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November 14, 2007

Bebo Open Media: Bebo Makes Its Platform Move


(* Source : Mashable *)

Kristen Nicole says : 

bebo logo

Today’s big announcement from Bebo is Open Media, a new platform that gives Bebo users the ability to include premium music and video content in their profiles. On the other side of the equation are media companies which are able to use their own branded video players without being charged for access to the Open Media platform. This means that partners can tap into Bebo’s 40 million users, give them content, carry their own advertising and retain all the ad revenue for themselves. Bebo has also had a redesign, as you can see from the screenshot below.

    bebo

In practice, this means that users will now have a Personal Video Profile, where they will be able to store their favorite videos and share them with friends.

Let’s hear that in marketingese (TM): Open Media offers users access to a lineup of high quality programs from professional broadcasters, independent producers and other rights owners, enhancing Bebo’s already-rich archive of user-generated content. Greg Clayman, Executive Vice President of Digital Distribution for MTV Networks says: “Bebo’s new Open Media platform allows us to distribute our content and our marketing partners’ messages in an environment where consumers can quickly and easily share it with others and forge even deeper communities around the programming they love.”

There’s an “intelligent content discovery mechanism” there, too, which will match users who have similar taste in music and videos. Users will also be able to receive online and mobile alerts when new content appears on the media channels they choose.

One of the most important aspects of Open Media is the fact that partners will be able to set up their pages and control how their content is distributed all by themselves. This will be done through “Channel Profiles”, which are new types of profiles designed to be used by media companies. Channel profiles include user comments, reviews, forums, blogs, promo materials, and cross-promotion from other media companies.

How does all this compare to Facebook’s recently announced Pages? You guessed it: it’s a very similar thing. We’ll see if advertisers prefer one over the other soon enough, but with Bebo’s slant towards videos, music and entertainment it seems that their intention is to carve a smaller, more focused niche for themselves.

Bebo’s Open Media partners currently include:

BBC
BSkyB
CBS
Channel 4
Crackle
Endemol
ESPN
FabChannel
ITN
JibJab
Kontraband
Last.fm
Ministry of Sound
MTV Networks
Music Nation
Next New Networks
Premium TV
SumoTV
Turner Broadcasting Systems
Ustream
VBS
Yahoo!

Some more screenshots below:

    Bebo exploreBebo music

BoomShuffle: Snocap’s Comeback Album?


(* Source : Mashable *)

Kristen Nicole says :
boomshuffle-l.png

Mixtapes are all the rage, and Snocap - which ran aground and fired most of its employees in October - isn’t missing a beat. It’s launching a new service called BoomShuffle, which is a mixtape service powered by Snocap’s Digital Registry. What you can do with this new feature is create online mixes from Snocap’s catalog of tracks, and then invite friends to collaborate on a mix by adding songs as well. Now you have a group effort that’s gone into creating the ultimate digital mixtape.

It’s drop-dead simple to create a mixtape. Give it a title and a description, choose a background, and search for songs. If you have anything less than 15 songs, then your mixtape will only play 30-second clips once it’s shared with friends or placed on the web. Otherwise Searching for music to add is pretty easy as well.

There are popular artists and albums for you to choose from immediately, search options for artist, album or song name, and genre searches as well. For a minute there, I thought that some of the default artists that displayed had been selected based on my mixtape’s title and description–wouldn’t that be cool? I could automatically get Michael Bolton search results if I title my mixtape “Corny Wedding Reception circa 1992.” Good thing there’s also a handy “commentary” section which will let you indicate your justification behind each song choice, which will all display on the widget as your songs play.

From there, you can invite friends via email or other Snocap users. Now they can add their choices to the mixtape. On the mixtape widget, there is a pretty comprehensive menu for artist and song info, purchase links, and even an option for site visitors to copy the mixtape for their own use. Other recent mixtape services include Fuzz and Mixaloo.

    boomshuffle-s.png

Editor’s note: apologies to Snocap for jumping the embargo on this: it’s already out on another site

November 13, 2007

Music Industry : 5 Alternative Businessmodels



five alternative business models(* Source : Steve O’Hear *)

The record industry is in dire trouble and the major record companies know it. According to the IFPI’s most recent figures, “physical” music sales were down 11% to $17.5bn in 2006, and, blaming piracy — both CD copying and online file-sharing — the IFPI says that overall music sales have fallen for the seventh year running.

However, none of this was unpredicted, and in post-Napster 2003, Steve Jobs appeared to offer the recording industry a way into the future, through the iTunes Music Store. People didn’t want to steal music, argued Jobs, and if paid-for downloads could compete on price and convenience, then many of those illegal file traders would be converted back into paying customers. As a result, Jobs insisted on the unbundling of albums; instead all tracks would be offered for purchase individually, at the same price — 99c — whether they be a new release, top 40 hit, or an older and more obscure song. To which the majors reluctantly complied, and would later learn to regret.

Fast-forward again to 2007, and although paid-for downloads are on the increase, they aren’t rising nearly fast enough to make up for the loss in revenue from falling CD sales. By Jobs’ own admission, on average only three percent of music on an iPod originates from the iTunes Music Store. As if to rub salt in the wound, iPod sales accounted for nearly half of Apple’s total revenue for 2006.

Instead of recognizing that the record industry’s aging business model, even with the intervention of Jobs, is a broken one and in desperate need of a fix, the response has largely been litigation coupled with the introduction of technology, in the form of DRM, designed to enforce copy protection, which, ultimately, just inconveniences paying customers.

If the iTunes model isn’t the answer, and business can’t go on as usual, then what is? Here are five alternative models for selling music, many of which are actually being tested by artists, entrepreneurs, and even the major record labels themselves.

Free

If music is becoming ubiquitous, through illegal file-sharing, supported by mass storage MP3 players, then why not just give it away? The “free” model doesn’t mean making not money from music. Instead, the tracks themselves are treated as a loss leader, designed to promote the artist and drive sales of other associated products, such as concert tickets and merchandise.

Jamendo

JamendoJamendo is a web service that embraces the “free” model by helping artists to distribute their music for free, under a Creative Commons license, on peer-to-peer filesharing networks such as BitTorrent or eMule. Jamendo users can also discuss and rate tracks, as well as make a donation directly to the artists whose music they’re fans of. Additionally, Jamendo has an ad-revenue scheme for artists who set-up-shop on the site.

Prince

Prince gave his most recent album away for free, or more accurately, a British Sunday newspaper did. How much he got paid by the newspaper we don’t know, but Prince claimed the deal was primarily about getting his music into the hands of as many people as possible and to help promote his upcoming UK tour. It was later reported that all of Prince’s UK dates had sold out almost as soon as they went on sale. However, the move didn’t go down so well with the recording industry. The UK arm of Sony BMG withdrew from Prince’s global deal, refusing to distribute the album to UK stores. Retail store, HMV, was equally unimpressed, with chief executive Simon Fox describing the arrangement as “absolute madness.”

SpiralFrog

SpiralFrogLaunched last month, SpiralFrog lets users download music for free, in return for viewing advertising (see our full review). In addition to viewing ads while searching for and downloading music, the service requires users to log in to the site and view ads at least once every 30 days, or the downloaded music for the account becomes disabled. SpiralFrog is built on a revenue-sharing agreement with participating labels, and currently offers a catalog of 800,000 songs and 3,500 music videos.

Pay what you want

Radiohead

RadioheadSimilar to “free”, the “pay what you want” model came into the public eye most recently when Radiohead released their new album, In Rainbows, with a voluntary price tag. Fans can choose what to pay for the album, including nothing at all.

Jane Siberry

The artist, Jane Siberry, makes a similar offer to fans, with the difference that they can choose what they’d like to pay, after they’ve already downloaded and listened to the album first.

Magnatune

MagnatuneMagnatune is an online music service which has built much of its business around the “pay what you want” model. Albums carry a low minimum price, with fans able to decide how much more to pay after that. In an email, I asked Magnatune founder, John Buckman, how fans, artists and record labels have responded to the “pay what you want” model.

“New visitors to Magnatune see the “we are not evil” slogan and justifiably remain skeptical. The “how much do you want to pay?” question they get when they click the “buy” button is so shocking, so different than any traditional business, that it usually puts a smile on their face and makes them True Believers in the Magnatune Way.

Labels think it’s insane.

Artists often think it’s a bad idea *before* they’ve been signed to Magnatune but when they see that on average they will earn more money with this scheme than setting an $8 fixed price (on average, $8.21), and that fans will be able to express their strong positive feelings by optionally paying more (even, a lot more).”

Buckman also says that even when users choose only to pay $5, they tend to spend more overall, buying several albums at once.

Pay by popularity

AmieStreet

AmieStreet logoAmieStreet, of which Amazon is a recent investor, is a social market place for artists to connect with fans and promote and sell their music. The site has pioneered a “pay by popularity” model, whereby transparent market forces dictate the price of music. All tracks on AmieStreet start off free, then the more the track gets downloaded, the more the price increases in increments, all the way up to the industry standard of 98c. This is in complete contrast to iTunes, whereby all tracks are priced the same, irrespective of how popular or obscure they are — something which the major labels are desperate to change.

Subscription

Legendary music producer, Rick Rubin, recently told the New York Times that subscription services are the way forward.

“You’d pay, say, $19.95 a month, and the music will come anywhere you’d like. In this new world, there will be a virtual library that will be accessible from your car, from your cellphone, from your computer, from your television. Anywhere. The iPod will be obsolete, but there would be a Walkman-like device you could plug into speakers at home. You’ll say, ‘Today I want to listen to … Simon and Garfunkel,’ and there they are. The service can have demos, bootlegs, concerts, whatever context the artist wants to put out. And once that model is put into place, the industry will grow 10 times the size it is now.”

However, despite what Rubin says, services such as Rhapsody haven’t reached mass adoption, as it’s not clear that people are ready to “rent” their music. Another reason might be that we haven’t yet reached ubiquitous Internet access. When all of our music can “live in the clouds”, accessible at any time, owning it outright may no longer be that important.

A music tax

It’s an old idea and one that UMG was rumored to be pushing most recently: some sort of music tax, possibly collected via your Internet Service Provider. The idea is to charge the customers of ISPs and cellphone carriers a flat-rate fee as part of their data service plan, in exchange for the right to download and share the major record labels’ music over an ISP’s network. That way, filesharing is decriminalized and the recording industry is guaranteed revenue.

Other forms of music tax could include a tax on digital audio players, similar to how some countries tax blank CDs, or direct taxation through government.

All three variations would require the different parties — including all five major labels and government — to agree to work together, something which is very unlikely to happen. Additionally, if a file-sharing tax makes up the majority of the music industry’s revenue, it’s hard to see what incentive there would be for the major record labels, with their huge back-catalogs, to continue to invest in new artists.

November 09, 2007

New York Boy Creates Website to Track Down Missed Connection


(* Source : Wired *)

Jenna Wortham says :

Nygirlofmydreams

You: Blue gym shorts over dark blue tights, rosy cheeks and large flower pinned in hair.
Me: Tall, skinny, listening to my iPod. Did we share a moment?

If you’re anything like me and obsessively scan the missed connections section of the Craigslist personal ads, you know there are plenty of lonely hearts on mass transit (read: crazies). But Brooklynite Patrick Moberg took his personal ad one step further and created an entire site on Nov. 4, devoted to tracking down his mystery girl in hopes of a chance to know her name, and possibly a date. As luck would have it, the blogosphere worked in his favor, with the help of ample coverage and a follow-up video on video-sharing site Vimeo to further appeal to his missed connection (and demonstrate his sanity, no doubt).

According to a recent update to his site, a friend of the mysterious woman heard about the quest and connected the dots to reconnect Moberg with his dream date. The only potential caveat? Apparently Moberg is an employee of Vimeo. Provided this isn’t an elaborate ruse to drum up Vimeo site traffic using guerrilla advertising tactics, it’s enough to warm the heart of any geek looking for love in the technical age.

 

November 07, 2007

Habbo Hotel Wants to Sell You Music


(* Source : Virtual World News *)

 

 

 

 

 

Habbo Hotel launched the Traxmaxhine back in June to bring music to the virtual world. Right now they act as basic jukeboxes for user-created tunes, but Habbo wants to use them as stores for existing artists as well. While record sales are falling and artists are looking for alternative distribution methods, labels are apparently dragging their feet over compensation and digital rights management issues before getting into the virtual world.

"Habbo users want the ability to support and identify themselves with their favorite bands or recording artists inside our virtual community,”  Teemu Huuhtanen, President N. A. and EVP for Habbo business at Sulake told Digital Media Wire. “We are continuing to work with the major record labels on the issue of digital rights and compensation to provide our user base what they are asking for – a way to purchase in Habbo songs and digital goods licensed by label artists."

There.com has a partnership with Capital Music Group, which allows users to purchase CDs from interactive kiosks, but not digital tracks. Likewise, MTV has made big moves in virtual worlds, and Vside has always had a strong music theme with ties to both Interscope and Downtown Records. And plenty of people allow you to upload content, but it seems like nobody has made it easy to buy mainstream digital music and integrate it with your virtual world experience. Or are we missing someone?

[via Digital Media Wire]

 

November 06, 2007

Starbucks, PepsiCo Bring 'Subopera' to Shanghai


(* Source : Walstreet Journal *)


A feel-good film about a girl from the Chinese countryside who moves to the big city to discover love, blogging and Starbucks will premier this month in an unusual venue: Shanghai's subway.

"A Sunny Day," is scheduled to play exclusively on thousands of high-tech flat screen monitors on Shanghai's subway cars and station platforms.

[Subway]
Girl meets boy and Starbucks in 'A Sunny Day,' to be shown in installments

Tailored for an audience of 2.2 million who cram onto China's biggest underground railway each day, the full-length feature film will be shown in daily segments of a few minutes each over 40 weekdays, soap-opera style. Subtitles in Chinese will help commuters follow the dialogue over the subway noise, and multiple daily rebroadcasts and tie-ins on the Internet are designed to ensure no one misses any of the cliffhangers.

Instead of an ordinary film, the so-called "subopera" is a blend of drama and advertising. A venture between Starbucks Coffee Co. and PepsiCo Inc. financed and helped produce the drama as part of a campaign that kicks off today in Shanghai to introduce bottled frappuccino drinks to the Chinese market.

"It's quite unique and demonstrates a departure from conventional marketing," says Howard Schultz, Starbucks chairman. The coffee company hasn't traditionally advertised, Mr. Schultz says, adding that a soap opera can be effective since it creates "real entertainment for our customers and along the way there is a complementary message." PepsiCo, which will bottle and distribute the Starbucks-branded drinks, referred questions to Starbucks

The film has a clear commercial bent. In some shots, the mermaid from the Starbucks logo gets as much face-time as the movie's big turnstile draw, Huang Xiao Ming, a 29-year-old pop star who is so well known he is sometimes called China's Justin Timberlake.

Still, "A Sunny Day" is no infomercial. Mr. Huang's character "CC" is a struggling musician who strums his guitar for coins in the subway, and falls for big-hearted Sunny, who is trying to get over the death of a boyfriend and fit into a new job.

During the shooting on a recent Sunday, as a gaggle of teenage women sneaked onto the set, Mr. Huang described the subway a "fashionable, very modern" venue that will appeal to a trendy audience.

Subways around the world have long featured visual distractions. A century ago, platforms were showcases for art, like the swank metro stations in Paris. In the 1970s, spray paint enlivened the dank and dangerous New York subway, and in the 1980s, the late Keith Haring helped make graffiti a respected art form with projects like "Studio in the Subway."

This year, the Berlin subway's 1.5 million daily passengers were the judges in a weeklong festival of 90-second, silent films called "Going Underground."

Advertisers are also pressing beneath the streets. Sidetrack Technologies Inc. of Winnipeg and New York-based Submedia LLC place light-board advertising in subway tunnels in several cities around the world, giving riders the motion-picture like effect of seeing a flipbook.

China's $20 billion advertising industry is increasingly adopting the global trend toward marketing disguised as entertainment. In addition to Hollywood-style product placements in TV shows and movies, a rapidly expanding segment is directed at an emerging middle class during the workday hours with slickly crafted TV-style ads in taxis, airplanes and even elevators.

More here 

 

Kylie Konnects with Fans on the Handset


(* Source : NextGreatThing *)

Allison says :

kylie.jpg

Artists and labels have been exploring different ways to market and monetize their music beyond MySpace. We just heard that Sony BMG is going to be selling J Lo’s latest album, Brave, on a fancy wooden flash drive (for $70!!) Meanwhile, artists are dropping their labels like bad habits. AmieStreet, MOG, Pure Volume, Indistr, Sellaband, Navio, Roadsound, iFanz, RCRDLBL, iMeem, Popfolio… These are just a few sites out of hundreds they can use to do promotion, distribution, and sales. In addition to the bands we mentioned last week, even the Oldies are going new media; the Eagles, Joni Mitchell and now Aretha Franklin have all dropped their labels to try the digital model.

The next frontier is the handset. Mozes has taken a step there by enabling bands to text fans updates and messages. The real application, though, will be mobile social networking sites, like the newly launched KylieKonnect for Australian singer Kylie Minogue. The dot mobi site (www.kyliekonnect.com redirects to ourtribe.mobi) lets fans blog, communicate with other users and upload images and video all via mobile phone. There is a Kylie’s own blog, a newsfeed and place to buy Monogued-up wallpapers and ringtones. The site, set up by New Visions Mobile, will allow Kylie’s fans to establish a closer connection with her (or the illusion of one), and she will likely profit off it through site sales. Unfortunately for fans, Mashable reports that you seem to need a European-based mobile number to register, just going to show that this sort of technology not as widely embraced (and developed) in the U.S. as it is in Europe, Australia, and Asia.

 

October 31, 2007

Who's Who in Mobile Worlds: 10 Plays to Watch


(* Source : Virtual World News *)

Obviously mobile tie ins for virtual worlds are a big deal. From a marketer's perspective, the best things about virtual worlds--their immersive, tight communities--suddenly become all pervasive. From a user's stand point, well, it's pretty much the same.  While the Yankee Group's recent study has had its math called into question, its argument that Anywhere Consumers will drive the future is still a compelling one. "Companies that provide remote access—through mobile devices or other means—to their web experience will have a greater impact than pc-centric companies," said Senior Analyst Christopher Collins. With companies from Sony and Microsoft to third-party hackers in Second Life looking at ways to give users another screen to head into the world on, it looks like consumers will have plenty of options. We present a round up of the major plays being made.

1. Sony's Playstation3 Home: Although it's been delayed until Spring 2008, this console-based virtual world has  a lot of people--both hardcore gamers and worldophiles--excited. Sony is working on tie ins to its games, portable devices, and marketing partners for business, but it wants to take all of those connections mobile. Executive Vice President Phil Harrison said ,"We have the Home client now running on a mobile phone. The touchpoints and community experience of home are expanding to the mobile environment." At the very least, users should be able to upload and download content like pictures from their phone to their Home.

2. Microsoft: No one knows what Microsoft's virtual world play will be, but at  the Virtual Worlds Fall Conference and Expo, Daniel Schiappa, Microsot's General Manager for the Strategy Entertainment and Devices Division, set out some plans for the future: "If a year from now we don’t have anything, then we probably won’t have anything." While Microsoft already has outlets in the Xbox 360 and PC, Schiappa said the company's goals would be to include all of its devices, including mobile.

3. Second Life: Linden Lab isn't doing anything official for a mobile client--at least that they've announced--but there's a flurry of activity out there for third parties to fill the gap. The ngi group's 3Di.jp released its Web-based application, Movable Life, earlier this month, which is also accessible through mobile applications. Comverse Technologies, though, was working on its mobile client back in February, and there's plenty more out there.

4. Habbo Hotel: Earlier this month, we reported that Sulake had 110,000 users on its experimental mobile client. At Virtual Worlds Fall, CEO Timo Soininen told us that the world had 120,000 users, and  Sulake had plans: "It's just been a research project up until now. We wanted to have a proof of concept to show it could be done. We're currently using the Nokia Symbian platform, so you need a Nokia phone. But it is exciting. We're discussing with various parties how to take it to a new height. Because it's clearly proven that there's demand. For Habbo we've had the basic technology for almost two and a half years, but the operating costs for data has been preventitively expensive up until now, especially with the young demo. And the technology reach for the young demo has been low, up until about a year ago. So it might go for a slightly older audience."

5. Disney: Disney's had its fingers in virtual worlds for a while, but it made a gigantic leap in August with its acquisition of Club Penguin. Tucked away in the press release for the sale was this tidbit: "Strategically, Disney plans to develop a Disney-branded connected entertainment network that allows users to access Disney-branded content, including virtual worlds and Disney.com games and videos, any time and anywhere, as well as communicate with each other across platforms, through a Web-based hub connected with PCs and mobile devices such as cell phones and game platforms." Disney  already has firm plans to create a sort of metaverse network for its Nintendo DS games with DGamer, which will allow users to "chat, create personal avatars and trade game-themed items, across the room or anywhere in the world with the Nintendo Wi-Fi Connection."

6. Cyworld: In June the Cyworld US offices explained that they had plans to go mobile for the US market in the first quarter of 2008. Cyworld's parent company SK Telecom has a relationship with Sprint (via Helio) and T-Mobile USA’s parent company in Germany, so the corporate infrastructure shouldn't be too hard to put into place. In Korea, the mobile application has brought Cyworld 2.5 million users, so it's an understandable desire. “We’ve been dragging our feet on this, because we want to get it right," Cyworld USA Vice President of Marketing and Sales Michael Streefland told GigaOM . "We commissioned a research report to figure out what Cyworld Mobile would be in the U.S., and we’re still figuring that out.”

7. There.com: There doesn't seem to be any rush to go mobile, but when we spoke with CEO Michael Wilson in July he remarked that "We believe in extending the platform to as many devices as possible and to more light-weight devices. We’ll be making an announcement next month about lighter weight devices. The problem is that the just doesn’t have a good network. If we were in Asia it would be easier." We haven't heard that announcement yet, though, and There.com says there's nothing to report at this time.

8. Trion: When Trion received $30M in funding in July, CEO Lars Buttler said that the company is pursuing a technology that "essentially build games that are more real time and dynamic, so we can deliver storylines on a daily basis." The game will feature multiple channel-like components across multiple platforms, allowing users to access their information from PCs and mobile devices."

9. Moshi Monsters: These upcoming toys from MindCandy, I don't think, engage directly through a cell phone interface, but they do work with your ring tone. The Guardian reports, in Aleks Krotoski's take on mobile worlds, that the release asks users to "Clip your moshi monster to your bag or jacket, then relax and do whatever you want to do! When your mobile rings your MoPod magically springs to life!"

10. Everybody Else: Because no day is complete without a little rumor mongering, let's not forget that Google is supposedly  working on a virtual world, and it's set to make an announcement about its (separate?) mobile platform within a matter of weeks.

More seriously, mobile is booming as its own separate channel for entertainment, marketing, and engagement. In June Forrester reported  that 3 of the 15 largest interactive agencies in the U.S. see virtual worlds as having one of the greatest impacts on their design practices. But 12 of 15 see the mobile channel as significant. If virtual worlds want to go mainstream,  there's not a much simpler direction than mobile. And as more virtual worlds place a premium on casual elements, it seems like a sure thing.

Did we forget someone? Maybe. Do you know of more happening in mobile virtual worlds? Hopefully. Let us know.

October 30, 2007

MTV, Cisco drop 100K on rapping social net, RapHappy


(* Source : Webware.com *)

Jessica Dolcourt says :

RapHappy

Back in early September, I wrote about the five finalists to win a combined $250,000 in development funding from MTV and Cisco, sponsors of the Digital Incubator contest for university-grown Web apps.

Today they announced a prize even grander the first--$100,000 in addition to the $30,000 finalist grant already applied to RapHappy.com's development. The social network for recording, editing, distributing, and commenting on user-generated raps won Digital Incubator's judges with a business plan detailing the nascent company's next level of growth.

Ben Leduc-Mills and Matt Fargo, both graduate students in New York University's Interactive Telecommunications Program, the brains behind RapHappy, are nothing short of jubilant. "We want to give a great big hug to all of you who helped us get this far," reads the message on their Web site, "But I guess you'll just have to settle for a big shout out on the website instead. Thanks though, really. It's your amazing raps that won it for us."

In addition to the Web site, RapHappy rappers can also lay down vocals via hotline (for inspired cell phone rapping) and through a Facebook app.

Originally posted at Webware.

October 29, 2007

Video game giants slaughter the opposition


(* Source : Timesonline *)

Nigel Kendall says :

The video games industry was told yesterday: “Television used to be accused of corrupting the youth of today. Now you are.”

David Mitchell, the TV comedian, was talking to 750 representatives of the industry at the 25th Golden Joystick Awards, which are decided by public vote. In that quarter of a century, Mitchell observed, video games have gone from “being a few dots dancing around a TV screen to a full-on film that you are in”.

Generations of creative Britons who once dreamt of making films and cracking Hollywood are now just as likely to seek fame and fortune in the video games industry.

Tom Dowding, 25, is a graduate in computer science from Bristol University. He has been playing games since he was 10 and last year set up Mobile Pie, a developer of games for mobile phones. His efforts were rewarded at the Golden Joysticks with a prize of £2,500 and a work placement with Electronic Arts, one of the world’s biggest video game developers. Mr Dowding’s winning game is called Let It Grow.

“You install it on your mobile phone, then, using your phone camera, you nurture it and make it grow,” he said. “Then you post your growing flower on Facebook.” He has licensed the game to a distributor.

For many would-be developers, mobile phones offer a way of making games and minimising expense on programming. A leading game, such as the recent Halo 3, can cost $70 million (£34 million) to develop and a mobile game a fraction of that. The possible rewards are vast. Halo 3 outstripped many blockbuster films in the week that it went on the market, generating sales of $300 million.

Video games have quietly overtaken older entertainment forms such as films and popular music. According to the latest figures from Elspa, the industry body, game software sales in Britain for the first half of 2007 were £519 million, 17 per cent more than in the corresponding period of 2006.

More here 

 

PanRaven’s Online Scrapbook used to Promote Nelly’s Album


(* Source : Kristen Nicole *)

PanRaven has teamed up with Universal Mowtown Records to create a promotional story for Nelly, who’s getting ready to release his first album in 3 years, “Brass Knuckles.” You may remember that PanRaven is an online tool for creating stories, similar to scrap-booking services like ScrapBlog.

With this particular partnership, a story of Nelly’s filming of the video for his most recent Single “Wadsyaname” is being published on PanRaven’s website, as well as Nelly’s website and MySpace profile. PanRaven is also promoting the story through its Facebook application. The story contains exclusive, behind the scenes footage from the filming of a music video.

And in an effort to encourage users to virally spread this promotion, PanRaven and Universal are holding a contest. The person that spreads the promotion the furthest and widest across the web will win a trip to a future filming session of a Nelly video. The runner-up gets some autograhped merchandise. Not too shabby, as far as prizes go. Kanye West, 50 Cent and Bruce Springsteen have all held similar promotions on MySpace in recent weeks.

 

    panraven-nelly-s.png
     

October 26, 2007

Rock Band Vs. Guitar Hero


(* Source : Brian Hiatt *)

Photo

The two biggest music releases of the year aren't albums: They're video games. Inside the fight for number one.

In a Boston office with a Fender Strat leaning against the wall, Eric Brosius, a sound designer for video-game developer Harmonix, is staring at clusters of tiny blue bars on his computer screen: Keith Moon's madman drum part from "Won't Get Fooled Again," as mapped out note for note by an on-staff musician. The company that developed Guitar Hero has spent the past year transforming that song and dozens of others -- from the Rolling Stones' "Gimme Shelter" to Metallica's "Enter Sandman" -- into playable pieces of its new music game, Rock Band. Soon, players will be furiously banging electronic drum pads to replicate Moon's stickwork, mashing buttons on guitar-shaped controllers to match Pete Townshend's and John Entwistle's parts, and even trying to scream "Yeeeah!" at the right moment into a microphone. "You get to experience what it's like to play every single part of 'Won't Get Fooled Again' and to see how the parts interact," says Eran Egozy, who co-founded Harmonix as a graduate student at MIT.

Guitar Hero may well be this decade's biggest rock & roll phenomenon. Guitar Hero I and II have grossed $360 million since the first game came out in 2005 -- vastly more than any album released in the same period. And the games -- in which players re-create songs' guitar parts by pushing buttons that correspond to notes and chords while hitting a "strum bar" in rhythm -- have inspired kids by the millions to memorize the intricacies of "Free Bird" and "War Pigs." One measure of the games' clout: MTV purchased Harmonix for $175 million last year, and video-game giant Activision paid $99.9 million to acquire RedOctane, the company that owns the Guitar Hero name and manufactured the game's guitar- shaped controllers.

With MTV and Activision unwilling or unable to collaborate, the franchise's future has split in two: Activision's Guitar Hero III: Legends of Rock -- a straightforward sequel with a few twists, including a new "battle mode" -- hits stores October 28th, while Harmonix's Rock Band -- which adds drums and vocals to the formula -- comes out November 23rd. Analysts say that the market is big enough for both games to succeed (music games represent about eight percent of the U.S. video-game market, according to the research group NPD) -- so their near-simultaneous releases could become the music event of the year.

More here 

 

Rockband.com Offers Social Networking


(* Source : David Radd


Hang out and rock out online

Harmonix and MTV Games today revealed the details for Rockband.com. The site will launch on November 20 simultaneously with the PS3 and Xbox 360 versions of the game and will feature band pages, classifieds, leaderboards, blogs, forums and more. San Francisco-based Mekanism was tapped to build the social networking site.

"Rockband .com blurs the lines between fantasy and reality," said Melissa Macaulay, Producer of Rockband.com, Harmonix. "The site allows you to hype your in-game band's accomplishments, while providing a forum to meet other real-life people and potential band mates who share your musical tastes."

"We see Rockband.com as a true extension of the Rock Band world. It will be an awesome way to meet new people who have similar musical tastes," said Josh Randall, Creative Director for Harmonix. "With Rockband.com players will be able to come together and express themselves in a collaborative manner, which is what playing music is all about."

"We are designing Rockband.com as an online home for your band, and as a creative platform for living out your rock and roll fantasy," said Pete Caban, partner at SF-based digital studio Mekanism. "The b ands and rockers that you can create in Rock Band are insanely unique, and it's going to be fascinating to watch this community come to life."



 

October 23, 2007

Artists Create New Music Revenue Models


(* Source : David Fischman *)

 Years after the Napster revolution liberated music, industry labels are still hot on fighting the war on piracy. Earlier this month, the association representing big players like Capitol Records and Sony BMG hailed their first victory ever on the legal front, a $222,000 penalty against a Minnesota woman found guilty of illegally sharing music online. But few, if any, believe this isolated win will alter the decisively linear trend of those swapping tunes on the web. At this point, people see the content issue as settled: free music is their right. If the establishment standing in their way has any knowledge of history, they’d work to find new ways to engage “the people” in order to stay relevant—or perhaps more importantly, employed.

This past week at CMJ, musicians, managers (and those aspiring to be) filled rooms at NYU’s Kimmel Center to hear industry advice on how new bands can “make it” in these changing times. One panel, “Music Business Primer: Marketing and Promotion”, had a message for the music industry—you’re not going to win this one, recognize that free music is the future and just work to control it. The panelists suggested that bands should consider releasing free downloads as a way to build community around their music. The MuseBox’s George Davis described the new revenue model well: “It’s all about tickets and t-shirts.”

Prince has been working this model with much success. The artist, who escaped his contract with Warner Music in 1994, had the music industry in a huff when he gave his most recent album away with a British newspaper. A digital music pioneer, Prince also lent early support to P2P and was one of the first to sell music directly from his website. Madonna Now Madonna is following suit by leaving Warner Music and signing with Live Nation for a $120 million 10-year deal. As she explained, “The paradigm in the music business has shifted.” While the deal will require Madonna to produce three more albums, the real focus is clearly on expanded touring and merchandise that Madonna, as her own brand, can sell to fans. The Live Nation deal includes all-things-Madonna, including everything from her website to DVDs, music-related TV and film projects, and corporate sponsorships. For someone who is a walking commodity, perhaps this is the best way to go.

But free music can actually make money again. Bands and labels should stop working outside the trend and, instead, ride the digital wave by directly engaging fans.

More here 

October 22, 2007

New App Merges Facebook and Second Life

(* Source : Sean P. Aune *)

Second Life logo

A new application for Facebook is merging the social network with that other king of time killing, Second Life.

Called Second Life Link, the new app allows you to display your avatar on your profile, and also indicate when you’re on and off line in the virtual world. If your friends also have the app installed, you’ll be able to see each other’s avatars. The new application also allows you to share your favorite locations in the popular virtual world. This will allow them to teleport to your location easily when you’re online, or allow them to see your home, even when you’re not there.

With the popular CBS show, CSI:New York, having an episode revolve around a murder in Second Life this week, and encouraging viewers to check out the virtual murder, there are sure to be lots of new players this week. Seems like a perfect time for a Facebook app to me with so many new people getting introduced to the online world through mainstream media.

    Second Life Link

Over 6 million song plays on Ckrush through September


(* Source : Minic Rivera *)

ckrush.png

Ckrush Digital Network announced that it has recorded over 6 million individual song plays year to date through September 2007. The millions of song plays are happening at the Ckrush online music communities AudioStreet.net and MixStreet.net. AudioStreet.net is home to over 50,000 independent bands and music artists and MixStreet.net is home to over 20,000 DJs. As music-based social networks, AudioStreet and MixStreet are in one of the hottest sectors on the web and continue to establish themselves as important music communities.

AudioStreet.net recorded approximately 300,000 song plays for the month of September and approximately 3,000,000 song plays year to date. MixStreet.net recorded approximately 230,000 song plays for the month of September and approximately 3,600,000 year to date. A song play occurs when a user of either AudioStreet or MixStreet listens to one of the thousands of songs artists have placed on the sites.

October 18, 2007

Video Game Music Tour Expands Beyond Gamer Fans based on demand from People looking for Unique Music and Interactive Experience

(* Source : Riley Bane *)

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When Video Games Live first premiered at the Hollywood Bowl in Los Angeles in ’05 to an eager audience of 11,000 people, that’s when the music, video gaming, and entertainment industries took notice that this could be a lucrative trend. The brainchild of composers Tommy Tallarico and Jack Wall, at the time the concept was to create an amazing show using the soundtracks of popular videogames played by the LA Philharmonic Orchestra.

Video Games Live has clearly grown in the last couple of years. This month, they’ve announced a tour of so many sold-out shows around the country, that they’re adding an additional 25 stops, including the UK.

“Our goal of building Video Games Live as a worldwide brand is becoming a reality,” said Marc Geiger, Senior Executive Vice-President of Touring for the William-Morris Agency. “Tommy & Jack have created a very special and unique event experience that is not only a hit with gamers but also speaks to a general mainstream global audience as well.”

The shows include top orchestras, solo performers, special fx, exclusive video game footage, synchronized light shows, electronic percussionists, and interactive segments from various games. This tour features music from Mario, Zelda, Warcraft, Halo, Final Fantasy, Kingdom Hearts, Metal Gear Solid, Myst, Sonic, and Harry Potter and the Order of the Phoenix, among others.

While the tour is of course unique, what’s important to note is that video gaming has crossed-over into other aspects of entertainment. As noted in our North American and European Youth Culture Studies, just as brands are discovering the importance of product-placement in video games, and fashion designers are discovering inspiration from subcultures such as Cosplay, so too are musicians and the industry of music seeing the power of music in video games to attract a large consumer marketplace outside of gamers themselves.

Next week, as the new version of E3 trade show featuring new releases, platforms, and ideas from the world’s top video gaming brands infiltrate Los Angeles, you can bet that Video Games Live will be a popular example of just how the industry can attract new sources of revenue within the complicated industry of entertainment.

October 17, 2007

Napster relaunches with Web-enabled platform


(* Source : Reuters *)

Yinka Agedoke says :

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NEW YORK (Reuters) - Napster Inc, the digital music service, said on Tuesday it plans to attract more customers by moving to a Web-based platform allowing users to play their music from any computer without having to download any additional software.

The move is intended to open up the service and attract more paying subscribers by making the Napster platform more flexible and compatible with any Internet-enabled device.

Before now most Napster subscribers could only listen to their music after downloading the Napster software application on to their personal computers. This is similar to a model currently used by Apple Inc's iTunes Music Store, which is the market leader with more than 70 percent of all digital music sales.

"With this new platform Napster can easily be integrated into consumer electronics devices or integrated into other Web sites such as social networking sites," said Christopher Allen, chief operating officer at Napster.

Napster sells a subscription service for $10 to $15 a month where users can stream or download an unlimited number of songs from its 5 million-strong library. But Napster's and other music subscription services have so far lagged behind larger rival iTunes, which uses a more traditional buy-to-own model. Itunes sells songs as permanent downloads at 99 cents each.

 

October 16, 2007

Avatars Everywhere: 27 of the Best Avatar Makers


(* Source : Jordan Chark *)

    avatarroundup.PNG

Avatar creator Meez is back in the news this week, but there are dozens more avatar creation tools gunning for this market. Today we attempt an overview of that market: please add more suggestions in the comment section.

    weblin.jpg

Weblin- Create an avatar and use it as your virtual self within web pages in real-time, interacting with other Weblin users who share the same interests.

    meez1.jpg

Meez.com- Create a 3D animated avatar for export directly to most web profiles, blogs, etc.

    secondlife.jpg

Second Life- Use this extremely popular virtual world to do just about anything, but first, you have to create your avatar. Here, avatars can be customized almost entirely, with plenty of room to create a most accurate likeness of yourself.

    mypictr.jpg

Mypictr- Use any image and resize, crop, customize, and export it to many other web 2.0 social networking sites and profiles, like Facebook, and Digg.

    gizmoz.jpg

Gizmoz- Create, animate, and share photorealistic, great looking avatars, and even video clips featuring them. The animation and overall look of the avatar is sourced from a real picture, actually ending up almost like a personal CGI generator.

    wii.jpg

Mii Editor- Create your own “Mii”, the avatars characteristic of the Nintendo Wii.

    simps.jpg

Simpsons Avatar Maker- “Simpsonize yourself” by creating an avatar in the classic style of the Simpsons.

    gickr.jpg

Gickr- Instantaneously create an animate gif file by either uploading your own pictures, or sourcing from Flickr.

    grava.jpg

Gravatar- Create an 80×80 pixel avatar by uploading an image which is then associated with your email address, appearing on Gravatar enabled websites and blogs without additional effort.

    imvu.jpg

IMVU- Create and dress up your personal avatar which can then be used in their virtual chat-rooms or with their visual messenger client.

    fix8.png

fix8- Create, animate, and dress up your avatar primarily through interfacing with your webcam in order to capture real movement and look.

    zwinky.jpg

Zwinky- Customize your personal cartoon avatar and share it across the web.

    caric1.jpg

Digibody’s Caricature Maker- Use the components of a caricature to create your unique caricature avatar.

    faketown.jpg

Faketown- A pixel-art, avatar based, MMORPG, similar to second life, but much less realistically.

    doppelme.jpg

DoppelMe- Simply assemble an apparently “hand drawn” avatar image for use anywhere.

    sitepal.jpg

SitePal- A pay-based 3D, animated avatar creation service aimed towards business looking to create a personal presence on their website.

    gaia.jpg

Gaia- Another avatar-based MMORPG, this one, anime-styled.

    imbee.jpg

imbee- The social network for young people includes an avatar creator featuring images of animals from the National Geographic Kids library.

    myrl.jpg

Myrl- A social network based on avatars in the “metaverse”, supposedly using avatars to connect with the web by virtue of collaboration. Close to it’s beta launch, this definitely looks like something to keep an eye out for.

    kaneva.jpg

Kaneva- Yet another avatar-based virtual world, Kaneva looks like a valid Second Life alternative.

    blogscoped.jpg

Blogscoped- Chat with others in this virtual, visual, chatroom, which makes efficient use of user avatars. While it may not appear to be that “web 2.0″ it uses PHP, MySQL, Ajax, and the Google API, which effectively categorize it as so.

    moji.jpg

MojiKan- A somewhat odd MMORPG for customizable 3D pet avatars.

    frenzoo.jpg

Frenzoo- Customize and use one of their well-designed avatars in chats as well as a variety of other environments.

    clickbeurs1.jpg

Clickbeurs (Dutch)- Create an avatar and apply for a job through virtually chatting with potential employers, a somewhat odd idea.

    mrpicasso.jpg

Mr. Picassohead- Create stunning, Picasso-like paintings which are easily transformed into avatars.

    robbierock.jpg

Whyrobbierocks- Create a “stereotypical” avatar for use on various social networking sites, IMs, etc.

    weeworld.jpg

Weeworld- Interact with some quite uniquely designed avatars in a virtual world primarily based on chats and mini-games.

    voki.jpg

Voki- Create an avatar, record your voice, and share. A possible alternative to something like Sitepal, but geared more towards a less-business-oriented audience.

Honorable Mention

    wow.jpg

While all of the sites (except for a couple, added for their significantly customizable avatars and creation engines) above are primarily based upon the principle of avatar creation and customization, I’d like to quickly mention the importance of your “avatar”, or probably more aptly named character in many popular MMORPGs. The likes of which are probably most easily recognized in games like World of Warcraft.

fix8 Lands $3M for Webcam Avatars


(* Source : Kristen Nicole *)

Webcam avatar community fix8 has raised $3 million in a series a round of funding from Vickers Venture Group, which is a Singapore-based private equity firm. We first covered fix8 here.

You may remember that fix8 lets you create animated avatars with your webcam by reading your expressions and gestures. There are loads of tools that you can play around with, including fix8’s wide selection of avatars, and other accessories like voice manipulation, graphics and editing tools. These clips can then be embedded in your website or social networking profile, or use it for your instant messaging client like AOL, MSN, Skype or Yahoo Messenger.

fix8 has recently teamed up with Pringo for distribution purposes, Stickam , also Shanghai Media Group to create AuditionsTV, which makes interactive tv audiences able to participate during live or taped programs. Coming up, fix8 will be offering a mobile solution, which will surely extend the ways in which its avatar creation tool can be used for communicative purposes. See here for more avatar creation sites.

October 12, 2007

Virtual Worlds Conference: Demographics And Numbers


(* Source : Worldsinmotion.com *)

Posted by Leigh Alexander :

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A panel at the 2007 Virtual Worlds Conference titled, 'Demographics and Numbers: Where Things Are and Where They're Headed' brought together Michael Cai, director of Broadband and Gaming at Parks Associates, Mary Ellen Gordon, owner of Market Truths Limited, and K Zero managing director Nic Mitham to parse out the demographics in the virtual worlds space.

Looking at market penetration, Mitham opined, "I think it’s pretty fair to say that virtual growth to date has been heavily based on word of mouth and viral marketing.” Moreover, Mitham expects the trend to continue, calling on the example of companies like BMW opening Second Life islands to widespread media coverage as a driver of Second Life population growth.

Finding New Markets, Developing Existing Ones

One can't rely purely on PR for advertising, Mitham added, stating that he hopes to see traditional marketing to start happening. "We’re seeing children actively adopting Club Penguin, Whyville, Habbo... as they eventually grow out of it, they will be looking for new worlds to grow into. There’s a huge market already there, waiting to happen."

The market is developing globally, too, Mitham said, noting that European countries are also actively embracing virtual worlds. Though typically Russia and South America are slower to adapt, Mitham noted, these are large growth areas that will begin adopting virtual worlds more in the future.

"We don't see much for 'silver surfers,'" Mitham added, noting that older users are also a prime growth area. Similarly, he expects corporate adoption to broaden, as companies like IBM encourage their employees to move into virtual worlds for corporate uses, and educational institutes are using virtual worlds in the classroom for the set aged 8 to 15.

Engaging New Users

It's a matter of product development, he said -- developing new products for marketplaces that already exist. Mitham also noted that better user interfaces and new user orientation will assist in driving more widespread adoption, as will other avenues of access like web-based remote viewers.

Diversification is the other key avenue, Mitham noted -- bringing new products into untapped markets, as with category-centric "vertical worlds". One example Mitham raised is Football Superstars, a virtual world currently in development for people who play football and soccer. Half the world is for playing football, the other half is for living the life of a footballer.

Beyond this, there are platform-centric virtual worlds, such as Sony's upcoming PlayStation Home, which will be used as a convergence tool for gamers. "The reason for going in isn’t the new technology; people are going in for a specific reason,," Mitham said.

Additionally, Mitham said that avatars that can cross worlds -- the interoperability work IBM is currently involved in -- will be "a really good driving factor for getting more people engaged in virtual worlds."

Mitham offered some projections on growth in virtual worlds he believes will take place between the fourth quarter of 2007 to the fourth quarter of 2008. He anticipates growth of registered accounts in Second Life to increase from 10 million to 20 million, 1 million to 7 million for There, .6 to 3 million for Kaneva, from zero to 10 million for the Chinese virtual world HiPiHi, an increase from 3 million to 10 million for Whyville, and from 15 million to 30 million for Club Penguin.

Chris Woodard contributed to this report.

More here 

Virtual Worlds Conference: Ironstar's Joakim Achren Talks Mobile Virtual Worlds

(* Source : Worldsinmotion *)

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It seems that mobile connectivity to virtual worlds is right on the horizon. But what about a virtual world actually self-contained in a mobile phone? At the 2007 Virtual Worlds Conference, Ironstar Helsinki CEO Joakim Achren demonstrated and discussed MoiPal, his company's mobile virtual world that works on basic Java handsets.

"The idea was like, your friend in the phone," Achren said. "It’s an avatar that lives in your cellphone." The mobile pal is controlled like a Sim, or a Tamagotchi. Achren explained that he got the idea from thinking of how adults have facebook and kids and 'tweens have Club Penguin -- but what about teens?

"They are usually not at home, but they always have a mobile phone with them," Achren noted. "And they usually have the best phones. It is a means of self-expression, like ringtones. But self expression should be more than just ringtones."

Achren did say that, as it happens only during idle time, gaming and social networking on a mobile platform still have to integrate with a website, especially since mobile phones have such restrictive memory. "Concentrate on using the mobile to do something simple and realistic," he advised. "You can’t just take Second Life and put it on a mobile -- except for Japan, maybe,” he joked.

“It has to be a personality extension... and it has to be free,” Achren continued, noting it's not generally a good idea to aim a subscription-based service to kids, since they probably won't even try it. Incentivizing free content is a much better method, he said.

Moreover, there are a lot of possibilities for the mobile platform. Achren highlights simple 2 or 3-dimensional content items that can be created on a phone without challenging the memory restrictions. There's also social networking. "You’ve seen Facebook on a mobile. It works pretty well," Achren said.

More here 

 

Google’s New Social Network = Google Maps


(* Source : Adam Ostrow *)


google earth

Google Earth has integrated YouTube, allowing you to view videos from specified locations around the world. A new “YouTube” button in Google Earth places icons on a map to show you where the videos are located. Upon zooming in, you will see more videos for the location of interest. The YouTube videos are plotted according to geotags that YouTube users have placed on their content.

This is a really clever integration between Google products. Versus the Street View feature of Google Maps where the company is sending camera crews around the globe, all of the content here is user-