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March 25, 2010

Global Lineup @ Music Matters 2010

(* Source: b-side *)

 

MM10 Header

 

In its fifth year, Music Matters present a global line-up of some of the world’s most innovative and dynamic figures from across the music, media, entertainment and technology industries...

  • Daniel Ek, Spotify
  • Neil Warnock, The Agency Group Ltd
  • Norman Cheng, Gold Typhoon Entertainment Ltd
  • Vijay Lazarus, Indian Music Industry & Phonographic Performance Ltd
  • Daniel DiCicco, Sony Music Entertainment Asia
  • Rob Wells, Universal Music Group International
  • Tony Yapp, Qun Yin Culture & Entertainment Ltd
  • Neeraj Roy, Hungama Mobile
  • Scarlett Li, Zebra Media
  • John Kennedy, IFPI
  • Joe Belliotti, The Coca-Cola Company
  • Bernie Cho, DFSB Kollective
  • Terry McBride, Nettwerk Music Group
  • Yu Sasamoto, Microsoft - Japan
  • Rob Lewis, Omnifone Group Ltd
  • Vince Bannon, Getty Images


View latest programme here.


 

January 04, 2010

Ten Technologies That Will Rock 2010

 (* Source: Erik Schonefeld *)

 

 

 

Erik says...

Now that the aughts are behind us, we can start the new decade with a bang. So many new technologies are ready to make a big impact this year. Some of them will be brand new, but many have been gestating and are now ready to hatch. If there is any theme here it is the mobile Web. As I think through the top ten technologies that will rock 2010, more than half of them are mobile. But those technologies are tied to advances in the overall Web as well.

Below is my list of the ten technologies that will leave the biggest marks on 2010:

  1. The Tablet: It’s the most anticipated product of the year.  The mythical tablet computer (which everyone seems to be working on).  There are beautiful Android tablets, concept tablets, and, of course, the one tablet which could define the category, the Apple Tablet.  Or iSlate or whatever it’s called.  If Steve Jobs is not working on a tablet, he’d better come up with one because  anything else will be a huge disappointment.Why do we need yet another computer in between a laptop and an iPhone?  We won’t really know until we have it.  But the answer lies in the fact that increasingly the Web is all you need.  As all of our apps and data and social lives move to the Web, the Tablet is the incarnation of the Web in device form, stripped down to its essentials.  It will also be a superior e-reader for digital books, newspapers, and magazines, and a portable Web TV.
  2. Geo: The combination of GPS chips in mobile phones, social networks, and increasingly innovative mobile apps means that geolocation is increasingly becoming a necessary feature for any killer app.  I’m not just talking about social broadcasting apps like Foursquare and Gowalla.  The advent of Geo APIs from Twitter , SimpleGeo, and hopefully Facebook will change the game by adding rich layers of geo-related data to all sorts of apps.  Twitter just recently launched its own Geo API for Twitter apps and acquired Mixer Labs, which created the GeoAPI.
  3. Realtime Search: After licensing realtime data streams from Twitter, Facebook, MySpace, and others, Google and Bing are quickly ramping up their realtime search.  But realtime search is still treated as a silo, and is not regularly surfaced in the main search results page.  In 2010, I expect that to change as the search engines learn for what types of searches it makes sense to show Tweets and other realtime updates.  In the meantime, a gaggle of realtime search startups such as Collecta, OneRiot, and Topsy will continue to push the ball forward on the realtime search experience.  Realtime search will also become a form of navigation, especially on Twitter and Facebook.  The key will be to combine realtime search with realtime filters so that people are delivered not only the most recent information but the most relevant and authoritative as well.
  4. Chrome OS: In November, Google gave the world a sneak peek at its Chrome operating system, which is expected to be released later this year.  The Chrome OS is Google’s most direct attack on Windows with an OS built from the ground up to run Web apps fast and furious.  Already a Google is rumored to be working on a Chrome Netbook which will show the world what is possible with it a “Web OS.” It sounds like it would be perfect for Tablet computers also (see above).  Chrome is a risky bet for Google, but it is also potentially disruptive.
  5. HTML5: The Web is built on HTML (Hypertext Markup Language) and the next version which has been taking form for a while is HTML5.  Already browsers such as Firefox and Google’s Chrome (the browser, not the OS) are HTML5-friendly.  Once HTML5 becomes more widespread across the Web, it will reduce the need for Flash or Silverlight plug-ins to view videos, animations, or other rich applications.  They will all just be Web-native.  HTML5 also supports offline data storage, drag-and-drop, and other features which can make Web apps act more like desktop apps.  A lot of Websites will be putting HTML5 under the hood in 2010.
  6. Mobile Video: With video cameras integrated into the latest iPhone 3GS and other Web phones, live video streaming apps are becoming more commonplace—both streaming from phones and to them.  As mobile data networks beef up their 3G bandwidth and even start to tiptoe into true broadband with 4G (which Verizon is heading towards with its next-gen LTE network), mobile video usage will take off.
  7. Augmented Reality: One of the coolest ways to use the camera lens on a mobile phone is with the increasing array of augmented reality apps.  They add a layer of data to reality by placing everything from photos to Tweets to business listings directly on top of the live live image captured by the camera.  Tonchidot’s Sekai Camera, Layar, GraffitiGeo and even Yelp are examples of augmented reality apps.
  8. Mobile Transactions: As mobile phones become full-fledged computers, they can be used for mobile commerce also.  One area poised to take off in 2010 are mobile payments and transactions.  Twitter founder Jack Dorsey’s latest startup Square turns the iPhone into a credit card reader.  Verifone has its competing product, as does Mophie.  The idea is that any mobile phone can become a point of sale, and those mobile transactions can tie into back-end accounting, CRM, and other enterprise systems.
  9. Android: Last year saw the launch of nearly two dozen Android-powered phones, including the Verizon Droid.  In a few days, Google’s Nexus One will launch as the first Android phone which can be unlocked from any given carrier (it is launching with T-Mobile). Android is Google’s answer to the iPhone, and as it reaches critical mass across multiple carriers and handsets it is becoming increasingly attractive to developers.  There are already more than 10,000 apps on Android, next year there will be even more.  And other devices running on the mobile OS are launching as well.
  10. Social CRM: We’ve seen the rise of Twitter and Facebook as social communication tools.  This year, those modes of realtime communication will find their way deeper into the enterprise.  Salesforce.com is set to launch Chatter, it’s realtime stream of enterprise data which interfaces with Twitter and Facebook and turn them into business tools. Startups like Yammer and Bantam Live are also making business more social.

 

December 22, 2009

Pulp Fiction... with Google Wave

(* Source: b-side *)

 

Google Wave is proving to be a great way for people to express themselves creatively in the form of videos.  Here is one done by Whirled Interactive.

 

 

July 28, 2009

Michael Jackson & Mario Bros

Thank you Michael

The Pirate Bay: Distributing the World’s Entertainment for $3,000 a Month

(* Source: ThreeBillion *)

 

Janko Roettgers says...

Much has been written in recent weeks about the future of The Pirate Bay, as well as about BitTorrent piracy in general. The sale of the site spooked some, while others are hoping to transform the new Pirate Bay into a legitimate, multimillion-dollar business. One aspect that has been largely overlooked is that the current Pirate Bay, due to the nature of P2P, is actually a relatively small and cost-efficient operation. The site’s trackers facilitate countless downloads of Hollywood blockbusters and music albums, but according to an insider, running these trackers could cost as little as $3,000 per month.

The implications of a number like that are huge. Not only does it mean that anyone with a medium-sized checkbook could replicate The Pirate Bay’s infrastructure in a heartbeat, but it also casts shadows over the hopes of anyone thinking about selling digital content online. Music fans were not longer willing to pay $20 for audio CDs once they noticed that blank CDs only cost a dime. How are they going to feel about download stores knowing that running the world’s biggest download service is that dirt cheap?

Earlier this week, when I was researching my story about federated tracker networks I had the chance to talk to some insiders close to The Pirate Bay as well as some folks working on newer projects aimed at picking up where it is leaving off. During one of these conversations, a person with inside knowledge of The Pirate Bay’s infrastructure estimated the total monthly costs of running the site’s trackers to be around $3,000. Compare that with recent reports that put YouTube’s bandwidth costs anywhere between $130,000 and a million dollar per day, and you’ll understand why I haven’t been able to get that number out of my head. : $3,000. What a steal. Literally.

Of course, that number doesn’t actually reflect all the costs associated with running The Pirate Bay in its current form. The site itself clocks more than a billion page views per month, according to statements from the prospective new owners, which should amount to a whole lot of additional bandwidth. The complete Pirate Bay set-up consists of a little more than 30 servers, of which less than a third are dedicated to tracking torrents.

Still, the impact of The Pirate Bay’s trackers are enormous. It tracks up to 2 million torrents and connects around 20 millions peers at any given time. Researchers estimate that 50 percent of the world’s publicly available torrents are tracked through The Pirate Bay. So how can just a massive system be so cheap?

The answer lies in the way the BitTorrent protocol work. Tracker servers never actually touch the files that are exchanged between users, and don’t compile huge lists of file names to query, either. Instead, these machines just collect the hash value of each torrent tracked. Users’ clients then query a tracker with these hash values, asking them for the IP addresses of others sharing the file associated with a particular hash value. So the whole message flow between client and server consists of just a few bytes, even if the files exchanged are massive Blu-ray videos.

I finished Chris Anderson’s new book “Free” this week, and I couldn’t help but think about The Pirate Bay’s $3,000 tracker while I was reading his theory of how the ever-decreasing costs of processing power, bandwidth and storage inevitably bring down the prices of digital goods as well. In the book, Anderson writes:

“In a competitive market, price falls to the marginal cost. The Internet is the most competitive market the world has ever seen, and the marginal costs of the technologies on which it runs – processing, bandwidth and storage – get closer and closer to zero every year. Free becomes not just an option but an inevitability.”

Of course, content owners would rightfully argue that the cost of producing a Hollywood movie or a TV show is not zero. But that’s beside the point. If all it takes to distribute Hollywood’s entire creative output online is $3,000 a month, then there’s always gonna be someone who will offer this stuff for free — and you’d better find a really good way to compete with that.

 

July 02, 2009

GDGT Social Network for Gadgets


(* Source: Mark Hefflinger *)

 

The founders of gadget news blogs Gizmodo and Engadget have teamed to launch GDGT, a gadget-focused online social network.

The site was launched on Wednesday by Pete Rojas, the founder of Gizmodo and co-founder of Engadget, and Ryan Block, the editor of Engadget.

The site will not produce original news content or reviews, as do Gizmodo and Engadget, but instead aggregate news and reviews, and allow users to post their own gadget reviews.

Users can also create profiles and list their stable of gadgets, as well as wish lists.

Block told The New York Times that the gadget blogs focus on only 5% of a device's lifecycyle, the "lust phase," while GDGT will address "the 95 percent of the time you own the product there is nowhere to go. We are building the place where you can live with your gadgets online in perpetuity." 

 

See site here

May 21, 2009

The Thumbs Up With Pandora One

 

(* Source: MG Siegler *)
 

pandoraone

 

You’d be hard pressed to find someone who tries the online streaming radio service Pandora that doesn’t like it. In fact, some users like it so much that they actually ask for ways to pay the company, to make sure it stays alive (something that has been a question mark given the oppressive Internet radio licensing costs). And while there has been a limited subscription version for some time, Pandora has never proactively promoted it. But starting tomorrow it’s taking the freemium model seriously, with the launch of Pandora One.

The most obvious feature of Pandora One is the removal of ads from the site (this was the only feature of the previous subscription version) — that means not only the ads on the page but the in-stream audio ads as well. And there are five other keys to Pandora One that you get with your $36-a-year subscription price: The biggest one is access to a very solid Pandora desktop app. The others include high quality streaming, a personalized look, a mini player and extended player timeouts.

 

More here

 


April 28, 2009

De La Soul Tie Up With Nike For An iTunes Special

(* Source: Anjali Ramachandran *)

 


 

Anjali says on PSFK...

Record labels don’t always have a smooth relationship with music artists. If a band chooses to release their music using alternative means, one of the most common assumptions is a) that their music wasn’t good enough to get them signed by a label or b) that they were difficult for labels to get along with. For established 20-year music veterans De La Soul, neither was the case. Releasing on iTunes tomorrow, De La Soul has partnered with Nike to bring us the “Are You in?: Nike+ Original Run,” 44-minute workout LP. This marks the return of the hip-hop trio to the music scene after a break of 5 years.

The album, part of Nike’s SportMusic range of music, is yet another example of the brand’s complete dedication to constantly reinventing themselves. Marketers have ventured into branded music before, but the SportMusic albums are different because they sell for $9.99 each, making them a revenue stream of their own accord. De La Soul have admitted to being approached by other brands, but say they went with Nike because they shared a common approach to the project. The group especially appreciated the fact that they were able to get feedback from Nike Plus runners.

 

 


 

February 23, 2009

How To Make Twitter Sound Like Music To Your Ears

(* Source: Robin Wauters *)

 

 

People generally love sharing things, and Twitter has made broadcasting updates to anyone who cares to care on what you’re doing, wearing, reading, commenting on, eating, using, etc. a breeze; in 140 characters or less, even. It’s only natural to see so many users also share which music they are listening to at any given moment on Twitter, as this has been a fairly popular use of status feeds on other social networking and communication services for years (Facebook, Skype and Windows Live Messenger leap to mind).

Here’s a number of ways to use Twitter for just about anything related to music:

* Blip.fm - dubbed the “Twitter for Music” when we first reviewed the service, it got its own API in late 2008. Blip.fm enables anyone to start their own music station and broadcast tunes to Twitter and other status sharing services where people can interact with the choice of music.

* Twiturm does much of the same - upload music and share it with all your Twitter followers in a heartbeat. Intended for artists who want to share their own music, hence the name (”Twitter Ur Music”).

* Twisten.fm - Escape Media Group linked its music discovery service Grooveshark and its URL shortening service TinySong with an application that crawls Twitter for messages about music (and “then you listen to them”).

* Twt.fm (anyone see a naming pattern here?) - type in an artist, track, and your twitter username. Twt.fm will then generate a track page for you using your twitter page design and you’ll be able to tweet it to your followers.

* Tweetj - include a #tweetj tag in your tweets when you’re listening to music and it’ll be posted to a public playlist. The playlist allows you to discover new music and immediately purchase tracks on Amazon.

* A similar service is WiiZZZ (yes, that’s the actual name) - it allows you to listen to entirely random songs that have been posted and shared by Twitter users on any given day.

* Play Twitter - allows you to easily play mp3 files directly on Twitter or Identi.ca. MP3 links will automatically become playable right on the page.

* Tra.kz - this “URL shortener for all things music” was cooked up by MixMatchMusic and does exactly what you suspect it would do and therefore competes with the above mentioned TinySong and alternatives like Song.ly.

* TwittyTunes - Firefox extension that comes with another Firefox extension, Yahoo’s FoxyTunes, and allows you to instantly post your currently playing songs to Twitter with just a click.

* LastTweet - enables you to embed a widget with your latest tweets into your Last.fm profile

Also worth checking out, even if not directly related to Twitter: Nabbit (”connects your cellphone to your radio”), MuseBin (music news and reviews in 140 characters, like Blippr but music only) and Twones (the “social music feed”).

Did I miss any other apps, tools and websites worth noting?

Share them in the comments and I’ll be happy to update the post.

Update: it’s not Twitter-specific, but you can use Favtape to put together your own playlists / online mixtapes and share them on Twitter.

 

February 04, 2009

Animoto Launches The Perfect Last-Minute Valentine’s Gift

(* Source: Jason Kincaid *)

 

 

Valentine’s Day is rapidly approaching, and while you’ve still got plenty of time to stock up on chocolates and other goodies, come February 14th there’s a good chance you’ll have forgotten about the big day entirely. That is, until your dearly beloved springs an incredibly thoughtful gift on you and you’re left wondering if you can somehow regift the Tony Bennett CD sitting in your closet without getting caught.

Fortunately, Animoto has you covered. The site has put together a new Valentine’s Day card that allows you to submit a handful of photos of you and your loved one to automatically a generate a great looking video-slideshow set to the music of an appropriately sappy love song. It only takes a few minutes to put together, but to anyone who hasn’t been exposed to Animoto before it’s pretty impressive - at least, it’ll buy you enough time to run down to the store and grab something a bit more tangible.

In conjunction with the launch, Animoto has also announced that users will now be able to include stock imagery in all of their slideshows (not just the Valentine’s ones) through a partnership with iStockphoto, which could come in handy if you don’t have pictures of roses and hearts lying around.

Check out a sample video here

 

 

October 06, 2008

Trends in gaming

(* Source: Dan Taylor *) 



 

Dan says...

1. New input devices / interfaces
The last few years have seen an explosion in the number of innovative new gaming input devices; dance mats, the EyeToy, the DS touchscreen and stylus, Buzz!, the Wiimote and Balance Board, Guitar Hero/Rock Band and the iPhone. Next up: the Neural Impulse Actuator (no really). See earlier post: A visual history of the evolution of video game controllers.

2. Digital distribution
It's been talked about for years but the digital distribution of video games is finally becoming mainstream thanks to the online stores of the 7th generation consoles (PlayStation Store, Xbox Live Marketplace, Wii Shop Channel), the growth of Steam (not being bought by Google after all) and, perhaps most unexpectedly of all, the launch of the iTunes Apps Store (100 million downloads and counting, many of them games). Digitial distribution is also enabling the little guys to get their games out there (check out the wonderful Ben There, Dan That! from the two-man Zombie Cow Studios).

3. Social networking
Gaming and social networking are coming together in a variety of different ways; via casual games / social objects in existing social networks (e.g. Facebook applications such as Scrabulous, Texas HoldEm Poker and the supremely annoying Vampires/Zombies); via games which work across networks (e.g. Mytopia, Come2Play); via social networks dedicated to gaming (e.g. Raptr, Character Planet); via casual gaming sites with integrated social networking functionality (e.g. Cafe.com, MuZui, doof, i'm in like with you) and via browser based games with a social dimension (e.g. PMOG, WebWars: EVE).

4. User-created games
Once the province of the bedroom-coder, it's getting easier and easier for non-technical users to create their own games thanks to sites such as The Sims Carnival and PlayCrafter. The visual richness and complexity of what it's possible to produce is also increasing with the advent of more sophisticated 3D engines like Atmosphir. Sites such as Kongregate and YoYo Games enable amateur developers to get their games out to a wide audience. Creating elements within games is also becoming increasingly commonplace with games such as Spore and LittleBigPlanet taking the creativity offered by The Sims to the next level.

5. Free-to-play games
It looks like Chris Anderson might be right (again) - the shift towards free is gradually starting to permeate the games industry. Whilst freeware has been around for years it's only relatively recently that it's started looking like a viable option for bigger games companies as ad supported gaming and alternative revenue streams (e.g. clothing for avatars) become increasingly commonplace.

6. Personalised avatars
The days of choosing between Pac-Man and Ms Pac-Man are long gone. Fully customised 3D avatars are increasingly becoming the norm in gaming environments. Online virtual worlds and MMOGs such as Second Life, MTV's virtual worlds, EVE Online and City of Heroes set a new benchmark of avatar personalisation which is now starting to percolate through to console titles. WeeWorld and Nintendo also helped shift expectations with their respective WeeMees / Wii Miis.

7. Real-world gaming
The number of gaming experiences tempting joystick junkies beyond their front doors has been on the increase over the last couple of years; from ARG's like I Love Bees and Perplex City to geo-location games like PacManhatten, Crossroads, Conqwest and Plundr. Whether these games transition from the geek-elite to the mainstream remains to be seen, although Akoha (which bills itself as "the world’s first social reality game") looks interesting, as does Zyked (think Nike + on steroids).

8. Episodic gaming
A logistical nightmare when shipping physical product, episodic games becomes achievable when delivered over IP. Telltale Games is at the forefront of episodic gaming having published three separate series: Bone, Sam & Max and Strong Bad's Cool Game for Attractive People (with Wallace & Gromit's Grand Adventures coming soon). Other high profile episodic games include GameTap's American McGee's Grimm, SCE's Siren: Blood Curse and Kuma's controversial Kuma\War. BioWare provided additional downloadable episodes for Mass Effect and Warner Bros. Interactive are reportedly planning to release the Watchmen video game episodically. A somewhat lower profile example is Channel 4/LittleLoud's Bow Street Runner (see earlier post).

9. Casual games
The casual games market has gone through the roof in the last few years. Uber portals such as Pogo, Miniclip and AddictingGames attract millions of visitors a month whilst series such as Virtual Villagers and Mystery Case Files have been downloaded many hundreds of thousands (if not millions) of times. There's also the occasional David amongst the casual gaming Goliaths, with individual titles like Line Rider and TypeRacer capturing the public's imagination and spreading virally.

10. Into the mainstream
Extensively documented elsewhere, there's little doubt that the Wii, Wii Fit, Guitar Hero, Brain Training and Nicole Kidman have all done their bit in helping move gaming beyond the hardcore to members of the family whom previous gaming eras couldn't reach. Will be interesting to see how much further gaming can diversify in order to reach new audiences or whether that particular market strategy has now been exhausted.

 

Video Games Myths Revisited: New Pew Study Tells Us About Games and Youth

(* Source: Henry Jenkins *)

 

Some takeaways comments from Henry Jenkins from a recent report released by the Pew Internet & American Life Project offers some valuable new data about the place video games play in the lives of American young people.

At the most basic level, game playing has become more or less universal.

  • Fully 97% of teens ages 12-17 play computer, web, portable, or console games. 50% of teens played games "yesterday." 

The Pew research may also force us to rethink once again the assumption that there is a gender gap in terms of who plays games:

  • "99% of boys and 94% of girls report playing video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least "enthusiastic" players of video games, though more than half of them play.
  • Some 65% of daily gamers are male; 35% are female. Girls play an average of 6 different game genres; boys average 8 different types."

The Pew Data complicates easy generalizations about the place of violent entertainment in the lives of American teens.

  • The five most popular among young Americans are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. Of these, only Halo 3 would qualify as a violent game. Over all, non-violent genres were the most popular.
  • But, 50% of boys name a game with an M or A/O rating as one of their current top three favorites, compared with 14% of girls. (0ne of those places where gender really does make a difference in how people relate to games.) 32% of gaming teens report that at least one of their three favorite games is rated Mature or Adults Only.
  • 12- to 14-year-olds are equally as likely to play M- or AO-rated games as their 15- to 17-year-old counterparts.

The Pew Data further challenges the idea that game playing is a socially isolating activity.

  • The researchers found "65% of game-playing teens play with other people who are in the room with them. 27% play games with people who they connect with through the internet. 82% play games alone, although 71% of this group also plays with others. And nearly 3 in 5 teens (59%) play games in multiple ways -- with others in the same room, with others online, or alone."

 

More here

October 01, 2008

Tootsville Launches a New Virtual World for Children and Tweens

(* Source: Doriano "Paisano" Carta *)

 



 

 

 

 

 

Doriano says...

Tootsville is a new virtual world for children ages 6-14 that’s very similar to Disney’s online cash cows ToonTown and ClubPenguin (which they purchased for $700 million).

The reference to Disney is important to note because monetization is obviously extremely important to Tootsville. This is evident by the fact that kids cannot really do many of the fun things the site has to offer without their parents ponying up some money on a monthly or annual basis.

These premium accounts range from $5.95 per month up to $57.98 annually. Here are some of the things your kids CAN’T do unless you upgrade to a premium account: Walk on 2 legs, Dress up your toot, buy clothes or furniture, decorite your house, attend special events, collect pivitz, play premium games and safe chat with friends. I know, then what CAN they do? The answer: not a whole lot really. 

 

Speaking of money, since the characters in Tootsville are a bunch of colorful elephants, the currency they use is in the form of peanuts. Kids get a bunch of peanuts if their parents subscribe to the more expensive premiere plans, naturally. This is important because this is what they use to buy objects such as clothes for their elephant or furniture for thier house. Some might say this is a good way to teach children the value of money and how to spend wisely. 

On the positive side of things, the site is full of bright colorful worlds and loaded with activities (some are even free!). Kids can easily chat with other “toots” and checkout places together. The good news is that there are ways for kids to earn peanuts by doing certain things. For example, by going to the water fountain (see image above) and making a wish you quickly make 19 peanuts. 

Tootsville’s goal is to mix educational lessons with entertainment as displayed throughout the site. The Tootering program is scheduled for release for spring 2009 and the Teacher’s Pet Program will emphasize the fun in learning, at home, and in the classroom. 

If you’re a parent with children that enjoy playing online, then safe sites like Tootsville and the ones from Disney provide a service that’ll provide fun for kids and peace of mind for parents. When you look at things that way, then the small cost of membership is well worth it.

 

 

July 16, 2008

Pandora Usage Stats Prove It’s iPhone’s Killer App

(* Source: Jason Kincaid *)


Pandora’s internet radio has always been one of those sites that was really cool in concept, but too inconvenient to ever go mainstream. The service was long tied to computers only, and while it eventually expanded to special internet radios and some mobile phones, it still has yet to become a household name. But with the launch of Pandora’s new iPhone app last Friday, it looks like the service is about to hit critical mass. It’s a free, mobile, digital radio station that only plays music you like and lets you skip the stuff you don’t. And it rocks.

The personalized music service employs a small army of 50 musicians to create a “Music Genome” that describes each song according to 600 attributes. Listeners input a few of their favorite artists, and the site analyzes the Genome to serve up an endless stream of recommended music.

We introduced the app last Friday, when we called it our “flat out favorite application so far”, and since then it hasn’t failed to impress. Streamed music plays flawlessly over Edge and 3G networks - during a 40 mile drive I didn’t once run into any kind of skipping or static. Even better, the app currently has no advertisements playing, though we can probably expect that to change.

Unsurprisingly, Pandora’s usage stats are overwhelmingly positive. Pandora is currently the fourth most popular free app on iTunes (behind Apple’s Remote, AIM, and WeatherBug), and has reportedly been seeing a new listener every 2 seconds. Usage over the weekend hit an all-time high for the service, with 3.3 million tracks streamed to iPhone listeners alone. Perhaps more impressive is the retention rate of listeners, who are averaging over an hour of listening per day.

If there’s one thing that could kill the service, it’s ads. Pandora is going to need to monetize the app somehow - let’s hope it allows us to pay an upfront fee (say, $10) to avoid the annoying interruptions that have made listening to traditional radio a painful experience.

 

March 07, 2008

Nokia’s Online Music Store Opens in Germany

 (* Source: PSFK *) 

 

nokiagermany.jpg

 

 

 

 

 

 

 

 

 

Christine Huang says... 

Nokia’s online music store was open for business in Germany, the second country to welcome the largest cellphone maker’s virtual media shop (the first was launched in the UK in November). Nokia plans on rolling out their iTunes competitor in nine more countries by mid-2008, charging 1 euro ($1.52) per song, rivaling iTunes .99 euro/track rate.

Along with Nokia’s Ovi internet services (which offer its mobile users access to SNSes like MySpace, Flickr, and Facebook as well as the Nokia Music Store, Nokia Maps, and N-Gage games) the music store is is the first large-scale move by a cellphone producer in the realm of online content offerings. Next on the list are France, Italy, Spain, as well as Singapore and Australia by third quarter 2008, with further expansions planned for Asia and Europe through the end of the year.

 

 

Photobucket

 

December 04, 2007

You Will Control 25% of Entertainment by 2012

(* Source: John Kullman *)  

 

 nokia5.JPG

 

Nokia’s latest study, ‘A Glimpse of the Next Episode’, predicts that within five years a quarter of all entertainment will be created, edited and shared within peer groups rather than coming out of traditional media groups. Trend-setting consumers from 17 countries were asked about their digital behaviors and lifestyles. Nokia also used information gathered from its 900 million customers and views of leading industry figures to reach the conclusion that you will control 25% of the world’s entertainment by 2012.

“From our research we predict that up to a quarter of the entertainment being consumed in five years will be what we call ‘Circular’. The trends we are seeing show us that people will have a genuine desire not only to create and share their own content, but also to remix it, mash it up and pass it on within their peer groups - a form of collaborative social
media,” said Mark Selby, Vice President, Multimedia, Nokia.

Nokia also looked at four emerging trends that will make entertainment more collaborative and creative as we move towards Circular Entertainment. These trends are listed as, Immersive Living; Geek Culture; G Tech and Localism.

Immersive Living is the rise of lifestyles which blur the reality of being on and offline. Entertainment will no longer be segmented; people can access and create it wherever they are.

My favorite is Geek Culture. (I always wanted to be a Geek but I didn’t fit in.) This triumph marks a shift as consumers become hungry for more sophisticated entertainment. As Geek Culture rises, consumers will want to be recognized and rewarded - the boundaries between being commercial and creative will blur.

G Tech is an existing social force in Asia that will change the way entertainment will look. Forget pink and sparkly, it is about the feminization of technology that is currently underway. Entertainment will be more collaborative, democratic, emotional and customized - all of which are ‘female’ traits.

The report uncovered a locally-minded sprit emerging in entertainment consumption and Localism will become a key theme of future entertainment. Consumers will take pride in seeking out the local and home-grown.

The good news about this report is that much of the entertainment will be created and distributed on mobile phones. These are the perfect devices for capturing images and sounds on-the-fly and then editing the content with music and graphics. One person in a peer group may take the pictures, a second edit the sequence of pictures and a third add music before the production is sent to the group as entertainment.

 

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

iLike vs. Facebook: The Battle For The Music Artist


(* Source : Techcrunch *)

Erick Schonfeld says : 

ilike-logo.png

Facebook just got a whole lot friendlier for music artists. With the launch of Facebook Ads, it is welcoming bands and musicians to set up their own public Facebook pages where members can sign up as fans. Alas, there will be no standalone Facebook Music service. Instead, Facebook is treating music artists just like any other brands, which can also set up their own Facebook pages, collect fans, and market to them directly.

Yet, when it comes to music artists, one of Facebook’s most popular application developers, iLike, is doing the exact same thing. Already, any band or musician can create an iLike artist page on Facebook that includes their most popular songs (filtered by what your friends like), upcoming concert dates (click on a date and see if any of your friends are going), an artist blog called iCast, related artists, and a Fan Wall where Facebook members can leave notes. In fact, half-a-million have done so. And starting today, iLike will create duplicate versions of these marketing pages for them that work with Facebook’s new brand destination pages. Right out of the gate, iLike will generate 160,000 pre-populated artists pages that the musicians or the labels themselves can modify, or leave as is.

facebook-50cent2.pngSo if you are a music artist, you now have to make a decision: Do you go with the iLike page as your main Facebook page (and take advantage of the nearly 10 million members who use the iLike app), or do you go with your own advertiser page on Facebook? Case in point: the new Facebook page for 50 Cent (shown left) had only three fans when it first went up just after midnight, compared to 1.2 million fans on his iLike page on Facebook.

Well, it turns out that iLike does not care which page artists choose to call their home. Any widget on the iLike artist page—popular songs, upcoming concerts, the iCast blog, even the iLike button—can be plopped into a Facebook artist page (also known as a canvas page). And every link in each of those widgets takes you back to the Facebook application pages that iLike controls.

This is not an unintended consequence. I asked Facebook CEO Mark Zuckerberg yesterday about the potential here for Facebook to be competing with its own app developers. He responded, “What is the effect on app developers if we are making it possible for bands to have music pages? It increases distribution because your app can be on that page.”

Fair enough. But where does that leave Facebook in the fight for the hearts and marketing dollars of the struggling music industry? Already, I like iLike’s chances in this battle. But it doesn’t end within the confines of Facebook.

More here 

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.

 

Radiohead Could Really Piss Off the Music Industry Machine


(* Source : Kristen Nicole *)


Radiohead blew us away with the “donated” sales revenue from its last album “In Rainbows.” The band offered the music for free, and let fans choose how much they’d pay, almost as a tip for the album. What comScore found was that 62% of global users chose not to pay for the album at all.

What’s equally as interesting is the fact that international fans were less likely to pay than US fans. You’d have to do a fairly extensive study to figure out why this may be the case, considering variables such as the native country of the band, the amount of disposable income per capita in various countries around the world, the musical preferences of countries’ citizens, the prevalence of P2P networks as legal options in other countries, etc. So there’s really not much to say in regards to these stats for Radiohead’s album at this particular point.

But what is another topic of conversation is something we’ve touched on in previous coverage of Radiohead’s flip of the script: is this an anomaly and how can regular musicians replicate such success? I’ve said my two cents on the matter–it’s currently rather difficult to make a killing on album sales in the same manner that Radiohead has done, if you don’t already have the fan base. The music industry knows this and may use it to its full advantage.

Radiohead used to be part of the music industry’s machine. Having now cut out the middle man, the band offers content direct to the fans. So with the music industry now looking for ways in which to continually make the same amount of money it raked in during its peak years, I wouldn’t be surprised if Radiohead gets sued.

It was that industry machine that enabled Radiohead to garner such a large fan base, right? So now that the band has kicked the middle man to the curb, the middle man may still want a cut of current sales. While the music industry is still boo-hooing about the decline of sales and the slower adoption of current legal trends, it still has a machine to run. In order to close that gap between previous power and current influence, it will have to find better, more cost-efficient ways in which to advertise artists, and market them across the web.

We’ve seen some pretty under-handed effects arise from this kind of pressure (that means you, Marie Digby), but the evolution will go on, and balance out at some point. As we all know, advertising isn’t going anywhere. The music industry will just need to continue to shift its approach. So will we still have artists able to gain major traction without the music industry’s machine? We won’t have to. The machine will just be better operated.

    comscore-radiohead.png

 

MMORPG TOOLBOX: 30+ Free MMORPGs


(* Source: Sean P. Aune *)

    mmorpgsrinfo.PNG

We usually talk about things to help you with your work, now we’re going to help you relax! Actually, scratch that: if you get hooked to any of the games on this list, you might actually lose your job. Listed below are 30+ free MMORPGs for you to enjoy.

Don’t forget to check out our post where you can suggest future toolbox topics! (This list, for example, came from one of the suggestions.)

    Anarchy-online.com

Anarchy-Online.com - A 3D game set in the far future; it features multiple expansions, and is a winner of many awards.

ConquerOnline.com - An MMORPG mixing elements of kung fu with magic.

Cronous.com - A 3D fantasy MMORPG that supports zoom-in and zoom-out graphics effects.

DarkEden.com - Who can resist playing as one of the creatures of the night, a vampire.

Deicide - A3D fantasy game with a skill system divided in to close, ranged, white magic and dark magic. As with most “free” games, it’s free until you try to get the really good equipment.

Dofus.com - A manga inspired, strategy based game with over 3.5 million players. Free for basic play, costs for extra content.

Drift City - Get ready to jump in your car and drift race around the city. Has a very anime inspired vibe to the artwork.

DungeonRunners.com - Choose from fighters, mages, or rangers, and explore a fantasy game where some dungeons can take as little as 15-minutes if you’re strained for time.

Fishing Champ - Proving that any thing can be turned in to an MMORPG, now you can wile away the hours fishing for virtual fish.

    Flyff

Flyff - Short for “Fly For Fun”, Flyff is a highly rated, and popular MMORPG set in a fantasy environment.

Hero - Set in a land filled with ancient Chinese myths, it’s a martial arts take on a MMORPG.

Heroes in the Sky - Takes to the skies of the World War II Pacific theater, and over the skies of Normandy.

KalOnline - A MMORPG set in a medieval world with a large amount of advancements.

KnightOnlineWorld.com - A 3D medieval game that heavily encourages partying up with other players.

Martial Heroes - A 3D game set in the world of martial arts fantasy fighting.

MythWarOnline.com - Goes for the classic 2D, painted backgrounds feel.

Ran Online - Set in a fantasy version of Asia where somef orm of evil has come from the sky; it’s up to you to figure out what the hell is going on.

Rappelz - A fantasy game set in a 3D world where you can party up and kill monsters.

RF-OnlineGame.com - Set in a far off galaxy, it’s an immersive sci-fi game with three warring factions.

Risk Your Life Part 2 - Another 3D fantasy environment.

    Scions Of Fate

Scions Of Fate - A 3D game based on a comic of the same name.

SecondLife.com - With appearances on CSI: New York and the American version of The Office, this game gets bigger by the day. While the game can be free to play, don’t be surprised when you start spending tons of money to buy yourself an island.

Sherwood Dungeon - From MaidMarian.com; no registration is needed, just enter a name and hit enter.

Shot Online - Have you ever woken up in the middle of the night and wish you could go golfing? Well, now you can! Yes, it is a golfing MMORPG.

SilkRoadOnline.net - A fantasy game set around the real life Silk Road trading route.

Space Cowboy - Mixing traditional MMORPG with FPS style action, you’re a fighter pilot on a distant planet. The game is free to play… until you want new parts for your fighter.

Tatsumaki: Land At War - Set in 16th century Japan, before the introduction of firearms, you can play as part of the Shogunate or the rebel factions. Currently in beta, they are looking for more testers.

TricksterOnline.com - Cute characters based on animals, fighting isn’t necessary, and free to play until you start buying yourself a home and more.

TurfBattles.com - A 3D fantasy MMORPG that’s free at the beginning, and you have to pay to advance.

Upshift StrikeRacer - Jump in your car, race around Triumph City… shoot up some other drivers. Free to play, some upgrades can be purchased with your reputation.

    voyage century

VoyageCenturyOnline.com - A nautical based MMORPG where everyone captains their own ship.

WarRock.net - Free FPS style fighting across land, sea, and air. Free to play, upgraded weapons is where you can start spending the big bucks.

 

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 

 

As with sex, computer games can be casual


(* Source : Timesonline *)

From the Web 2.0 Summit in San Francisco

The 'next big thing' in computer games has been officially identified and it's called 'casual gaming'. Partly because of innovations like the Nintendo Wii, which have made gaming accessible to a whole new audience who wouldn't traditionally have been considered gamers, and partly because of increasingly sophsticated mobile phones, more and more people are playing basic games. (The gaming industry likes to refer to these as having low production values. The 'mini-golf' common on mobile phones is a good example: it doesn't look great, but it's a happy distraction on the Tube.) During a session on the future of gaming, panelists said there was an enormous opportunity for publishers to capitalise on this audience, who didn't care so much about the traditional values of games - like sophisticated graphics - and played games because they were simple and convenient.

Unlike other web-based services where people connect with one another, like Facebook, there was good opportunity to try different revenue models such as subscription, contributors suggested. Trip Hawkins, a co-founders of Electronic Arts, one of the world's largest gaming companies, pointed to the example of Avapeeps - a'virtual dating' game, where players send virtual versions of themselves (avatars) into 'virtual watering holes' to make friends. "It took four days before players got in touch asking if they could have the real contact details of the people whose avatars they'd met in the game," he said.

Robert Kotick, chief executive of Activision, the company behind the popular air guitar game Guitar Hero, said: "It's true the bulk of our audience have been 16-35 year-old guys who can't get a date on Saturday night, but the number of people who want to have a short-term gaming experience is growing."

 

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
     

MyItThings Holiday Widgets


(* Source : Mashable *)

Kristen Nicole says :

    myitthings-wishlist.png

MyItThings, which is a user-generated lifestyle magazine of sorts, will soon be offering a widget for your Wish List and Virtual Closet, which can be placed on other websites, blogs and social networking profiles, like MySpace and Facebook. A few of these widgets are holiday-themed, so MyItThings is taking advantage of the holiday season and letting you spread some Christmas cheer (i.e. your gift list).

The new widget is powered by Clearspring,so you know there are easy sharing options, including embed code for a variety of social networks and blogging platforms. Wishpot and Glimpse have similar wishlists and widget-sharing options as well.

 

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.

Warner Bros. launches ‘I Am Legend: Survival’ game playable in Second Life


(* Source : Dennis Bouchand *)

iamlegend.png

Warner Bros. Pictures unveiled an original, online, multiplayer first-person shooter/RPG game playable in Second Life. The largest and most expansive Second Life game ever launched in support of a film release, I Am Legend: Survival transports players into an eerie replica of over 60 acres of New York City set in the chaotic year preceding the movie. The future of mankind hangs in the balance as players choose to play in either of two rival factions, uninfected and infected. Uninfected characters must fight to survive as they desperately seek the cure for the terrible virus that is destroying mankind. Infected characters have only one objective: to stop uninfected characters at all costs.

The game features player-customizable avatars loosely based on characters in the film and New York City-based environments that change and expand over time, and supports both voice and text chat for in-game multiplayer communication. The game is available as a free download.

I Am Legend: Survival is inspired by the upcoming feature film “I Am Legend,” starring Will Smith as Robert Neville.

 

October 18, 2007

Even Free Can’t Compete With Music Piracy


(* Source : Nick Gonzales *)

radiohead_inrainbows.png

There’s been a lot of speculation over the future of the music industry and the conversation has begun to shift from “Can they sell DRMed music” to “Can they sell music at all”. Last week Radiohead ran one of the biggest tests of legally distributed free music by letting users name their price for “In Rainbows”, their latest album.

However, free doesn’t seem cheap enough. Despite the potentially free download, over 240,000 users got the album from peer to peer BitTorrent networks on the first day of release, according to Forbes. Since then, the album was downloaded about 100,000 more times each day, totaling more than 500,000. By comparison, Radiohead pushed 1.2 million sales of the album through their site, including pre-orders. File sharing networks are expected to surpass legal downloads in the coming days.

While the numbers may seem drastic, it’s really more a tale of how late to the game the music industry has been. Piracy networks have been growing over the past couple of years, despite the industry’s declared “war” on illegal file sharing. The networks have grown into easy-to-use distribution methods for digital music — even easier than what Radiohead offered. Users could easily grab “In Rainbows” while downloading music from other artists. Radiohead couldn’t be as compelling by only offering their own music and requiring users to take the time to set up an account.

But Radiohead doesn’t have that much to be sad about. The band gets to keep all the proceeds of their digital experiment and has distributed about six times more albums than their last release, which sold 300,000. That seemed to be enough to get EMI thinking harder about changing. Forbes obtained a email form EMI’s chairman saying “The industry, rather than embracing digitalization and the opportunities it brings for promotion of product and distribution through multiple channels, has stuck its head in the sand. Radiohead’s actions are a wake-up call which we should all welcome and respond to with creativity and energy.” So it seems there’s still hope yet that those legal war chests will be put to use on some innovations.

Disney Launches 10-Week Online Treasure Hunt


(* Source : Karl Greensberg *)

DISNEY IS LAUNCHING AN ONLINE program called "The World's Biggest Treasure Hunt" at Disney.com/NationalTreasure that serves as both a multi-week treasure hunt game as well as the official film Web site for Walt Disney Pictures' and Jerry Bruckheimer Films' "National Treasure: Book of Secrets," starring Nicolas Cage, which opens Dec. 21.

The 10-week site allows users to play a variety of online games and view film content. The site dangles a chance to win prizes, including a new Mercedes-Benz filled with treasure, with winners to be announced on "Entertainment Tonight" before the film opens.

Mercedes' C-Class sedan is also featured in a chase scene in the film.

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 :

Photo


 

 

 

 

 
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.

 

MySpace in ad-supported music deal with Sony BMG


(* Source : Reuters *)

 Yinka Adegoke says :

Photo

NEW YORK (Reuters) - News Corp's MySpace has reached a licensing deal with Sony BMG Music Entertainment to stream music videos from its artists, who include Britney Spears, Beyonce Knowles and Bruce Springsteen.

MySpace, the world's most popular social networking site, said on Tuesday it will share advertising revenue with Sony BMG, which will make its music videos and select audio material available on artists' profile pages to MySpace's U.S. users.

The site has acted as a promotional platform for artists, particularly new and upcoming bands. But to date, MySpace has played a minor role as a revenue source for major music companies.

Instead, MySpace, which says it has more than 200 million users globally including 70 million active users in the United States, has been accused of allowing its users to upload music without authorization.

Last year, Universal Music Group, the world's largest music company owned by Vivendi, sued MySpace for copyright infringement by enabling users to reformat videos to be played back or sent to others.

Sony BMG is the world's second-largest music company and a joint venture between Sony Corp and Bertelsmann AG. Like its peers, it is seeking new ways to make money amid a rapid downturn in CD sales. Sales of digital music have so far failed to make up the shortfall.

Sharing advertising revenue with Web sites that air its videos for free to consumers has been one of the new business models that music companies are exploring.

"This new effort is a great way to build new audiences for our artists, bring value to fans, and offer exciting new opportunities to advertisers," Thomas Hesse, president of global digital business at Sony BMG, said in a statement.

Last month, Warner Music Group and Lala.com said they were experimenting with selling music from top-selling artist James Blunt through his MySpace page.

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.

"CSI" gets a Second Life with integrated episodes


(* Source : Reuters *)

David Ward says :

Anthony E. Zuiker, creator of the CSI television show, speaks at the 2007 International CES (Consumer Electronics Show) in Las Vegas, Nevada January 9, 2007. Zuiker dropped some clues to an upcoming Second Life integration with his CBS series in his address here Wednesday at the Virtual Worlds Conference and Expo. (Rick Wilking/Reuters) Reuters Photo: Anthony Zuiker

SAN JOSE, California (Hollywood Reporter) - "CSI" creator Anthony Zuiker dropped some clues to an upcoming Second Life integration with his CBS series in his address here Wednesday at the Virtual Worlds Conference and Expo.

Zuiker was part of a Hollywood contingent at the event, signaling the mainstream entertainment business' growing investments in the space.

In his keynote speech, he declared that the future of television "will be TV, online, mobile and games."

Zuiker appeared more than willing to be a pioneer in bringing Hollywood to virtual worlds, announcing that a two-part "CSI: NY" -- the first installment airing October 24 and the second February 6 -- will have Gary Sinise's character go into Second Life to chase a killer's avatar.

"And here's the great thing," he added. "CBS is willing to commit to two 30-second spots that night to tell 16 million people that we're having a 'CSI: NY' virtual world . . . that will be up forever."

Zuiker stressed that the "CSI: NY" virtual world in Second Life will be geared for the "CSI" fan rather than the early adopter, with shorter download times and an avatar of Zuiker to walk visitors through the virtual Manhattan.

In addition to casual games for beginners like "Facial Reconstruction," there also will be content for advanced visitors, including the blog game "Murder by Zuiker," where Zuiker will evaluate entries by people trying to solve a crime based on the evidence found in a crime scene in Second Life.

Reuters/Hollywood Reporter

 

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-generated. In other Google Maps developments, the company has also added community maps to find things like places to eat, events, and activities, also submitted by users.

Could Google Maps be turning into one of the major social initiatives at Google? Between integrating YouTube videos, user-generated local maps, and potential presence features from the recently acquired Jaiku, it seems like there might be something brewing here.


Music Gifts Facebook App Sends the Real Thing


(* Source : Kristen Nicole *)

music-gifts-l.png

Music Gifts is a pretty cool Facebook app launched by MediaMouth. It lets you find music, listen to it, create custom lists and mixes and share all of this with Facebook friends.

But it also is a gifting application, too. And not a fluff gift that’s really just a graphic that sits on your profile. While those are cool (and very addictive), Music Gifts takes gifting a step further and lets you purchase music for your friends. They can get the music in digital or physical format, which will be sent to their home address.

MediaMouth has distribution and retail deals with EMI, Universal, and several indie labels as well, and digital copies of music are sold DRM-free. As with all other music applications currently residing on Facebook, many are wondering if the social network’s rumored mp3 store will have any affect on their existience or success.

Youth-Targeted Virtual Worlds Encourage Toy Buying


(* Source : Marketing Vox.com *)


MyePets: So cute it's sickening

Tween marketing has undergone a bit of a golden age online in 2007, thanks to sites like Club Penguin and Webkinz which rely heavily on interactivity to keep kids coming back.

According to Advertising Age, interactive tween sites are now taking a page out of the Webkinz handbook, whereby kids purchase an offline item to either join or enhance the online experience.

To proliferate its virtual world, Webkinz relied on word-of-mouth to get youngsters buying stuffed animals that came with codes that "activated" a virtual pet online.

Mattel's Barbie Girls site will soon offer 5.5 million users the option of buying an MP3-player/flash drive that unlocks additional features on the site, where girls spend an average of 30 minutes a session.

Meanwhile, MGA Entertainment introduced Be-Bratz, a line of dolls "sold with a pet pink mouse and flash drive" that hooks users up to a virtual world online.

MyePets.com, another MGA project, has a business model slightly closer in type to Webkinz, where kids "rescue" homeless pets from the store (a la Pound Puppies, a series of despondent stuffed animals from the '80s) in exchange for access to the site.

Though it may seem the market for tween-focused virtual worlds is getting overcrowded, interactive sites now largely come stock alongside major toy launches.

October 11, 2007

VCs sweet on kids' virtual worlds


(* Source : Stefanie Olsen *)

SAN JOSE, Calif.--Venture capitalists have sweetened on 3D playgrounds for kids online since Disney bought the virtual world Club Penguin for $350 million earlier this year.

Just ask Jim Bower, CEO of Numedeon, which runs an 8-year-old virtual world for the 8-to-14-year-old set called Whyville.net. Here at the Virtual World conference, Bower, who's also a professor of computational neuroscience at Caltech, said his life has changed a bit since that acquisition.

"We certainly get a lot of calls from VCs now," Bower said, adding that he has turned down at least one buyout offer from an investor.

It's no wonder VCs are salivating. Recent research points to vast expected growth in the market. Within four years, more than half of kids online--age 3 to 17--are expected to belong to a virtual world, doubling the membership in 2007, according to a study from eMarketer.

Anecdotally, adult-oriented virtual worlds also tout a rising population of tweens and teens. An executive from There.com, for example, said at the conference that the site's fastest-growing age group is 13-year-olds and up.

Bower said his business has grown by 300 percent this year, thanks to more children joining the world and more marketers spending money to reach this demographic. Whyville.net has an educational bent, so the company only accepts marketing that will teach the kids something about the world, according to Bowers.

For example, Whyville recently opened a bank sponsored by Bankinter, the fifth largest bank in Spain, so that kids can deposit and earn interest on their "clams." Since it's been opened, one in four clams circulating in the virtual world has been deposited in the bank, Bowers said.

No doubt, that's the kind of return on investment VCs like.

Proving their interest, a group of venture capitalists will be speaking here on a panel late Wednesday. Executives from Charles River Ventures, Redpoint Ventures and Scale Venture Partners will be talking about trends and business opportunities in virtual worlds.

 

There.com Gets CosmoGIRL for Virtual Parties & Shopping


(* Source : Kristen Nicole *)

there-l.png

There.com has partnered with CosmoGIRL to bring its brand into the virtual world. This will be a “physical” virtual location where users can come to a dance party, fashion shows, spa makeovers, play in photo booths, shop for clothing and accessories, and visit live events held by CosmoGIRL. The extension of branding in this way is a good format for the publication to use, considering the growing popularity of web-based virtual worlds and the niche audience of teen girls that are found on There.com.

This could prove to be a better alternative for branding than Second Life, which has a broader user base. It could also prove to be a good distribution channel for other brands looking to market to teen girls in a virtual manner, as they can offer digital goods to be doled out via CosmoGIRL without the necessity of launching a full-fledged virtual marketing effort on their own. It will be interesting to see if a virtual venue of this nature could do better than an online network like Flip, which hasn’t met company expectations for growth. CosmoGIRL’s virtual playland opens up at There.com on November 20, 2007.

In other virtual world news, SceneCaster has recently signed on Turbo Squid for the provision of 3D objects to be used in its graphic creations, and Multiverse has signed a similar deal with Google 3D Warehouse.

 

October 10, 2007

Mixaloo: Share Mixtapes and Make Money While Doing It


(* Source : Techcrunch *)

 Mark Hendrickson says :

Poughkeepsie, NY startup Mixaloo wants to make the experience of purchasing music online more social and rewarding, both emotionally and financially.

The company is taking a phenomenon - the mixtape - that has spanned several decades and media formats - 8 tracks, audio cassettes, CDs, and MP3 players - and bringing it to the web.

As a Mixaloo user, you can create playlists of music from all the major record labels, including Warner, Universal, EMI, and Sony. You can then share these playlists with friends via email, or you can embed playlist widgets into your website, blog, personalized homepage, or social networking profile. Mixaloo widgets are powered by Clearspring and can be added to your various online properties with a few clicks of the button (we’ve embedded one below).

To make a mix is free, but your friends will need to pay for the whole mix if they want to hear more than 30-second preview clips. The songs are 99 cents each (good) and protected by Windows Media DRM (very bad). The DRM protection is definitely this service’s biggest downside and could cripple Mixaloo’s potential until the major labels embrace DRM-free music. The company may throw advertisements into the mix at some point to make up for some of the lost revenue (I’ve got to stop it with these puns).

Mixaloo isn’t depending on user sociability to spread their widgets and entice customers to buy music from them. They’re harnessing the power of green by offering to split the profit from each sale 50-50 with mixtape creators. The company estimates that profits are 20-40 cents per track on average, so split that in half to get your per-track profit rate. We should be getting anywhere between $1.30 and $2.60 for each sale of the mix below (buy buy buy!). In addition to earning money that is paid out through PayPal each month, you will collect one point for every track sold. These points can be redeemed at a Mixaloo merchandise store that offers items such as t-shirts, speaker sets, and even cars.

While Mixaloo is currently in private beta, the company has provided us with 1,000 invitations to give our readers. To redeem yours, go here and enter “techcrunch” into the “TechCrunch Code” box.

Virtual Worlds News Interview: GoPets' Erik Bethke and Erin Hoffman


(* Source : Virtual World News *)

Last week we spoke to Areae President Raph Koster about his plans for Metaplace, the difference (or lack thereof) between virtual worlds and MMOGs, and his take on microtransactions. After watching him on a panel with GoPets CEO Erik Bethke, both fervently arguing for non-subscription-based revenue streams, we thought it'd be nice to follow up with Bethke. We're lucky this time to present a twofer, an informal email Q&A with both Bethke and Erin Hoffman, who, according to Bethke,  "works on blurred areas between game design and online marketing and points in between at GoPets." Both share their take on virtual worlds growth, community, and casual online worlds. "We're a hybrid between a social networking service, an online games portal, and a virtual pet game," said Bethke. "We have all the features that a Facebook or a Myspace might have, but on top of that we're really the best virtual pet simulation on the market, because our pets are actually alive, responsive, mobile, and full of their own initiatives."

irtual Worlds News: I'd like to talk about the Avatar Bill of Rights and why  you've decided to move in that direction.

Erik Bethke: As I said in my talk at Casual Connect, I really think that the  virtual world space is currently limited by its attitude toward user  rights. And I'm not alone in reaching that conclusion -- there's actually a virtual worlds bill of rights that predates my separate  theory. A lot of what we're doing with GoPets is looking forward into  the future of technology and how people interact online, and this is  another big step in that direction, really just being realistic about  what's happened in the past and what people naturally do when they become invested in a space, whether that's virtual or physical. If we can be aware of those desires and user motivations, we can do better business and make people happier at the same time.

VWN: You've been an outspoken proponent of real-money transactions. Based on your conversation from the AGDC, could you explain why?

Erin Hoffman: This year at GDC I talked to a roundtable of developers about item-based transactions and specifically real-money transactions. The item-based economy roundtables are always full to overflowing, but almost all the casual games groups were opposed to the idea of being realistic about currency with players. But I think in terms of a virtual world, and with women especially, being up front about real-life currency actually establishes trust with the player. Daniel James brought up a great point that iTunes is an item-based economy and deals in real-money transactions, yet is hugely popular, and you're still basically just getting ones and zeroes.

VWN: On a different note, could you talk about partnering with Windows Live Messenger. That's a really interesting way to look at distributing the virtual world, and I'd love to hear more about how users are taking to it.

EB: The users are really supportive and excited about this new  opportunity we have to reach a much wider audience. One of the best things about GoPets is the welcoming, friendly community that's grown up around the service, something that's been able to grow during our years of quiet development, and they're excited about making that community even bigger and more wide-reaching. Because we're a social network as well as a virtual pet service, the MSN partnership is a great fit, since users now chatting online via Messenger can get the visual reward of their own little piece of the virtual world, and their pet, which connects to the person they're chatting with.

Continue reading "Virtual Worlds News Interview: GoPets' Erik Bethke and Erin Hoffman" »

Google tools to power virtual worlds


(* Source : Daniel Terdiman *)

Google tools to power virtual worlds

Get ready for online games set in your favorite Google Earth locations.

Virtual-worlds platform developer Multiverse Network is set to announce a partnership Tuesday that will allow anyone to create a new online interactive 3D environment with just about any model from Google's online repository of 3D models, its 3D Warehouse, as well as terrain from Google Earth.

The idea is simple: Multiverse's technology--which gives game developers tools to design custom virtual worlds--will let those designers pick and choose from most of the millions of 3D models created using Google's 3D software tool SketchUp, and to import pieces of terrain, as defined by entering specific longitude and latitude data, from Google Earth.

If you want to build a virtual world centered on, say, downtown San Francisco, you could use the new technology to create the area itself and populate it with the digital versions of real-world buildings that have been created and uploaded to the 3D Warehouse.

Virtual world images

"The goal is to grab things from the 3D Warehouse when looking at things in Google Earth and then make an instant multiverse world," said Multiverse co-founder Corey Bridges. "What we've done is provide a more streamlined interface for using (Google's technology) as a virtual-world production tool."

Until now, incorporating this kind of information from Google has mostly been the province of fantasy. For some time, Multiverse has made it possible to upload some SketchUp models into a virtual world created using its platform. But the technology the company plans to announce Tuesday, informally called "Architectural Wonders," brings the concept to much more well-rounded fruition, and answers what some people have been crying out for as obvious and necessary technology integration.

"Google's mission statement is to make all the world's information universally available and useful," said Jerry Paffendorf, co-author of the Metaverse Roadmap and co-founder of a stealth start-up called Wello Horld. "So I would say this (is about) making all the world universally available and useful, and that's why this is so fascinating."

For Paffendorf, one of the most vocal proponents of a 3D massively multiplayer environment based on Google Earth and SketchUp information, Multiverse's innovation is nothing short of groundbreaking.

He said he's particularly excited and hopeful that the Architectural Wonders project will allow virtual-world designers to incorporate not just models and terrain from Google Earth, but also much of the metadata that makes it so powerful: the personal notations and photographs that millions of users have added to it.

Of course, Multiverse's project is not the only one that has sprung up to make use of this data. Google is rumored to be working on a prototype virtual world, a beta test of which may or may not be under way at Arizona State University.

Another project is SceneCaster, a new technology unveiled at last week's Demo conference that allows anyone to make 3D "scenes" incorporating models from the 3D Warehouse that can then be attached to blogs or Facebook pages or even to Flickr.

Both SceneCaster and Multiverse's Architectural Wonders projects will be shown at the Virtual Worlds conference, which starts Wednesday in San Jose, Calif.

But because not much is known about Google's stealth project and since SceneCaster does not appear to be a massively multiplayer experience, Multiverse's Architectural Wonders efforts may well prove to be the first publicly available attempt to bring vast amounts of data and models Google is making freely accessible into a working virtual world.

More here 

 

October 09, 2007

Microsoft's Massive In-Game Reach


(* Source : Emarketer *)

Jay Sampson has been in the online space since 1996. He was the sixth hire for MSN, and joined Massive after Microsoft acquired the company in May 2006.

Having spoken with in-game advertising firm IGA Partners, eMarketer asked Mr. Samspon for his thoughts on the same subjects.

eMarketer: How do you see the market right now?

Jay Sampson: In-game advertising is being pioneered over time. Video games are the fastest-growing media form. Virgin’s Megastores now attribute 70% of their revenues to games. But in-game ads are still in their infancy. It is a relatively nascent business with a tremendous upside.

eMarketer: There seem to be two divisions to the in-game ad space. One is between PCs and consoles. The other is between casual gamers and hardcore gamers. Are these artificial divisions?

Mr. Sampson: Gamers are gamers. Most gamers play 10 feet from their TVs and 10 inches from their PCs or portable devices. We do distinguish in terms of levels of engagement and immersivenesss when it comes to content, with games played on TVs being more immersive. It's that much more engaging and social than the PC experience. That’s one of the big drivers for us, since communities are now connected.

The ad network covers both console and PC games. Massive is not, in fact, serving live into Xbox Live arcade, but does serve into Xbox games. Massive is fairly platform-agnostic, since we started in PC games. Now, thanks to Microsoft, we have extended into Xbox 360.

eMarketer: Is there a mass-market approach for reaching all gamers?

Mr. Sampson: Gaming is mass market, so the type of content, be it casual Web or deep PC is still all one comprehensive audience base. It's typically young adult males, but it is broadening.

eMarketer: So when someone says they want to reach "gamers," what does that mean to you?

Mr. Sampson: Our content—the games in our network—determines the audience. Right now it's nominally males ages 18 to 34 (actually ages 13 to 34).

More here 

 

Barry Diller's Web Gaming Play


(* Businessweek *)

Olga Kharif says :

IAC/InterActiveCorp's gaming foray could revolutionize online games and hurt console makers—if it succeeds

Barry Diller's IAC/InterActiveCorp (IACI) is entering yet another arena. The Web conglomerate, owner of businesses such as Ticketmaster.com and the dating site Match.com, announced Sept. 18 that it has acquired a majority interest in GarageGames.com, a game publisher and provider of programming tools for indie game developers.

The acquisition, which will lay the foundation of a new division focused on Web-based gaming, marks the latest and biggest move in IAC's bid to become a major player in that market. In the past few months, IAC has snared several video gaming executives from rivals, including Nicholas Lehman from Viacom (VIA). "We think this is an untapped $2 billion market today growing to $5 billion in three years," says Shana Fisher, IAC's senior vice-president of strategy and mergers and acquisitions. "This is a once-in-a-lifetime market opportunity, we think. And we are investing appropriately."

Viacom's Big Bet

While the acquisition's terms were not disclosed, BernsteinResearch (AB) estimates it will cost IAC between $80 million and $100 million. InterActive also says it hopes to announce a collaboration with a major gaming studio in the next week.

At first glance, IAC is arriving rather late to Web gaming, which is already the third most popular online activity after e-mail and chat, according to the Stanford Institute for the Quantitative Study of Society. In May, the number of unique visitors to gaming sites reached almost 217 million worldwide, a jump of 17% from a year earlier, according to traffic data tracked by comScore (SCOR). The sector attracted 28% of the total worldwide online population in May and recorded an average of nine visits per visitor.

As such, a wide array of media and Internet titans have already been staking out the positions to claim a piece of a market that, according to DFC Intelligence, is expected to swell from revenue of $3.4 billion in 2005 to more than $13 billion in 2011. Viacom's MTV Networks alone expects to dump $500 million into gaming in the next two years. Meanwhile, portals led by Yahoo! (YHOO) and Microsoft's (MSFT) MSN have built up their offers to lure online players. Microsoft also offers owners of its Xbox gaming console an online portal called Xbox LIVE Arcade where they can play games, including GarageGames' own Marble Blast Ultima, where players navigate marbles through moving platforms. Similarly, the Cartoon Network (VIA) has been working to adapt its games for online play with Sony's (SNE) PlayStation 3 and Nintendo's (NTDOY) Wii consoles.

More here 

 

SceneCaster Officially Launches on Facebook

( Press Release via Virtual World News *)


TORONTO , ON – October 7, 2007 – SceneCaster today announced the release of the first immersive 3D Web application for Facebook - where anyone can create, transform and explore interactive 3D scenes and share them with their friends – all within Facebook. The application is available at: http://apps.facebook.com/scenecaster.

SceneCaster extends the rich visual experience of 3D on the Web to all Facebook users including consumers, creative professionals, and social media enthusiasts. Bridging the gap between the virtual and real worlds, SceneCaster also connects the Facebook 3D experience to eCommerce sites such as eBay and Amazon, product catalogs from leading manufacturers and retailers and to other rich media social networks such as Flickr.

SceneCaster is breaking new ground in 3D Web applications as the first 3D immersive experience that is built to leverage the "social graph" of Facebook. The Facebook economy is growing every day that could see it achieve 200 million users next year up from over 40 million today. SceneCaster delivers new conversation opportunities to all Facebook users while also providing an innovative revenue model simultaneously with each Facebook profile.

"Facebook facilitates better communication and an easier way to share & discover meaningful content," said Rodney Rumford, Editor of FaceReviews.com, a leading Facebook application review, rating and consulting service based in Solana Beach, CA. "SceneCaster in Facebook makes communications with my real world friends much richer and efficient. SceneCaster's great 3D immersive experience is revolutionary in concept and execution to sharing and discovering the 3D Web." Rodney's review of the SceneCaster Facebook app can be found at http://facereviews.com/2007/10 /04/facebook-3d-rooms-with-scenecaster

SceneCaster was first beta launched on September 25 th at DEMOfall '07, the technology industry's leading conference for innovative and disruptive technologies. Industry media and pundits have praised SceneCaster's debut with over 250,000 pages of reviews and comments residing on the Web today.

"SceneCaster's mission is to mainstream the 3D Web by lowering the barriers to adoption for the largest possible audience," said Mark Zohar, SceneCaster founder. "We've built it from the ground up by combining the very best the Web has to offer today – search, eCommerce and Facebook – with a rich, immersive 3D experience that is accessible within a standard Web browser."

About SceneCaster

SceneCaster is a 3D Web community where anyone can visualize their ideas, share them, and make them real. SceneCaster bridges the gap between the virtual and real worlds by connecting the 3D Web experience to online storefronts, product catalogs from leading brands and retailers, social networks, and consumers' dreams. SceneCaster is a brand initiative of View22 Technology Inc., a leading provider of 3D Web commerce and media solutions used by Global 2000 companies. For more information please visit www.scenecaster.com.

 

Facebook Working On a Music Platform For Bands; Not iTunes Killer, But MySpace; Apple Tieup


(* Source : Rafat Ali *)

Facebook is working on an artist platform to be launched later this year, which in essence is supposed to be better than what MySpace allows with its platform, according to multiple sources I have spoken to since this morning after a slightly off-the-mark rumor came out earlier. The platform will allows bands and labels to create artists pages, and allow various widgets to be embedded for music promotion, organizing events, etc. Among those widgets would be iLike, the most popular app inside Facebook, but will also include iTunes widgets for sampling (to being with), and eventually buying music through Apple (NasdaqGS: AAPL - News). The service will still have the utilitarian sensibilities of the Facebook platform, the sources stress, rather than the more chaotic and flashy platform that MySpace has.

Facebook has been making the rounds of music labels trying to get this service off the ground.

For now, this squarely takes on MySpace, not iTunes as the rumors said this morning. Facebook will have an actual deal with Apple, though it is conceivable down the line it could start selling music through the artists' platform.

Whether users will gravitate towards Facebook from an already thriving and deep music community on MySpace is what remains to be seen.

October 04, 2007

Turner Partners With Kaneva On Virtual World Extensions


(* Source : MediaPost.com *)

Laurie Petersen says :

TURNER BROADCASTING SYSTEM, INC.'S NEW Products Group has signed a one-year deal with Kaneva to build and test virtual world extensions of its entertainment properties.

Each Turner Web community and corresponding virtual space inside Kaneva will contain video players for video streaming of select Turner network content.

"Our exploration with Kaneva of virtual worlds is yet another example of Turner staying at the forefront of consumer technology trends," said Blake Lewin, vice president for TBS Inc.'s New Products Group. "Through this opportunity, we hope to leverage the Kaneva platform to explore how users interact with our brands in a virtual world."

The agreement will grant Turner access to Kaneva's technology and tools to create and use Web communities and Virtual Spaces on the Kaneva Web site and in the virtual world of Kaneva.

"Turner is an ideal flagship media partner for Kaneva," said Christopher Klaus, founder and CEO of Kaneva. "Turner's high-quality programming and credibility is synergistic with our unique focus on delivering entertainment to the masses inside a virtual world. As a result of this partnership, we will provide entirely new ways for audiences to watch, participate and interact around their favorite TV programming."

Kaneva, which is Latin for "canvas," is a virtual entertainment world that unifies the 2D Web with a 3D experience. It integrates social networking, shared media and collaborative online communities into a modern-day, immersive 3D virtual world. Kaneva enables its members to hang out with their friends online and in 3D, share entertainment, express creativity and passions, and establish meaningful connections with others.

 

How Last.fm plans to empower young musicians


(* Source : Release *)

Jemima Kiss says :

Last26Sep2007-1

Them again: Last.fm's latest project to support new music is a site called nowformaband.last.fm, which shows unsigned bands how to use free web tools to produce and distribute their music.

Inspired by the 1976 punk-zine Sideburns, the initiative is part-inspired by Last.fm's hype chart, which picks out bands and trends from users' listening habits before they hit the mainstream.

The site introduces users to Luna Free, which offers a free digital audio workshop tool, the distributon service Tunecore and - of course - Last.fm, as a promotional tool.

Co-founder Martin Stiksel said the company wants to help new music find a wider audience (as well as encouraging take-up of its own site, of course): "There's a lot of talk about all these things in the media but not much action in the real world - so we're going to show new bands how".

 

Digital Music and the Museum Model


(*Source : Emarketer *)

Paul Verna says :

Since the beginning of the digital music revolution, artists have taken the lead on innovative ways to deliver music directly to their fans.

Some, like Prince, have given away front-line product free. Others, like Tori Amos and Alanis Morissette, have offered up Web-only exclusives, also free.

Then there have been the famous holdouts: Metallica, which joined the fight to shut down Napster, and the Beatles, who, despite years of rumors to the contrary, are still conspicuously absent from iTunes and the rest of the legal Web.

Now comes Radiohead with potentially the most ground-breaking move of all: putting its new album, "In Rainbows," out there for fans to pay what they want.

This museum model of a "suggested donation" is entirely untested, and the industry will be watching closely to see how the experiment plays out.

That said, it is important to keep in mind that this is a niche play from a band that already has a huge, loyal audience, not to mention ownership of its own masters. Whether fans pay for this album will have little bearing on the decisions of rank-and-file artists who don't have Radiohead's clout.

Nor is this move likely to affect the labels' digital strategies. Even if the gambit is wildly successful, it will not change the fact that the industry is staring down the barrel of free-falling CD sales and insufficient digital volume to make up the slack.

Still, it will be interesting to see what happens with "In Rainbows." Some of Radiohead's legions may actually pony up some serious dough, if nothing else to reward the band for not treating its fans as if they were criminals.

While most fans will probably help themselves to the album gratis, inevitably there will be a few crackpots who will pay obscene sums for it, maybe for the attention, or maybe just because they have money to burn and can't help themselves.

It will take only a few of those to give Radiohead a much bigger and more immediate payday than it would have ever gotten from Capitol, its former label.

 

October 03, 2007

Exclusive: Missy In The Mix With Doritos Campaign


(* Source : Billboard.com *)

Michael Paoletta says : 

Missy Elliott

Missy Elliott is adding flair to a new ad campaign for Doritos Collisions, Billboard has learned. In a TV spot that debuts Sept. 17, Elliott is seen working on a new track and then pausing to snack on Doritos Collisions chips. Inspired by the two different-tasting chips in the same bag, Elliott has an epiphany: her song needs two different musical styles. So, she immediately injects her hip-hop track with a little bit of country twang.

The multi-platform campaign was created by the Goodby, Silverstein & Partners agency. According to Rudy Wilson, brand manager of Doritos, the campaign's multi-million dollar media buy is the brand's biggest advertising spend of the year, outside of its Super Bowl ad buy.


Elliott's manager, Mona Scott of Violator Management, says the campaign offered her client the perfect creative outlet. "The whole idea of the mash-up is so prevalent and popular in music today," Scott says. "It's so Missy. And the fact that the campaign takes place in a studio means that Missy remains in her element, which makes the whole thing authentic."

But Scott acknowledges there was another important element that helped cinch the deal: "The TV portion is fine," she explains, "but the Internet element provides us with a great back-end." A link takes fans to Elliott's Web site, where they learn more about the artist and her forthcoming, new album (tentatively titled "The Countdown"), due in December from The Gold Mind/Atlantic Records. "We see this as a great way to further maximize Missy the artist and the new album," Scott adds.

Wilson calls the online experience "a bold, intensive experience for our consumers." Visitors logging on to snackstrongproductions.com will be encouraged to create their own mash-ups (or "collisions"), using Elliott's track as the foundation. Completed mixes can be posted and shared in a "gallery" on the site. Five winners -- with prizes still to be determined -- will be selected.

More here 

A Brave New World for TV? Virtually


(* Source : New York Times *)

David Itzkoff says :

Sundance Channel

Visitors to the Sundance Channel area of the Web site Second Life can watch full-length feature films in a virtual screening room

IF you can find him, Vincent Tibbett is precisely the sort of well-connected cultural liaison any emerging filmmaker should want to know. An employee of the Sundance Channel, he is as easily recognizable for his shaggy haircut and assertively casual attire as he is for the crowds of aspiring artists who follow him around, hoping to chat him up about cinematic trends, get him to evaluate their movies or simply score his e-mail address.

Vincent Tibbett and Maya Palmer work for the Sundance Channel, but they’re not exactly real.

But if Mr. Tibbett seems a bit harder to pin down for a lunch date than the average in-demand tastemaker, that’s because he doesn’t exist on our plane of reality. He is an electronic avatar found only in Second Life, the popular online virtual community.

Just six months old, Mr. Tibbett is one experiment in the Sundance Channel’s larger exploration of Internet-based virtual reality, a sort of canary down the mine shaft of a new technology that may or may not take hold among mainstream audiences.

And he is not alone. In the last year broadcast networks, cable channels and television content providers have all set up camp in virtual communities, where they hope that viewers who have forsaken television for computer screens might rediscover their programming online. Some outlets, like Showtime and Sundance, are establishing themselves in existing worlds; others, like MTV, are creating their own. Either way, if the wildest dreams of some very excited technology developers come true, virtual reality might finally be the medium that unites the passive experience of watching television with the interactive potential of the Web.

If that happens, the television industry — which has not been particularly speedy in adapting to the Internet revolution — sees an opportunity not only to recover lost ground from online competitors but also to take a lead, and in so doing create an entirely new environment in which to influence and sell to its audience.

“You want to be in this because you know, as a content provider, that this is where the future is going,” said Quincy Smith, the president of CBS Interactive. “I don’t look at it as science fiction. I look at it as the future of communication.”

For decades ambitious programmers and designers have sought to establish virtual worlds like the one put forth in Neal Stephenson’s influential 1992 novel, “Snow Crash,” which imagines computer users interacting in a simulated three-dimensional world called the Metaverse. But only in recent years, as graphics-accelerator cards and broadband Internet connections have grown more affordable and ubiquitous, has it become possible even to approximate such an experience.

IN Second Life (secondlife.com), visitors to the Sundance Channel area can watch full-length feature films in a three-dimensional screening room or take part in an environmental forum; fans of Showtime’s drama “The L Word” can meet the avatars of the show’s stars and design their own floats for a virtual gay pride parade. In MTV’s Virtual Laguna Beach (at vmtv.com) inhabitants can shop at digital versions of Emporio Optic and Laguna Surf and Sport or, at the click of a mouse, arrive in a virtual version of “The Hills,” where they can then join the party at an electronic replica of the Los Angeles nightclub Area.

More here 

 

Radiohead's bid to revive music industry: pay what you like to download albums

(* Source : THe Guardian *)

Owen Gibson says :

Radiohead1Oct2007

  • Band bypass record labels to get release out quickly
  • Internet experiment lets fans put a price on art

Their music has long been praised for blurring boundaries and breaking moulds. Now Radiohead are hoping to establish a new model for the struggling record industry by inviting music buyers to decide how much they want to pay for their new album.

To their biggest fans, eagerly awaiting their first studio album for four years, it is near priceless. Those who believe Radiohead long ago descended into self-indulgence may only risk pennies. But thanks to this ground-breaking experiment, the band will bypass record labels altogether and will be able to put a fiscal value on the public's appreciation of their art.

 The release was announced with a short message from guitarist Jonny Greenwood on the band's website, revealing that the new album, In Rainbows, would be available to download from October 10. Orders started rolling in yesterday, with customers able decide how much to pay - from nothing (plus a 45p administration charge) upwards.

Radiohead's "honesty box" experiment will be closely watched by other artists, their record labels and management companies.

In Rainbows is the most high-profile attempt yet to restructure the economics of a music industry struggling with the effects of digital piracy. Despite a booming live scene, CD sales are less profitable than ever thanks to increased competition and piracy.

With the role of the internet in helping new acts from Arctic Monkeys to Enter Shikari rise to prominence already well documented, more established artists are attempting to revolutionise the way music is sold.

Prince caused uproar among music retailers by giving his latest album away with the Mail on Sunday and yesterday the Charlatans said they would give their new single and album away for nothing through the radio station Xfm.

More here 

 

October 02, 2007

Q&A: eMarketer's Debra Aho Williamson Talks Kids and Virtual Worlds


(* Source : Worldsinmotion *)


-Earlier this week, we took a look at a research report published by market researcher eMarketer about kids, teens, 'tweens and virtual worlds that found that 34.3 million US child and teen Internet users will visit virtual worlds once a month in 2007 -- and eMarketer expects that number to rise to 34 percent in 2008, and to 53 percent by 2011.

Worlds in Motion spoke to eMarketer's Debra Aho Williamson about her findings. "I think what’s attractive about virtual worlds for kids and teens is that they exist at a 'sweet spot' between online games, which are very popular with younger kids, 'tweens and boys, and social networks, which are very popular with teens, particularly girls," she explains. "I think that virtual worlds combine aspects of both of those things."

Zeroing in on major factors in online social worlds, she elaborated. "There are a lot of games, there's the opportunity to meet friends, interact socially, learn about other people and express your interests. So I think those are the two driving factors." Real-time interaction also plays a big role, she says. "[It's a] very immersive experience. You don’t just 'poke' somebody like on Facebook -- you can actually, physically, poke somebody. What that means is that there’s that much more real-time interaction, no latency, no making a post on someone’s wall and waiting for them to respond. It’s all occurring in real time."

More here

Japan to open G-rated virtual world

(* Source : AP *)

art.virtual.tokyo.ap.jpg

TOKYO, Japan (AP) -- Orderly, pornography-free and safe for children, "meet-me," an online interactive virtual Tokyo, is Japan's answer to "Second Life." Or so its creators hope.

In "meet-me," players' avatars are rounder and softer than the angular and realistic avatars of "Second Life."

Kunimasa Hamaoka, who oversees "meet-me" at digital marketing company Transcosmos Inc., is banking on the cultural differences between Japanese and Americans to compete against the world's top virtual community.

Japanese are so well-behaved and conformist, he says, they would prefer a more predictable and secure virtual environment over the free-spirited anything-goes of "Second Life," created by San Francisco-based Linden Lab.

In "meet-me," players' avatars, or computer-generated alter-egos, are rounder and softer, more like the cuddly characters of "Pokemon" than the angular and relatively realistic avatars of "Second Life."

The sun rises and sets in "meet-me" on Tokyo time. And avatars must ride trains or other vehicles or walk or run to get around a city whose streets and buildings look much like real Tokyo's; they can't jump from place to place as they can in "Second Life."

More here 



Xivio Launches Democratic Content Rating


(* Source : Virtual World News.com *)

CVSherman says :



 

Xivio, a Flash-based virtual world with a Web-based social network,  announced that it had introduced a content rating system based on user votes on the TV-MA rating system. When photos, music, videos and journals are uploaded, they are immediately rated TV-MA until the staff or community votes them into a lower rating. "We've tested it out in house, and it works very well," said President/CEO David Wisotzky. "After hearing a lot of the stuff going on with Myspace, you know protecting the kids and how other programs don't allow kids to upload content, we figured that it's the digital age and someone should make that safe to do. It seemed like nobody had been stepping up."

"Being safe is a very important thing," Wisotzky continued. "We launched around a year ago, and we've been slowly getting more and more users. As we start enhancing our social networking features, we want to give parents some peace of mind. Unless they're sitting over their kids constantly, there's no peace of mind. For this, a parent could go in for a seven-year-old and disable all social networking features totally. Or you could allow your 15-year-old to go in and have a video conference."

Xivio, which launched in April 2006 as a Flash-driven virtual chat room for teens, now offers completely modifiable avatars, personal rooms, and profile-based home pages for users of all ages.

More
here

Virtual Worlds Platforms and User Numbers


(* Source:  www.VirtualWorldsNews.com *)

Here's a quick and dirty summary of some of the major virtual worlds platforms and their users.

company world name Users
Activeworlds alphaworld 70,000 registered, 1,000,000 hits to the universe server per day (August 2007)
MindArk PE AB Entropia Universe 634K registered users, September 2007
Google, Inc. Google Earth 200M downloads by June 2007
HiPiHi HiPiHi 13K Users in Beta (August 2007)
imvu imvu More than 1M (August 2007)
Kaneva Kaneva "Close to 600,000" registered users (August 2007)
Microsoft Virtual Earth Microsoft Virtual Earth
Yoick Project Outback
ProtonMedia ProtoSphere
Qwaq Qwaq Forums
Linden Lab Second Life 8.5M registrations, 88,797 premium subscribers,  556,643 Active Avatars
Sony PlayStation Home PlayStation Home In closed beta
Timeless Cities
In stealth mode
Cisco Systems unknown
IBM IBM Quick Innovate Internal Metaverse Project In development
Makena Technologies, Inc. There.com 1M Members (July 2007)
Three Rings Whirled In development
3B International 3B
Metaversum Twinity Will go into private beta in q3 2007
Journeys Journeys In stealth mode
UoneNet Uworld Begins Alpha testing December 2007
Co-core Meet-me In development due in December 2007



TEENS and TWEENS

Linden Lab Teen Second Life 4,842 Avatars (July 2007)
Doppelganger vside 150,000 registered users (July 2007)
Flowplay unknown In development
Dubit Ltd. Dubit 509,975 Active Members (Sept 2007)
Disney Club Penguin 700K current subcribers, 12M activated accounts (August 2007), 2.9 million unique visitors Jan 2007
MTV / Viacom Virtual Laguna Beach 600K Registrations (March 2007)
MTV / Viacom Virtual MTV Video Music Awards
MTV / Viacom Virtual Newport Harbor
MTV / Viacom Virtual Pimp My Ride
MTV / Viacom Virtual The Real World
MTV / Viacom The Virtual Hills
Stardoll AB Stardoll 10M registrations, 6M monthly unique users (August 2007)
Cyworld, Inc. Cyworld US: 250,000 members, 1M monthly uniques (June 2007), Global: 20M monthly uniques (March 2007)
Sulake Corporation Habbo 7.5M uniques globally (Sept. 2007)
Gaia Interactive, Inc. Gaia Online 2.5M Monthly Users (September 2007)
Circle 1 Limited Idea Seeker Universe 800K Users (Sept 2007 from company)
IAC Zwinktopia 9.5 million registered users, 4.6 million active users per month (September 2007)
Xivio Xivio 22k registered users (Sept. 2007)



KID WORLDS

Disney ToonTown 1.165 million users May 2007
Ty Inc Ty Girlz under development
LEGO Group Lego Universe
Mattel Barbie Girls 4 Million Users (August 2007)
Viacom Nicktropolis 1.4 million unique users May 2007
Corus Entertainment multiple worlds
Viacom Neopets 4.8M Unique visitors (June 2007)
Disney Virtual Magic Kingdom 1 million player characters (Feb 2006)
Ganz Webkinz World 1.9 million uniques, December 2006
Numedeon Whyville 1.7M registered citizens (Sept 2007)
gopets gopets 744,431 registered users (from site September 2007)
Ragdoll Worldwide (by Nice Tech) Tronji
FakeTown FakeTown 35K Uniques/month (June 2007)
MGA Entertainment MyePets.com
MGA Entertainment Be-Bratz.com


October 01, 2007

Your Life: Streaming Live!


(* Source : David Fishman *)

ILikeFinalFirst, streaming music was all the rage. Social networking sites were packed with widgets from companies like imeem and SNOCAP, which for the first time allowed users to share music from the comfort of their profiles. Popular artists were obviously the first to benefit, but first-timers quickly capitalized on the trend. Word travels fast online, and before long, millions of MySpace users were listening to the likes of previous unknowns such as Arctic Monkeys and Lily Allen.

Leave Brit Alone

Today, streaming video is already working to create new stars. YouTube—through its main site and embedded video widgets throughout the web—is launching a fair share of 15-minute-famers: everyone from Soulja Boy to the “Leave Britney Alone” kid, Chris Crocker, who signed for his own TV show last week. MySpace is investing big money in building up interactive web shows like “Quarterlife”, hoping to ride the growing wave of viewers flocking from TV to online.

BlogTV

But with so much of the web going “live”, why shouldn’t video follow? Justin Kan, who broadcasts his life 24/7 on his site, Justin.tv, shows that the model works. And now live video sites like UStream and Kyte—once limited to their own niche sites—are becoming mainstream. Earlier this month, BlogTV released a Facebook application that allows users to create and view live video feeds on their profiles. A variety of personalities—everyone from an amateur DJ and aspiring female vocalist—quickly attracted hundreds of eyeballs within days of the application’s launch. And as if “Quarterlife” wasn’t cool enough, UStream’s new show “35″—a 10-part series about an unwelcome house guest—is already being filmed and broadcast live on Sundays at 9.

YourTrumanShow

While recorded content will undoubtedly remain popular, the combination of live video and widgets brings up-to-the-minute, easy access that web users have grown used to. Widgets already reach over 40% of North American users—or 81 million consumers—according to an April report by comScore. So it’s no surprise that companies are taking advantage of all this new content and established methods of delivering and sharing it. Lifecasting startup YourTrumanShow announced plans on Monday for a new widget that provides access to its aggregated timeline of videos, searchable by topic, person, whatever. YourTrumanShow’s mission: to create a network of “tomorrow’s online reality stars, migrating user-generated content from single videos to multi-episode series.”

Whether it’s live, recorded, on a website, on a widget, on a timeline – you name it – new stars are being born as online video follows in music’s footsteps, realizing dreams for some, and a lot of fun for everyone else watching.

MellaniuM Puts Second Life In Skype


(* Source : Caleb Booker *)

Today I met with Joe Rigby, co-owner of a very young startup called MellaniuM. His company is in the process of experimenting with two things: video streaming from 3D environments, and finding new ways to use custom virtual worlds for business applications. He's already had some impressive successes.

We started off in Skype voice chat, but then he met me in Second Life at the same time. Using tools his company haven't even named yet, he was able to broadcast video of our avatars meeting through Skype. (Click the picture for full-size.) They still consider it technology in the pre-alpha stage, and won't feel like it's ready for consumers until they have it running in much higher detail. Even at the low resolution, being "in" Second Life through Skype and, in addition, seeing myself through multiple camera angles at once was a pretty impressive experience.

This was, of course, just the beginning. He switched from Second Life to a custom environment they had built with the Unreal 2 engine and again, streamed it right through Skype. The great part about using an engine like this one was that they were able to import high-detail AutoCAD files and make them look extremely realistic. Soon I was watching a high-quality alien avatar from Mars Attacks! exploring the environment in real-time. Below is a video of the world he had walked me through that they apparently built over the course of a few days.

Recently Rigby showcased the technology at the Copper/Cobre Conference. All of the other presenters went up and showed PowerPoint presentations. Rather than show a series of AutoCAD sketches, he plugged his laptop into the projector and walked the crowd through a 3D rendering. A copper smelter in the U.S. retained him to create a "virtual furnace" that not only showed the schematics in high resolution, but had walls lined with photographs of how everything is supposed to look as you assemble the machine. Not only that, but you can actually enter the furnace itself and (through color coding) see how everything is supposed to fit together.

Even though his company has already been retained by a few engineering firms for more work, Rigby sees more applications for high-resolution custom worlds. He's currently in touch with several galleries in London to create scale models of the buildings with high resolution art renderings inside. People could download them for a token fee (maybe five dollars) and collect them over time as the gallery updates itself with new exhibits. Also, since "Unreal 2" is a server-based platform, you could walk around these little worlds with your friends.

MellaniuM has only been experimenting with the possibilities since September of last year and has already shown some great innovations. If they keep up this pace they'll be the ones to watch in the future.

 See Video

Chinese Developer UOneNet set to release a new virtual world, uWorld in, in 1Q 2008

(* Source : Virtual World News *)


       

Beijing-based virtual worlds developer UOneNet plans to launch a new virtual world called “uWorld in” 1Q 2008, according to redlinechina.com. uWorld is a  3D virtual community that allows users to live, interact, and conduct business together. Users of uWorld will be able to purchase virtual real estate, start businesses, create social circles, and make and sell virtual items. Alpha testing for uWorld will begin in December 2007, says the article. The founder of UOneNet, Eric Ye, was a former software architect at IBM and has a masters degree in engineering from the University of Southern California (USC). The company has been focusing on building a reliable backend, including its own proprietary technology called UniG, which is being used to build uWorld, the article says. UOneNet plans to design the virtual world to appeal to Chinese users by adding more in-game tutorials and content creation tools. Currently, UOneNet is operating with a mixture of angel and venture funding and has 60 employees total, according to redlinechina.com.

September 28, 2007

EA Launches The Sims on Stage Beta


(* Source : Leigh Alexander *)

Launches The Sims on Stage Beta

-Electronic Arts has announced the beta launch of The Sims On Stage, a free interactive online webiste-based toolset that lets users record, watch and share karaoke songs, stories, comedy routines and other creative projects.

The Sims on Stage is based on the SingShot Media karaoke community, which EA acquired earlier this year. EA says "thousands of well-known rock, pop and country songs" will be available at launch; For the members not vocally inclined, The Sims on Stage also offers "Open-Mic Recordings," for spoken-word and comedy performances.

In addition to karaoke, The Sims On Stage will also feature a "Movie Mashup" that will allow members to create original movies featuring The Sims content, some of which will include assets made available only to members of The Sims On Stage community. Recordings can be kept private or publicly shared, and can also be uploaded to blogs and social networking sites.

The announcement continues EA's commitment to The Sims as one of its chief and most important brands - in the recent re-organization of the company, it has been elevated to one of the four main company 'labels' alongside EA Sports, Casual, and EA Games, the only single franchise to be given that honor.

“The Sims has long had one of the largest, friendliest and most creative communities in the world. With the release of The Sims On Stage we welcome a new kind of customer to our way of having fun,” said Rod Humble, studio head of The Sims label. He continued: “The world of interactive entertainment is now broader than ever thanks to new web-based technologies, and we are thrilled to give you a new way of having fun with The Sims On Stage.”

The Sims On Stage is now available in a beta version at its official website.

[The preceding announcement ran previously on Worlds in Motion sister site Gamasutra.]

 

Getting Casual With Coobico


(* Source : Worlds in Motion *)

-Hong Kong-based developer Linking People has let us know about a new flash-based strategy and RPG MMO slated for release in early 2008, and it's described as "MySims meets Habbo Hotel meets the Settlers." It's called Coobico, and it casts players in the role of settlers on a deserted island, tasking them with building up the neighborhood and competing with other settlers to become the island's most influential resident -- the experience "blends features like city-building, roleplaying and social networking in a casual game-experience," Linking People tells us.

It'll be isometric 2D, to boot -- looks like a lot of companies are realizing that high-powered graphics aren't always necessary, especially when appealing to a casual audience. Elaborates the Coobico site: "To put a good face on the matter: it’s a lightweight strategy-game with no retail box to purchase, no cumbersome client software to download and install and no nasty DRM. Just click and you’re in. Maybe you are, just like us, a sucker for stuff like World of Warcraft, but you just don’t have enough time for it. What’s more, we won’t require you to take a summercamp on how to play and navigate around on Qubus’ Island."

The company was founded in 2006 by three German Web developers, Wetzel, Martin and Winter, who prior to founding Linking People, built commercial and promo sites for international customers (they list Land Rover and Bayer as past clients). They're now focused on developing new social networking games and apps for the Asian and European markets, aiming for a "casual blend" of chat, social networks, Web 2.0 and multiplayer games.

But they're not targeting the "sweet spot" tweens-and-teens -- rather, Linking People's gunning for the market pegged as the "core" of casual gaming and the broader market, those aged 30 to 44.

As co-founder Winter explains: "We see this as a huge, financially strong and yet mostly untapped market -- current games and networks are completely focusing on pre-teens, teens and young adults. We see a large opportunity for games targeted at a more mature audience: people who grew up with videogames, who still like them, but nowadays neither have the time to spend hours of gameplay in traditional multiplayer-games, nor like to play casual titles like Match-3-puzzles."

Coobico is Linking People's attempt to address this market; while it's still in development, it should be interesting to see how it turns out!

Club Marian Launches


(* Source : Worlds in Motion *)

-When we reviewed Gene Endrody's Sherwood Dungeon for our Online Worlds Atlas, we were impressed by the solid simplicity of Endrody's completely free, Google ad-supported MMO. Nonetheless, it's a game for those who like stat management, combat and level-grinding. Now, though, it looks like Endrody's Maid Marian has launched a more temperate solution: Club Marian, a "massive multiplayer social hangout where users from around the world can chat, dance, drive and create music in a fun 3d environment," as the site says.

There are apparently three islands to explore, a music maker, emotes, customizable avatars and even a sports car to drive -- and everyone gets one!

The interface resembles Sherwood Dungeon a bit, only with a hipper look to the avatars and a few stylish updates (guess the medieval look isn't in fashion in Club Marian), and instead of inventory management and armaments, users can chat, dance, or take their car for a spin. Though the range of customization isn't particularly wide, it's broader than Sherwood Dungeon's, and users can choose from an entire color palette for each clothing and hair option, and for the car, too.

It's still completely free and runs in the browser on Shockwave. Neat work, Gene.

Koinup Launches Social Networking For Virtual Life


(* Source : Worlds in Motion *)

-

 

Brescia, Italy-based Koinup has announced the launch of its eponymous social network, "entirely dedicated to your virtual life." Whereas MySpace, Facebook and their ilk are a social network for one's real life, it seems that Koinup is going for meta -- a social network to share, document and keep tabs on the life of your avatar and its friends in the virtual space.

Users can create profiles, write journals and stories, publish pictures and share machinima videos all based on their world of choice. Koinup promises almost unlimited free storage space for uploads, too, all with the aim of aggregating and enabling ease of access for multiplayer game and virtual world-focused content.

"Virtual worlds, MMORPGs and Metaverses are the new frontiers of internet entertainment and creativity," Koinup says in its press release. "Each day milions of people spend their time in virtual environments and use these innovative spaces to express themselves and to create art, photos and videos."

Neopets Announces Massive Retail Toy Initiative


(* Source : Leigh Alexander *)

eopets Announces Massive Retail Toy Initiative

-Jakks Pacific and Nickelodeon & Viacom Consumer Products announced that they have executed a domestic-based master toy licensing agreement to produce a variety of products based on the Neopets virtual world, by which Jakks will create a full line of toys and merchandise to capitalize on Neopets and its characters. The Neopets world lets kids adopt virtual pets, accumulate points for virtual goods, and play minigames.

According to comScore, Neopets drew 5.9 million visitors in the month of August, making it Neopets' strongest month yet and marking a 50 percent increase over the same period last year. The company says 'tween users spend an average of 2 hours and 33 minutes on the site.

The Jakks toy line will focus on plush Neopets toys, but the aggreement also covers action figures, accessories, playsets and plug-and-play interactive toys, as well as role-play products, vehicles, youth electronics, water toys, novelties, stationery products, kites, and craft activity toys. Jakks’ Neopets collectible plush products are expected to begin to hit retail shelves in early spring 2008, with figures, playsets and other Neopets products shipping to retailers nationwide for fall.

Additionally, the plush toys and other upcoming Neopets consumer products will tie into a new multiplayer “Neopets Key Quest” in the game. The toys will contain codes that allow kids to unlock virtual extensions of the toys to use as part of the Neopets Key Quest game, with virtual versions of the toys represented in the users' Neopets profile.

"We plan to add engaging real world components to the already hugely popular virtual world of Neopia," says Jakks CEO Stephen Berman, "and maximize the deep online connection kids have with Neopets through a collectible roll-out strategy, which is one of Jakks’ core strengths. Neopets has all the makings of a great toy property.”

More here

September 27, 2007

Donna Karan, Sephora to sell in Stardoll Web world


(* Source : Reuters *)

Michele Gershberg says :

Photo

NEW YORK (Reuters) - Young girls waiting to grow into full-time fashionistas will get a chance to experiment with couture as designer Donna Karan and cosmetics chain Sephora open shop in the virtual play-dress world of Stardoll.

Donna Karan's DKNY label and Sephora, both owned by French luxury goods conglomerate LVMH, will begin on Wednesday to offer virtual clothing and makeup to Stardoll members in specially designated online stores.

Stardoll's rapidly growing Web site has a large audience of teen girls who create Internet personas of themselves and spend hours dressing them up in fantasy costumes and socializing.

It is one of several popular online clubs for childish play -- such as Club Penguin and Gaia Online -- as well as the adult world's Second Life, that have drawn the interest of marketers for their audiences of devoted fans.

For Stardoll, however, the entry of two global brands could mark the start of a new advertising business on the site, which has grown to 6 million unique monthly visitors since being created in 2004. Until now, members could choose from eight fictional clothing labels created by the company's in-house designers.

"Our users have been craving for real brands on the site," Mattias Miksche, chief executive of privately held Stardoll, told Reuters. "We've been getting mail from our users from day one."

The company has compiled a list of the 100 brands most popular among its 10 million registered users, and is in talks with several companies on the list about building similar virtual shops on its site, he said.

Stardoll is also in talks with advertisers beyond the fashion and cosmetics industries who are also keen on reaching a concentrated audience of preteen and teenage girls.

"Our business model is selling virtual items for real money ... we have 26 different exchange rates," Miksche said. But if the site's virtual stores take off, creating links to real clothing purchases may not be far behind, he said.

While DKNY fashions are pricier in real life, dressing up an Internet alter-ego also costs real money. Members pay $1 in U.S. currency for 10 "star dollars" to spend on the site, and a virtual DKNY outfit of cargo pants, sequined tank top and pair of booties would cost 31 star dollars.

Stardoll is backed by venture capital firms Sequoia Capital and Index Ventures.


 

September 26, 2007

Kids, Teens and Virtual Worlds

(* Source : Emarketer.com *)

It's a virtual, virtual world after all.

The Walt Disney Company's $350 million purchase of Club Penguin signals a new focus of attention for marketers and media companies targeting kids and teens online.

Virtual worlds are becoming more frequent destinations as the percentage of children and teens who use the Internet increases.

"For marketers trying reach kids and teens on social networking sites, there is a new game in town: virtual worlds," said Debra Aho Williamson, eMarketer senior analyst and author of the new report, Kids and Teens: Virtual Worlds Open New Universe.

"Of course, virtual worlds are not new, but the level of development activity, venture capital investment and consumer interest in virtual worlds is unprecedented," she said.

Club Penguin is one of the fastest growing virtual worlds for young children. As of August 2007, it had 12 million registered users and 700,000 paid subscribers, according to Nielsen//NetRatings.

According to eMarketer estimates, 41.5% of children ages 3 to 11 will use the Internet at least once a month in 2007. In total, 14.9 million children will go online in 2007, rising to an estimated 16.6 million in 2011.

Among teens, eMarketer estimates 76.4% will go online at least once a month in 2007, rising to 87.1% by 2011.

Overall, children and teens make up 18.2% of all US Internet users.

"eMarketer estimates that 24% of the 34.3 million child and teen Internet users in the US will use virtual worlds at least once a month this year," Ms. Williamson said. "And by 2011, 53% of them will be going virtual."

As more kids and teens start to use virtual worlds, their viewpoint on the Web changes, too.

"They are growing up not only with social networking but also with the ability to interact with people, shop, learn and play in a graphic environment," Ms. Williamson said. "Flat Web pages with clickable links and banner ads may pale in comparison."

Younger kids are getting used to a graphical representation of a social network, Jonathan Collins, executive producer of virtual worlds for MTV, said in an interview with eMarketer.

"They're going to feel a social network that doesn't have [that] element is missing something," Mr. Collins said.

eMarketer expects that virtual worlds — particularly those for kids and teens — will see an increased level of interest from marketers in the next few years.

"The intense activity in virtual worlds for kids and teens is only a microcosm of the larger development work being done in virtual worlds," says Ms. Williamson. "Many believe that the graphically rich environment of virtual worlds will transform how consumers shop, communicate and browse the Internet."

September 25, 2007

Hasbro's LITTLEST PET SHOP Jumps into the Digital Plush Arena with Virtual Interactive Pets


(* Source : Press release Hasbro*)

Fastest Growing Girl Toy Brand Launches "The Cuddliest Pets on the Net"

PAWTUCKET, R.I.--(BUSINESS WIRE)--Hasbro, Inc. (NYSE: HAS - News), announces the launch of LITTLEST PET SHOP VIPs (Virtual Interactive Pets), a line of five cuddly, plush pets that bear secret codes on their collars to unlock a virtual world where tween girls can interact with the digital counterparts of their plush pals and explore a fun online VIPs destination jam packed with exciting games, activities, and community events. LITTLEST PET SHOP VIPs will be unleashed in the New York Metro market and online in mid-October 2007 followed by a global retail launch in early 2008. Each LITTLEST PET SHOP VIPs plush pet will carry an approximate retail price of $14.99 and includes exclusive access to the VIPs virtual world which will continuously evolve with new and exciting elements.

The initial LITTLEST PET SHOP VIPs line will include a dog, cat, turtle, penguin and panda. Upon getting home with their new cuddly plush pet, girls with parental permission will plug in the secret code found on the collar at www.littlestpetshop.com, receive a VIPs Adoption Certificate and watch their pet come to life online. The fun really begins as they begin to customize their pets and environments, earn "Kibble" points to keep pets happy and healthy, play mini-games and engage in fun individual or community based activities.

"This is a very exciting time for the LITTLEST PET SHOP brand," said Valerie Jurries, vice president of marketing for Hasbro's girls brands. "We wanted to take this incredibly popular property and do something truly spectacular for the millions of girls who have come to adore the LITTLEST PET SHOP line over the years. Creating an engaging and meaningful online connection between girls and their LITTLEST PET SHOP pets was an instinctive next step. VIPs delivers a rich, immersive online world where girls and their pets can have endless hours of fun exploring, playing and bonding."

Blending Traditional LITTLEST PET SHOP Play with Online Fun

Just as they do with their real world LITTLEST PET SHOP pets, VIPs will allow girls to customize homes for their pets as well as personalize the pets with the latest apparel and accessories purchased at virtual stores and boutiques with VIPs currency called Kibble. Kibble points are earned based on keeping pets happy and healthy by completing activities such as going for a check-up at the "Get Better Center", going to the playground for some exercise and fun, playing mini-games or simply exploring the environment for hidden surprises.

 More here

Utherverse's Worlds: Moving from Sex in the RedLightCenter to Music in Virtual Vancouver


(* Source: Virtual News.com *)

CVSherman says :



Sex in Second Life is always a hook. Whether marketers are warning brands away from getting identified with a virtual Red Light District or the mainstream media is twittering away about the absurdity of it all, people like to talk about sex. But only a portion of Second Life is actually marked as adult content. All of Utherverse's RedLightCenter is. "We are an adults only community," said CEO Brian Shuster. "That's not to say that we're focused just on sex, though that is a large part of human interaction. Kids like to play games, and adults generally don't want to deal with that." Now Utherverse is getting a little bit larger—and less sexual.

This week Utherverse announced that it would be opening a currency exchange system for its Rays to be bought and sold by users. It's also moving toward the October opening of Virtual Vancouver, a more music-oriented virtual world. With 650,000 registered users, 155,000 active users, and a growth rate of over 10,000 users per day—all in the year-long alpha—Shuster paints Utherverse and RedLightCenter as "direct competitors" to Second Life. And, of course, there's the sex, which Shuster calls the most advanced in the industry.

All the animations, including all the adult animations, are either done through motion capture or professional animators," said Shuster. "It's all very life-like and realistic."

He's quick to point out, though, that the world isn't necessarily non-family friendly—or, really, any more adult than the rest of the worlds, virtual or otherwise.

More here 


Kaneva Brings Dance Competitions to Its Clubs, Pre-Paid Cards to Target

(* Source : Virtual World News *)

CVSherman says : 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 When we spoke with Kaneva CEO Christopher Klaus back in August, he hinted that the game-oriented virtual world would be rolling out a series of casual games in its fourth quarter. The first, Dance Party 3D, launches tomorrow with prepaid cards for access and bonus items, in $10 and $25 varieties, appearing in Target by October 1. What sets Dance Party apart from a business point is that it's being marketed as a standalone game instead of just a value-add for existing Kaneva users. "There are lot of people who want to go into virtual worlds, but there are a lot of people who don't understand the concept, but they want to go dancing," said Klaus. "Instead of saying, 'There's a world and we have a dance game,' we want to go out and say, 'Imagine the world is our theatre, and here's the movie we just produced.' We want to make this a packaged game similar to traditional games and talk about it that way, and then say, 'By the way, one of the major features is that you end up in a virtual world.'"

"It's kind of flip-flopping it for the virtual world industry. While I think virtual worlds are important, to go out there and reach a broader segment, say people who are into music or the club scene or dance games, you just say, 'Here's a full-on game for you.' I think we're going to find members who join the game just to play the game. I think we'll also find members who join for the game and then realize that they can decorate their homes. As we add more games, it becomes like a themepark where you can run around to all the different rides. You advertise the new rides, not just the theme park."

Klaus does say the virtual world creates a different atmosphere than a standard dance game would. For one thing, it draws on the fact that Kaneva already encourages its users to stream media into the world and create their own spaces. Every club can have all of YouTube's library as its DJ's archive, letting users dance along to any video they can find.

Maybe more importantly, Dance Party 3D is still meant to be a social game. If you play Dance Dance Revolution against two or three other users, you're there to compete in the game. If you're dancing in a club with 50 other people and then happen to start a competition, you're already tied into the social experience.

More here 

September 21, 2007

ReverbNation Launches New MySpace Widget


(* Source: Mashable *)

    reverbnation-s.png

ReverbNation has launched another new widget for bands and artists to promote themselves. Named TuneWidget, his widget nearly acts as a mini website in itself, offering all the necessary information for the band, including upcoming shows, song and video previews, and marked locations on a Yahoo map. The widget also displays band and information, like the band’s genre, location, label, and how many times the widget’s been played.

One unique and helpful feature the ReverbNation widget has is a “recommended band” display at the bottom of the widget. This lets artists cross-promote each other. Visitors can sign up for the mailing list from the widget, an grab the embed code to place it on their blogs or social networking profiles. Choose your network from the grab-it options the widget has for sites including Xanga, MySpace, and many more.

 

Sony delays launch of virtual universe for PS3

(* Source: AFP *)

MAKUHARI, Japan (AFP) - Sony said Thursday it was delaying until next year the launch of an online virtual universe for the PlayStation 3 where users will be able to socialise, shop and even go to the movies.

Sony had planned to launch "Home" this year but PS3 owners will now have to wait until early 2008, the head of Sony Computer Entertainment Inc, Kazuo Hirai, revealed at the Tokyo Game Show.

The delay is another setback to Sony, which has much riding on the success of the PS3 but faces fierce competition from Microsoft's XBox 360 and Nintendo's Wii.

Sony said in March the free service would allow PS3 users to set up an apartment for life-like virtual characters, or avatars, which can invite friends over, share pictures and videos, and play online games.

Users can personalise their virtual home with furniture, art and other items and chat through audio or video links.

The service is seen as a cross between social community website MySpace and Linden Lab's Second Life, which allows "residents" to build homes, create vehicles, nightclubs and stores, and to communicate with instant messaging.

Hail to the Halo


(* Source : John Conroy *)

Published: September 19, 2007

The "Halo" legacy is one that in many ways represents the state of the video game industry as a whole. Top titles are more than just games; they are entertainment properties on the level of blockbuster movies, spawning sequels, spin-offs, soundtracks and collectible merchandise. The current development process for a major video game title bears more in common with the "Lord of the Rings" trilogy than "Pong." Because of the confluence of modern-day multimedia entertainment opportunities, games require equally broad marketing campaigns in order to catch the consumer eye. As a game developer, you aren't just competing with other game titles, you're competing with movies, television, YouTube and MySpace.

When it comes to sequels, video games do have one unique quality, however. They are almost always better than the original. So when the third installment of the legendary "Halo" franchise was announced, its marketing campaign pretty much hit the ground running without having to do anything. The first game in the series, "Halo: Combat Evolved" single-handedly "made" Microsoft's Xbox in 2001. It is considered by many to be the most influential first-person shooter game ever made for a console. "Halo: Combat Evolved" and "Halo 2" have since created a global cultural phenomenon, selling more than 14.8 million units (equivalent to roughly $600 million) and logging nearly 1 billion hours of multiplayer time on Xbox LIVE.

The franchise's reach has also expanded into other games, books, graphic novels and toys. Its legion of fans -- known as the "Halo Nation" -- range from everyday gamers to Oscar-winning filmmaker Peter Jackson, who is producing a new interactive game set in the "Halo" universe and may produce a feature film, as well. To put its popularity into perspective for non-gamers: when "Halo 2" was launched in 2004, its official strategy guide was second only to "My Life" by Bill Clinton on the best-seller list.

So how do you execute a compelling marketing campaign when you're already starting off with one of the biggest worldwide entertainment properties in history? We talked to Microsoft to find out how the company was stoking the flames for an already hotly-anticipated product, and discovered that some interactive elements of its marketing campaign might, much like "Halo" itself, change the way we think about the medium.

More here 

Marketers vs. gamers: the real score revealed


(* Source : Michael Estrin *)

Not all in-game ad strategies are created equally. While this emerging platform promises stellar returns, only the savvy will survive.

Ask a few marketers how they plan to reach gamers -- an increasingly hot demographic group -- and you'll get more than a few responses.

Should you serve ads inside the game just as the player is about to make a full house? Does sponsorship of a first-person shooter tournament provide brand lift? Do gamers appreciate pre-roll ads before zapping aliens or hitting the links with Tiger Woods? Or, are the best ads the ones that are served after the user has stopped playing?

While marketing strategies vary wildly, most marketers agree on one thing: Gamers aren't who you think they are. That's important, because who you believe gamers to be invariably dictates your approach.

Say the word "gamer" to a colleague and you're likely to conjure up images of pale, overweight boys hunkered down in their parent's basement subsisting on a steady diet of Mountain Dew, Snickers bars and the latest video game title peppered with ad copy familiar only to those fully conversant in the language of geek. While there certainly are gamers like that, Greg Johnson, CMO of GGL, isn't so sure gamers can really be profiled.

"One of the challenges we have is that we can't create a profile of a gamer," says Johnson, a self-described member of the gaming community. "It's a widely variant [group]."

Johnson's assessment jibes with statistics compiled by the Entertainment Software Association (ESA), a trade group for the video game industry. According to the ESA, the average gamer is 33 years old. Most gamers are men, a stat that holds true to the stereotype, but increasingly women are getting in on the action, accounting for 38 percent of the community. And while games are fun for those who play, they also represent a significant time commitment, with 49 percent of gamers reporting at least one hour per week spent on gaming.

Remember, that's at least one hour spent in a highly engaging medium where distractions are not an option because they make for a less successful gamer.

Play in the game?
With all that gaming action, it is little wonder that many view games as a winning platform for delivering ads. In a recent Parks Associates study, spending on in-game ads is expected to mushroom from $370 million in 2006 to more than $2 billion in 2012.

More here 

Music News Toolbox: 50+ Links For Discovering New Music


(* Source: Mashable *)

Sean P. Aune says :


    Music Discovery

Is your music collection getting a bit stale? Have you run out of places where you can get fresh info about new artists, releases and concert dates? If so, you’re in luck, because we’ve assembled a list of 50 sites which will keep you up to speed with what’s happening in the world of music.

Music Discovery Sites

    OneLlama.com

Audiobaba.com - Enter a song or artist and get recommendations based on acoustic similarity.

AudioLunchbox.com - Over 2 million licensed and DRM free song downloads, featuring a large selection of smaller and local acts.

Babulous.com - A community of underground, independent musicians for you to explore and discover all kinds of unsigned music.

bandBUZZ.com - A site for bands to upload their music and be discovered by thousands. Users can vote and comment on the music and share it with their friends.

ChartU.com - Another site for bands to upload their music and let people listen. Tracks play right in the browser and continue to play even as you navigate the pages.

Contrastream.com - A way to find new independent artists quickly using a Digg-like system of voting.

Epitonic.com - Explore cutting-edge music, create playlists, and download some full tracks.

Finetune.com - Start with just a couple of artists and the system will build you a playlist of similar artists; alternatively, you can start with a list built by another user.

    Finetune

Haystack.com - Create, share, and explore playlists from your friends and others.

Hypster.com - Allows you to upload your music, create a playlist and share it with others, even on social networking sites. Let people see & hear the bands they may be missing out on.

iJigg.com - You can discover new music, vote on it, and new artists can upload their music to reach a new audience.

iLike.com - Share your iTunes playlists and get suggestions for new music for you to try.

Last.fm - One of the best known sites for searching and finding new music.

Magnatune.com - Listen to over 500 complete albums from independent acts; if you like them, download them for as little as $5.00.

Musiclovr.com - Get suggestions based on what you’re listening to and what similar users play related to that. Also get all the latest news on the artists you love.

Musicmesh.net - Start with one CD, see six similar selections, click on one of them to see six more related and so on. While playing a CD, a track list of YouTube videos come up for you to sample.

Musicmobs.com - Trade and browse playlists to see what other people are listening to.

MusicNation.com - A site specializing in independent and unsigned artists, check out new bands, even participate in contests.

Musicovery.com - Tell the site what your mood is and get music that fits you.

OneLlama.com - Start with just one song, or a whole playlist, and see what other “llamas” suggest you might like.

Owlmusicsearch.com - Have the site open an MP3 file, it compares it to other songs and then gives you a recommendation for other tunes you might enjoy.

Pandora.com - Type in the name of an artist you like, Pandora will create a “radio station” for you featuring that artist and similar acts.

ProjectOpus.com - A site focusing on spreading the word of local acts from countries all over the world.

Purevolume.com - Explore genres of music for bands you’ve never heard of and listen to full length tracks for free.

    Purevolume

SessionSound.com - A site focused mostly on indie music. A great place for artists to promote themselves.

Soundflavor.com - Find songs and artists you like and use that as a jumping off point to discover music you may be unaware of.

Stage.FM - Enter a major name act you enjoy and receive a list of independent acts with a similar sound.

SoundPedia.com - Upload your existing playlists or create new ones to help you find like minded lists that aid you in discovering new music.

Twones.com - Share your playlists and match them to users with similar tastes so you can locate artists you didn’t know about.

UpTo11.net - Their search engine allows you to enter up to four bands at once and get a recommendation of a group that sounds like that combination.

ZuKool.com - Choose individual songs, or create a playlist from their library of 600,000+ songs, and receive recommendations of others. Rate those to get even more suggestions.

Music News

    MusicPortl.com

AOL Music - The latest headlines and what’s being discussed music wise around the blogosphere.

ArtistDirect.com - The latest music headlines from album releases to tour news.

BBC Music News - Music news from the mainstay of the news world, the BBC.

Billboard.com - The online counterpart to one of the premiere music industry publications.

CMT News - A news site dedicated to the country music genre.

DigitalMusicNews.com - Not only music news, but also showcases information on the technology you use it with.

Mi2N.com - A news site focusing more on the business side of the music industry.

MTV News - No list of music news sites without the MTV news site.

Music-News.com - Based in th UK music scene, see the latest big stories, album reviews, see what the editors are listening to.

    Music news

MusicNewsNashville.com - Music news from around Nashville, TN, the heart of the country music scene.

MusicPortl.com - Aggregates music news from multiple sites around the web.

Noisetap.com - A Digg-style site for music news, complete with voting options.

Pitchforkmedia.com - News, reviews, features and just about everything you could ever want to know about the state of music today.

Rolling Stone Rock & Roll Daily - The daily blog of the venerable old school music magazine, covering the day’s latest story.

Shoutmouth.com - Publishes over 500 posts a week about bands from all genres to make a one-stop-shop for all of your music related news.

SoundsLikeNow.org - Type in a band name and receive results of bands that sound like them.

Starpulse Music News - Bringing you music news from all around the music industry.

The Phoenix - From the Boston Phoenix, it’s music category focuses on the greater New England area and what’s happening in and around it’s music scene.

    Phoenix

Topix Music News - A news aggregator of music news from all over the net.

Village Voice Music News - A site that focuses on the New York City independent music scene.

Yahoo Music News - Yahoo’s news service for music news from all over the world.

September 19, 2007

Entertainment for All Ages

(* Source: Duncan Riley *)

FlowPlay

flowplay.png

FlowPlay is a virtual world community built around browser-based casual games. Users play casual games as their own created anime-like avatar, earning virtual goods for their character including clothing, refrigerators and other virtual store items. The site wants to provide the option to play casual games or interact with people in the virtual world (or both).

Animation virtual world product, anime style 2.5D visuals

strong privacy features to protect the kiddies

similar to Hobbo Hotel, Cyworld, Club Penguin, but with casual games emphasis.

Pitched a girls…well it appears to be, you can win dresses and stuff.

flowplay.jpg

Unfortunately the time was used to show a demo video, not the best use of their time on stage. Will appeal to kids.

Metaplace

metaplace.pngAreae’s Metaplace platform aims to revolutionize the virtual worlds space with a platform that will provide an open, easy-to-use interface which will allow users to create virtual worlds that can run anywhere. Metaplace-created virtual worlds will allow user to play games, socialize, create content and conduct commerce. Metaplace-created virtual worlds can be embedded into external sites, including Facebook, MySpace or a blog. Virtual worlds in the Metaplace network can be easily linked together.

Virtual world product, market still growing.

Virtual worlds are like AOL in 94, walled gardens etc, not a good thing according to them.

Has Facebook, MySpace widget, blog widgets, 30k embed.

Generic virtual world platform, can have Sim’s style games, shooters, even an Amazon store front.

Virtual world can also import XML: content, services etc can be imported.

Users can set up their own world from scratch, each world communicates with each other.

“virtual worlds for everyone”
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P1020481.JPG

Woome

woome.pngWooMe brings speed dating online and extends it to let users meet new people live in speed sessions that are “fast, fun and free.” WooMe doesn’t require long forms or lengthy profile descriptions, users simply find a session that interests them and meet five people in five minutes. Users can also create their own session based on their interests and can invite people they want to get a know or friends.

Speed dating product.

Good presentation, talk to people quickly via webcam, both parties must agree to hookup

Zivity


zivity.png