profile.

PSFK wrote,

Cory_2

Cory Kennedy, the Internet It girl that rose to fame in a matter of months last year, is at it again. Or rather, she never really stopped. Blogging that is. Or modeling, partying, shopping.... What happened to The Cobrasnake muse getting grounded? The LA Times piece on "The Secret Life of Cory Kennedy" reported that mom had discovered her precocious social life and placed her in a "nonpublic therapeutic placement"  school with limited phone access and a  get-out-of-jail-free card for weekends only.

It seems this alluring MySpace socialite would not be held back though. Cory is on the cover of Spain's NEO2 this month, which she can add to recent clips in Jane, Nylon, and French Elle. She also just wrapped a shoot with Interview.  Her blog has her out on school nights, at Coachella, in NYC, DJing, going to fashion parties....

Cory is truly an icon of Gen Y. While many girls blog to "invisible audiences," she garnered a real one from New York to the Netherlands. She is living proof that social media democratized celebrity--and its pitfalls (seriously, when does this girl go to school?)

Try as her parents may (or may not), rehab doesn't appear to have stuck for this web celeb. Like Lindsay Lohan, Britney Spears, and Amy Winehouse, she's just way too busy having fun.

 

June 08, 2007

Cool Webware 100 Finalists

(* Source: Fred Guillet *)

 

Super cool web & mobile applications that everyone should know about...

Thanks Fred!


1-800-GOOG-411

Google 411 is a free service for mobile phone users who want to get phone numbers or addresses while on the go.
http://labs.google.com/goog411


3Jam

3Jam lets mobile phone users do a reply-all to their friends via SMS.
http://www.3jam.com


4Info

4Info is a mobile alert service that can deliver SMS alerts to your phone for any news or sports feeds you're interested in.
http://4info.net


Cellfire

Cellfire delivers coupons to your cell phone that you can then show at checkout to get discounts.
http://www.cellfire.com


Google Gmail Mobile

A downloadable mobile version of Google's Web mail that runs on any phone with Java.
http://www.google.com/mobile


Google Maps Mobile

Get directions and find places online using your phone.
http://www.google.com/gmm/index.html


GoWare DoMo

GoWare's Domo lets you create a home page specifically for your mobile phone. You choose what content it contains.
http://www.goware.biz


JuiceCaster

JuiceCaster is a mobile media-publishing platform that lets you post pictures, videos, and text online.
http://www.juicecaster.com


KushCash

Manage your money on your cell phone. KushCash is a secured money management system that you can access while on the go.
http://www.kushcash.com


Kyte.tv

Kyte.TV lets users create their own TV network with photos, videos, and music. Users can publish content from their computer or on the go with a mobile phone.
http://www.kyte.tv


Mobivox

Mobivox lets Skype users keep in touch with their mobile phone. Using the service, they can chat with their Skype contacts and see who is online while out and about.
http://www.mobivox.com


Mundu Radio

Mundu Radio puts Internet radio stations on your mobile phone.
http://radio.mundu.com


MyStrands

MyStrands Social Player is a music player and discovery tool for mobile devices running Symbian. Users can listen to music, and keep track of what others are listening to in real-time.
http://www.mystrands.com/mystrands/mob-symbian/symbian.vm

 

 

Pinger

Pinger offers a variety of mobile services, including text messaging by voice, and group calling.
http://www.pinger.com


Plusmo

Plusmo delivers slide shows.
http://www.plusmo.com


Radar.net

Radar.net lets you share camera-phone pictures with your friends.
http://radar.net


ScanR

ScanR is a business service; it processes pictures of documents, whiteboards, and business cards, making them readable.
http://www.scanr.com


ShoZu

Shozu is a utility for getting media files (photos and music) on to and off of your phone.
http://www.shozu.com


SimulScribe

SimulScribe converts voice mail to text and can then send the text to your mobile device.
https://www.simulscribe.com


SoonR

Soonr connects your phone to your PC-based files and programs.
http://www.soonr.com


Tellme

Tellme's free 411 service works as a call-in number and as a Java application. Users can get directions and search for local businesses using their phone.
http://www.tellme.com

 

 

uLocate

Where provides customizable widgets for your phone that can display information that's customized to your current location using GPS.
http://www.ulocate.com


WidSets

WidSets makes content widgets for your mobile phone.
http://widsets.com


Winksite

Winksite is a tool for publishing mobile Web sites.
http://www.winksite.com


Yahoo OneSearch

Yahoo's OneSearch integrates all of Yahoo's mobile services in one lightweight application.
http://mobile.yahoo.com



 

 


 

LaLa.com - Play and Share CDs & iTunes

(* Source: Baron Conway *)

 


lala.jpg
 
Listen to your iTunes library anywhere, online for free, including synching with your iPod!

I am not sure if this is really going to work as promised, and the interface is not great. However if they pull this off it will transform how we could be listening to our music libraries!

The share functionality makes some assumptions around fair use - i.e. that you and those you are sharing with legitimately own every song in your library,

It is in beta so it's not always that stable, but check it out.

http://www.lala.com/


 

Air Jordan XX2

(* Source: Yee Peng Chia   *)


nikeXX2.jpg

This latest edition of the Air Jordan brand deploys full-screen 3D using the open source Flash library Papervision3D. See beautiful shots of basketball players (and sneakers) suspended in motion within a navigational 3D space (hint: click the up arrow). Navigate sideways (left and right arrows) for video.
This is a fine example of a new generation of websites that take advantage of the capabilities of Flash Player 9, to deliver a fully immersive experience by taking the user outside of the boundaries of the browser window.

http://www.jumpman23.com/xx2/ 


 

June 06, 2007

Firefox + Stylish = 10 Extremely Beautiful Websites

(* Source:  Stan Schroeder  *)

 

You’ve been looking at those same websites - Google, Youtube, Wikipedia - for years now, and you’re sick of their boring design? It’s time to take matters into your own hands. Install Stylish - a Firefox extension that lets you change the CSS of most websites - and really take back the web. We’ve chosen 10 great picks for you to start from.

If you aren’t familiar with Stylish, installing and using it is easy as pie. Get it here. Installing the scripts is similar to Greasemonkey, and in most cases it only requires clicking on the “Install Script” button. Sometimes, you might need to tweak the script a bit to include a localized version of a website - for example, what works on Google.com might not work on Google.de without adding an extra parameter to the script. Other than that, Stylish is very simple to use and manage.

Dark Google

Google dark

A fun fact reappears on popular web sites every now and then - Google, with its whiteness, is actually costing more energy than if it were black, because an LCD screen needs more energy to shine bright white than black. It’s time to save the planet and get that cool 1337 look on Google with Google Dark Grey Redesign. Make sure you try the original blue version, too.

http://userstyles.org/styles/1693

Gray YouTube

YouTube

From the same author who created Google Dark Grey comes YouTube Dark Grey redesign. And, dark it definitely is. And we love it; it makes YouTube almost look cool!

http://userstyles.org/styles/1078

Dark Digg

Digg

Yeah, yeah, we admit it: we love dark things. When it comes to usability, white is probably the best color for usability, but we’ve decided to throw usability out the window and enjoy the darkness. This script will paint Digg dark gray, and although it’s a bit rough around the edges, it’s still nice enough and quite usable.

Be sure to check this take on Digg as well, and if you always wanted Digg’s menu to be on the right site, this script should be right up your alley.

http://userstyles.org/styles/1559

Gmail Air

Gmail Air

Gmail Air is a script with a subtle effect: at first you won’t notice any change, but try turning it off and you’ll see that it actually does make Gmail more enjoyable. If you’re into brushed metal look, make sure to try this one.

http://userstyles.org/styles/1833

Wikipedia Gray Lady

Wikipedia

This script does quite a number on Wikipedia, making it a lot easier on the eyes. The extent of these changes might not suit everyone, but after you get used to it you might find that it is indeed better than the standard Wikipedia look.

http://userstyles.org/styles/1365

Dark Firefox about:blank

Firefox

Some people prefer their Firefox to initially open to the about:blank page. Since this page is, well, blank, why not make it a bit more cheerful? This Stylish skin turns the whiteness into dark gray, and slaps a blue Firefox logo in the middle.

http://userstyles.org/styles/2433

Light Firefox about:blank

Firefox

And, if you want your about:blank page to stay white, but you’d like a huge Firefox logo on it, choose this one.

The installation procedure for it is a bit different, so here’s a quick rundown (works for all other manual installations of stylish scripts). After installing stylish, you’ll notice a notebook icon in the lower right corner of Firefox. Right click it, and choose Write Style - blank. Then just copy and paste the script into that and save it. Voila, you’re done.

http://blog.mzzt.net/2007/04/10/aboutblank/

DAogle

DAOgle

Fans of the popular art community DeviantArt will love this one, as it gives Google a complete DA-flavored remake. Expect a lot of olive green, a cool new logo, and some other neat details.

http://userstyles.org/styles/2399

Reddit at night

Reddit

A very, very dark Reddit. We find it quite usable and perhaps a little depressing. If you don’t like eternal darkness, you might want to check out the extremely minimalist version of Reddit

http://userstyles.org/styles/529

Google Reader, OSX style

Google Reader

Here’s one for all you Mac fiends out there: Google Reader in OSX flavor. And, we have to admit: this is one of the best Stylish scripts we’ve seen, and it really makes the otherwise quite unattractive Google Reader shine. Unfortunately, you’re gonna have trouble finding some of Google Reader’s features, so this one will be more suited for those who already pimped out their GR functionality-wise and now just want to enhance its looks.

http://userstyles.org/styles/2318

 

Wikipedia: Encyclopedia or Kama Sutra?

(* Source: Adam Tornes *)

 

Wikipedia can be a great source of information on a range of topics. The user generated universe is infinite and the people that contribute and seek information within this exchange have created one of the most vibrant information communities I have seen in my lifetime. But, I wonder, “What specifically do people tend to use Wikipedia for?”

As you would expect many of the top subjects relate to current events and cultural phenomena. For the month of April some of the top subjects included “Don Imus”, “Virginia Tech massacre”, “global warming”, “Naruto” (a Japanese comic and anime TV series) and “Sanjaya Malakar” of American Idol fame.

In addition to these predictable terms, there was a substantial volume of sexual terms. Apparently Bobby’s parents forgot to have the Birds & Bees talk with their son…as did the parents of Billy, Johnny, Julie, Tommy and Susie. Wikipedia is essentially an encyclopedia, so one would assume these searches are for research and learning purposes – a virtual Kama Sutra of sorts.

We categorized the top 100 Wikipedia terms for April into six general categories to figure out what the major search themes are on Wikipedia. As you would expect the greatest number of searches (28%) are within the research category. This includes terms like “Columbine High School massacre” and “American Civil War.”

The two surprising categories are Anime and Sex:

Anime (26%)
There is a tremendous amount of interest in learning about Pokemon and Naruto. Perhaps these are parents who want to know what their kids are going crazy over. My Mom didn’t know what “He-Man” was until I was a grown man reflecting on how silly Castle Grayskull was. My mom could have used Wikipedia in the 80’s.

Sex (16%)
What’s interesting about the top sex related terms on Wikipedia is that they do not appear to have gratuitous intent. The top terms include very straightforward inquiries on human reproductive ‘parts’ and basic concepts of what sex is and how it is performed. It appears many people are learning about what sex is and how to have it by referencing Wikipedia.

 

Online Video Game Growth to Benefit Ads

(* Source: eMarketer *)

 

Spending on online video games will hit $13 billion worldwide by 2012, up from $4.5 billion in 2006, according to DFC Intelligence's "Online Game Market Forecasts" report. That matters for marketers who want to reach gamers, and it is good news for the in-game ad market overall.

Advergames like the 3.2 million units sold at Burger King over the holidays have been a success, and in-game placements have music labels competing for exposure in the latest sports games. But it is online gaming that holds the best promise for targeting during specific time slots, as is possible through XBox Live and other game ad networks.

Online Video Game Spending Worldwide, 2006 & 2012 (billions)

DFC's forecast also bodes well for digital distribution, which (along with virtual item sales) will reach 40% of online gaming spending by 2012, accounting for $1 billion in annual console gaming revenues worldwide.

Thanks to a long history of software piracy, the video game industry has been even more reluctant to distribute its wares digitally than the music and movie industries. Now that consoles have an online component with digital rights management, advertisers can look forward to interstitials and other placements in gamers' living rooms.

eMarketer estimates that worldwide spending on in-game advertising and advergaming will rise by a compound annual growth rate (CAGR) of 22.9% from 2006 to 2011. Around 50% of this spending will come from the US, where the CAGR over the same period will also be 22.9%.

Worldwide Video Game Advertising Spending, 2006-2011 (millions)

Besides projected video game industry and audience growth (a broadening of the gaming demographic to include older gamers and women), advertiser acceptance of the medium will drive this trend.

Marketers can also anticipate more game types that favor online ads, like casual games, online games and massively multiplayer online games.

 

June 05, 2007

Giveaways Key to Mobile Marketing


Would you watch ads for a free phone?

Mobile advertising will generate $2.3 billion in revenues in the US by 2011, according to EJL Wireless Research's "Global Mobile Advertising Market Analysis 2006-2011."

The firm expects mobile couponing to be the largest ad segment, accounting for 42% of the overall market by 2011.

US and Worldwide Mobile Advertising Revenues, 2011 (billions)

Earl Lum of EJL said, "We believe that the recent transaction involving Third Screen Media and AOL is the tip of the M&A iceberg for the mobile advertising industry and anticipate and recommend a significant consolidation of the industry to create market efficiencies that will eventually lead to explosive growth."

eMarketer's own projections for the US mobile ad market made in January 2007 covered spending, not revenues, and had the market passing $2.3 billion in 2009.

Mobile Advertising Spending in the US, 2006-2011 (millions)

While mobile couponing may be the secret for global mobile marketing, giveaways are the ticket in the US, according to an April 2007 AirG study. Nearly half of respondents said that they would accept ads on their phones in exchange for a free service or chance to win a prize.

More than a third of said they would watch more than 10 ads a day to get a free phone.

Number of Ads that US Internet Users Would Watch Every Day to Get a Free Phone, April 2007 (% of respondents)

Although a free phone or free phone service may be alluring, individual phone applications had less appeal to respondents in a Harris Interactive poll conducted in October 2006. Just over half were not at all willing to watch ads in exchange for applications. The remaining 49% had a slightly negative to neutral reaction to the proposition.

US Adult Mobile Phone Users' Willingness to Watch Advertising on Their Phones in Return for Free Mobile Phone Applications, August 2006 (% of respondents)

 

Bruce Willis a great sport in Second Life

(* Source: Neville Hobson *) 

 

Neville reports... 

Last Friday evening’s Die Hard 4 virtual press conference and expo launch in Second Life was a great example of how this virtual medium can work well when you have some real imagination and execute a good plan of organization.

The event featured a live Q&A session with Bruce Willis, the star of the film. As with the 300 movie event in Second Life in March, this event featured a moderator who fielded text questions from the assembled journalists, bloggers and contest winners (yes, there had been a contest for Die Hard fans to win a place at this virtual launch and ‘meet’ Bruce). The answers came in the spoken word from Bruce Willis via a real-time audio stream.

Die Hard 4 virtual press event

This was the scene about half an hour before Bruce Willis’ avatar arrived and things kicked off. I reckon there were about 60 people there, close to the capacity limit of a Second Life sim.

Judging from the text chat scrolling up the screen, they came from all over the world, from North America, South America, Europe, Japan and other points east.

The interest of people to be there was really interesting. Clicking on people’s profiles, I found few showing recent Second Life sign-up, ie, most I saw had been resident for some months at least. A very different picture to the 300 event where the majority of journalists who participated had signed up for the first time literally that day or, at most, a few days prior.

Once Bruce Willis arrived, the floodgate opened on questions. He was a terrific sport, answering questions and talking for well over 45 minutes.

During the Q&A session, I twittered a bit (actually, twitku’d would be a better word) including some instant quick posts on some of the things Willis said:

At the Die Hard 4 press conference in Second Life. Bruce is late! 01:32 AM June 02, 2007  from web
Lot of avatars here, i reckons about 60. Many nationalities. But still no Bruce. 01:35 AM June 02, 2007  from web
Yay! Bruce Willis finally arrived! 01:41 AM June 02, 2007
Questions for Bruce Willis coming faster and faster. Lots of them. 01:46 AM June 02, 2007  from web
Bruce sounds knackered. Must be that 5-week press tour he wasn’t looking forward to. 01:51 AM June 02, 2007  from web
Bruce: “Version 2.0 of Holly McClane in Lucy McClane” in DH4. 01:55 AM June 02, 2007  from web
Bruce: “This is a very cool way to interact with my fans.” 01:58 AM June 02, 2007  from web
Bruce: “Everything has become entertainment including the news.” 02:00 AM June 02, 2007  from web
Q: If you could be one movie hero who would it be? Bruce answers: Steve McQueen. 02:05 AM June 02, 2007  from web
Q: Are you a Mac or a PC? Bruce answers: A Mac. 02:13 AM June 02, 2007  from web
DH4 press conference in SL just concluded. Very neat. Bruce Willis was great. 02:17 AM June 02, 2007  from web

I grabbed quite a few screenshots during the briefing, as well as some scenes from around the excellent Die Hard 4 Expo that had been created and which opened at Silverscreen on Friday. The pics are all up on Flickr.

I have seen few media reports or blog posts so far about Friday’s event, which surprises me a bit. But in any event, I think it was a great way to connect Bruce Willis and the new Die Hard movie with fans as well as mainstream media and interested social media types.

 

Guy Kawasaki: How I built a Web 2.0, User-Generated Content, Citizen Journalism, Long-Tail, Social Media Site for $12K

(* Source: Guy Kawasaki *) 

 

Web2.0 told like it is lived. Guy showing the state of the web2.0 startup nation and how cheap it is to start your own... agencies beware!  

 

Guy says... 


 

 

 

 

 

 

Because of Truemors, I’ve learned a lot about launching a company in these “Web 2.0” times. Here’s quick overview “by the numbers.”


  1. 0. I wrote 0 business plans for it. The plan is simple: Get a site launched in a few months, see if people like it, and sell ads and sponsorships (or not).

  2. 0. I pitched 0 venture capitalists to fund it. Life is simple when you can launch a company with a credit-card level debt.

  3. 7.5. 7.5 weeks went by from the time I registered the domain truemors.com to the site going live. Life is also good because of open source and Word Press.

  4. $4,500. The total software development cost was $4,500. The guys at Electric Pulp did the work. Honestly, I wasn’t a believer in remote teams trying to work together on version 1 of a product, but Electric Pulp changed my mind.

  5. $4,824.14. The total cost of the legal fees was $4,824.14. I could have used my uncle the divorce lawyer and saved a few bucks, but that would have been short sighted if Truemors ever becomes worth something.

  6. $399. I paid LogoWorks $399 to design the logo. Of course, this was before HP bought the company. Not sure what it would charge now. :-)

  7. $1,115.05. I spent $1,115.05 registering domains. I could have used GoDaddy and done it a lot cheaper, but I was too stupid and lazy.

  8. 55. I registered 55 domains (for example, truemors.net, .de, .biz, truemours, etc, etc). I had no idea that one had to buy so many domains to truly “surround” the one you use. Yes, I could have registered fewer and spent less, but who cares about saving a few hundred bucks compared to the cost of legal action to get a domain away from a squatter if Truemors is successful?

  9. $12,107.09. In total, I spent $12,107.09 to launch Truemors. During the dotcom days, entrepreneurs had to raise $5 million to try stupid ideas. Now I’ve proven that you can do it for $12,107.09.

  10. 1.5. There are 1.5 full-time equivalent employees at Truemors. For me, it’s a labor of love.

  11. 3. TechCrunch wrote about Truemors 3 times: the leak, the leak with a screen shot, and the opening. I wish I could tell you I was so sly as to plan this. Michael Arrington thought he was sticking it to me. Don’t stop, Michael!

  12. 261,214. Much to my amazement, there were 261,214 page views on the first day.

  13. 14,052. Much to my amazement, there were 14,052 visitors on the first day.

  14. $0. I spend $0 on marketing to launch Truemors.

  15. 24. However, I did spend 24 years of schmoozing and “paying it forward” to get to the point where I could spend $0 to launch a company. Many bloggers got bent out of shape: “The only reason Truemors is getting so much coverage is that it’s Guy’s site.” To which my response is, “You have a firm grasp of the obvious.”

  16. 405. Because some people had nothing better to do, there were 405 posts on the first day.

  17. 218. We deleted 218 of the 405 posts because they were junk, spam, inappropriate, or just plain stupid. Interestingly, half the bloggers complained the site was full of junk. The other half complained I was deleting posts. :-)

  18. 3. A mere 3 hours went by before the site was hacked, and we had to shut it down temporarily. I was impressed. The hacker who did this might be the next Woz. Please contact me if you are.

  19. 36. A mere 36 hours went by before Yahoo! Small Business told us that we were inappropriate for this service because of our traffic.

  20. $29.96. Our monthly break-even point was $29.96 with Yahoo!

  21. $150. Because Yahoo! evicted us, our monthly break-even point quadrupled to $150. If you’re interested in buying a monthly sponsorship for $151, you’d make Truemors profitable. :-)

  22. 2. A mere 2 days went by before Truemors was called the “worst website ever” by the Inquirer.

  23. 246,210. Thank you God for the Inquirer because it caused 246,210 page views. Yes indeed, there’s no such thing as bad PR.

  24. 150. A week before we launched, if you typed “truemors” into Google, you would have gotten 150 hits.

  25. 315,000. Eleven days after the launch, “truemors” had 315,000 hits in Google. I can’t figure out how this can be, but I’m not arguing.

  26. 4. I learned four lessons launching Truemors:

    1. There’s really no such thing as bad PR.

    2. $12,000 goes a very long way these days.

    3. You can work with a team that is thousands of miles away.

    4. Life is good for entrepreneurs these days.