Main

March 11, 2010

Radian6 Launches Powerful Social Media Engagement and Monitoring Console For Brands And Agencies

(* Source: Leena Rao *)

 

 


Brands are engaging in the conversations that are taking place on social media sites now more than ever. But in order to tap into the social conversations that are taking place on the web, brands and agencies need to have a powerful tool to track, measure and engage sites such as Twitter, YouTube, Facebook and others. One of the leaders in the social media tracking space, Radian6, is launching a new Engagement Console to streamline this process.

A desktop client built on Adobe AIR, the engagement console lets your both track and engage in the conversation taking place on blogs, videos, forums, boards, Twitter, Flickr, Google Buzz, LinkedIn, Facebook fan pages, public discussion groups, and mainstream news sites. The site also allows for assigning of tasks from within the platform, enabling users to access workflow from within the client.

You can customize a tracking grid of social media sites by breaking out your conversation into stacks by broad or specific topics, tagged customer lists, or even user assignment. Stacks can also be separated out by media type.

Th workflow feature allows you to tag, assign, and route posts to team members, and track the status of the assignments. Any conversations a user engages in, whether it be on Twitter, Facebook or with a co-worker, will be recorded for both the user and the administrator. And of course, the console allows you to Tweet, reply, retweet, and send direct messages, shuffle through user profiles, and follow new contacts right from the platform. Similar to many of the consumer focused social media clients out there, Radian6 allows for unlimited accounts and includes a URL shortener.

With respect to Facebook, the client allows users to respond to status updates, wall posts, comments, and “likes”. Users can also view news feeds for Facebook friends, and see new photos or videos that have been uploaded from within the console. The dashboard also provides analytics from within the console, such as post volume, and engagement stats.

Radian6 has had considerable success in terms of serving big-name clients. The company is currently helping over 10,000 brands track social media sites, including Comcast, MTV, Dell, UPS, GE and Microsoft. And this engagement console has all the bells and whistles to make any brand marketer content. The console, we are told, will be in private beta until April. That being said, there are plenty of other offerings for companies and agencies to track social media and this is a competitive space. Radian6 faces competition from a number of startups including Scout Labs, Visible Measures, Viralheat, HootSuite and PeopleBrowsr.

 

February 01, 2010

Context is King: How Videos Are Found And Consumed Online

(* Source: Ashkan Karbasfrooshan *)

 

Editor’s note: This is the third in a series of posts by guest writer Ashkan Karbasfrooshan. Previously, he wrote about the State of Online Video, and 12 Surprising Things Holding Back Online Video Advertising.  In part 3 today, he examines how videos are found and consumed online. Karbasfrooshan is the founder and CEO of WatchMojo , a producer of premium, informative and entertaining video content. The company’s catalog of 5,000 videos has generated over 110 million streams since 2006.

To try to understand—let alone guess—the future of video advertising, one needs to start by looking at the biggest trend in media over the past few decades.  In November 2006, Bear Stearns Cable and Satellite analyst Spencer Wang published a study called “Why Aggregation & Context and Not (Necessarily) Content are King in Entertainment”.  While Bear Stearns has since been acquired by JP Morgan and is now a mere footnote in business books, the study’s findings are more relevant than ever.  Let’s examine 8 key factors behind online video consumption

Factor 1: Media is Fragmenting

According to a recent NY Times article, in the 1952-53 season, more than 30% of American households watched NBC during prime time, according to Nielsen.  In fact, up until twenty years ago, you could buy a 30-second spot on CBS, NBC or ABC and reach “everyone.”  Today, NBC’s prime time reach is 5%.  Sure, NBC is lagging CBS and ABC, but neither the Tiffany network nor Disney’s counterpart is faring much better.  The secret’s out: fewer people watch TV and teenagers spend every waking minute connected to the Internet, increasingly through the mobile web.

Factor 2: Deportalization is Here to Stay

As the media world becomes fragmented and consumers move online, the Web is following a similar path, known as deportalization: the move away from the dominant portals of old, as social networks gain huge followings and vertical niche sites gain smaller, but more loyal, followings.

Ten years ago, you could buy a banner on MSN, AOL or Yahoo and reach “everyone” on the Web.  Five years ago, you could get the same result by buying a text link through AdWords and reach consumers who were either searching directly on Google.com, or surfing on the countless number of websites that were part of Google’s publisher network through AdSense.

Suffice to say, times have changed.  In fact, less and less often do consumers even seek out content  by actually going to a given site.  To paraphrase Jeff Jarvis, if something is important, it will find me, be it via newsletter, Facebook, Twitter or a shared link in an email.  In fact, Facebook might very well be the last giant Web property and when it launched Facebook Connect, it too began to extend its tentacles across the Web.  Twitter’s growth has maintained thanks to its off-site (API) growth, while YouTube exploded due to its open embeddable nature from the get-go.

However, after YouTube sold to Google for $1.65 billion and the site’s aggregate traffic soared, some video producers tried to find a way to generate an audience—and revenues—outside of YouTube in order to build a legitimate business.  In other words, media is becoming fragmented, the Web is becoming deportalized, and the front line of it all is online video.

Factor 3: Content is Not a Zero-Sum Game

If we return for a second to television, it’s worth noting that with the advent of cable television, as the number of channels rose, so did overall content consumption.

Analogously, as the number of content producers and distribution points increases online, consumption increases exponentially.  For proof, look no further than the recent comScore figures touting over 31 billion videos were viewed in November 2009.

Factor 4: Content is King?

Indeed, to paraphrase Viacom’s Chairman Sumner Redstone: content becomes more important than distribution mechanisms; as new channels of distribution creep up, it is the content that is always going to be necessary, hence the adage “content is king”.  If you fast forward to 2010, it’s true that with all of these social media aggregation and distribution tools, you are seeing media rise to the surface.  No one, after all, cares about the pipes; it’s what flows through the pipes that matters.  The context—Facebook, Twitter, email—in which people are introduced to media and consume it is becoming more important than the content itself.  Content is no longer king, context is.

Factor 5: Demand for Content is Elastic, Supply of Funds is Not

The problem, as you can imagine, is that while it’s perfectly plausible for global advertising to grow, it will not grow fast enough to feed all of the mouths at the creative table.  As “consumer touch points” increase, the number of people that each piece of content reaches becomes smaller at the time of publishing/broadcast but can grow over time.  That’s the theory, anyway.

This is a double-whammy trend.  It is negative because the audience for something (and corresponding revenue) will be less than what the most popular event on television will be, which partially explains the cachet television still has over its online brethren.

But it is also a positive trend in that as a content owner you will be able to derive more revenue over the course of the content’s shelf life.  Don’t get me wrong, syndication on television is an enormous revenue stream, but that is not an option for all programming, whereas online, technically, anything has both a shot at building an audience and having some kind of residual revenue stream.  The problem is that there is no vetting process per se online so the lowest common denominator can be zero.

Factor 6: Chasing Hits Has Proven Futile

Ultimately, overall consumption of media will increase but hits become less frequent and each hit will become more niche.  The stats support this hypothesis, despite YouTube’s aggregate size and macro-level success, each clip’s average viewership shows that regardless of whether the video is user-generated, premium or super-premium (for a definition of the differences click here), on average:

  • It will garner 500 views over time
  • 25% of those views will come in the first four days and
  • by and large, only the first 30 to 60 seconds will be watched.

How can you build a business on that?

Factor 7: Discovery vs. Recovery

Exasperating matters is how content is actually unearthed.  To borrow from John Battelle’s breakdown of search: videos are found via recovery and discovery.

Statistics show that:

  • 45% of views come from direct navigation where a user goes to YouTube and searches to “recover” something they have already seen or are actively looking for.  Of course, YouTube is the world’s second largest search engine and most of those searches are now conducted on YouTube.com, which reinforces the argument that YouTube is now the best Internet M&A of all time.
  • The other 55% of the time, users stumble upon a video and “discover” it.  That is right, over half of the time, users land on something randomly.

In other words, while traditional media views the web as a place where pirates turn to to rip off their copyright, the truth is, only half of all of the content consumed is actually searched for, the other half is stumbled upon, meaning you actually have to distribute it widely enough to increase the likelihood that people even notice it, let alone give a damn!

This is why you need both lots of content and a diversity of it.  Indeed, Time.com former Managing Editor Josh Tyrangiel admitted that “long form journalism, a staple of magazines like Time, is not working” online.  The same applies to long form video online, and by extension, on mobile.

Factor 8: Size Matters

So what works?  To gain more insight into that (and to avoid an overly biased outlook), I reached out to Dina Kaplan, who is the COO of blip.tv.  (We use blip.tv’s video player on our web property).  According to Kaplan, a Pyramid of Content is emerging on the Web.

I tend to agree.  Back in February 2007, I wrote an article called “The Commoditization of Distribution and the Scalability of Content”.  In it, I alluded to a rudimentary pyramid with super premium on top, premium in the middle and UGC at the bottom:

It’s certainly not rocket science, and Kaplan and I are not alone in having that view.  She continues: “Hulu is the best-known platform sitting at the top of the pyramid, in terms of hosting and distributing network content.  YouTube, which has long been known for hosting great viral and one-off videos, has owned the bottom of the pyramid.”

The question remains: who will own the middle.  A couple of years ago, YouTube made a move towards “torso content”.  Kaplan’s blip.tv is obviously making a play for the middle, “blip.tv [wants to own] the middle of the content pyramid: the best original shows produced for the Web.  These shows are produced by talented individuals and production companies who are building up loyal audiences for their shows, just as the producers of a traditional TV show would.”

With things like Apple launching the iPad and IPTV gathering steam, Kaplan is confident that “shows will move around from screen to screen and you’ll choose to watch content on whatever screen is most convenient for you at that moment.”

Of course, with Boxee’s struggles to get traditional media on-board, one wonders if new media producers have a golden opportunity to win traditional ad dollars, which dwarf new media dollars by a wide margin.  For all the talk and excitement about online advertising and online video advertising, TV advertising in the US remains a $75 billion industry.

When you realize the dichotomy between the existing business that is Television and the potential that might be Online Video, you realize why the stakes are so high.  Also read:

Part 1: State of Online Video

Part 2: 12 Surprising Things Holding Back Online Video Advertising

 

September 03, 2009

Social Networks More Than 20 Percent of Online Ad Impressions

(* Source: InsideFacebook *)

 

socnetadsites

Social networks accounted for 21.1 percent of all online display advertising impressions in the US as of June, with Facebook reaching the most unique visitors. For the month, nearly 70 billion impressions reached some 130 million unique visitors, according to a comScore report released yesterday. Out of those numbers, most of were split between MySpace and Facebook.

While MySpace had 30 billion impressions that reached 65.5 million unique visitors, Facebook had fewer impressions but more users who saw the ads — 27 billion impressions for 67.4 million unique visitors.

We took a deeper dive into how gaming companies are taking advantage of this advertising inventory to find more gamers, see our report from earlier today. Companies like Zynga are now some of the largest advertisers on social networks, according to the comScore data.

 

June 29, 2009

Facebook Click Fraud 101

(* Source: Michael Arrington *)

 

 

An interesting article on how this is done.

 

 

Michael reports...

Our posts earlier this week about the alarming amount of click fraud at Facebook left more than a few unanswered questions. The problem is real and was confirmed by Facebook. But what wasn’t clear is exactly how or why it was happening. Now, after we’ve interviewed a number of advertisers and fraudsters, we know exactly how and why they are doing it.

First the why. Click fraud is serious business on the big search engine advertising networks because the bad guys can make serious money. Sign up for an Adsense account and put those ads on parked domain names or wherever. Then all you have to do is start clicking those ads like crazy, using bots or cheap labor. The search engines fight this via obvious and not so obvious means, and an arms race begins. To win you need access to a lot of good IP addresses and not get too greedy. And like inflation and the government, a little click fraud is tolerated by Google and others. It keeps the dollars flowing.

But Facebook is a different story. As of now they don’t really have an Adsense equivalent - Some App developers can run Facebook ads for a revenue split, but that’s it. Those guys wouldn’t be able to get away with click fraud for very long because there are too few of them and it’s too easy to monitor spikes in performance.

So what’s the incentive? We’ve spoken to a number of Facebook advertisers who have explained exactly what’s happening - advertisers are clicking on competitor ads to drive up their costs and drive down their ROI. As advertisers leave the system in disgust, prices go down and the people left win.

At least that’s the theory. But what’s really happening is better explained by game theory stuff that we all learned in micro economics courses. The advertisers know they’d all collectively be better off if they didn’t engage in click fraud against each other. But anyone that “does the right thing” is put at a severe disadvantage competitively. So unless and until Facebook can put a stop to this, advertisers argue that they are actually forced to engage in click fraud to have a fighting chance at making any money.

Some of these guys are spending $30,000 a day on ads on Facebook alone (the maximum for self serve advertisers) and put significant capital at risk. They’re not particularly worried about much more than keeping that capital safe, and earning a living.

And for the most part these are affiliate marketers - middleman arbitragers that don’t create or sell products but simply pass leads and orders on to others who monetize users directly. They have to monitor ROI carefully, particularly because they are paying Facebook per click and in turn getting paid for conversions (sales, leads, etc.). Click fraud puts them out of business fast.

Facebook Click Fraud 101:

Here’s how advertisers are engaging in click fraud:

First, its hard to even see the ads in the first place. On search engines they are there on the parked domain page, or you see them when you type in a query. But on Facebook ads are hyper targeted to users based on deep demographic data - like single men who live in San Diego and like the Xbox and U2, for example. If you aren’t a user who fits that description on Facebook, you don’t see the ads.

So the bad guys just create thousands of fake Facebook accounts with a wide variety of demographic information. This sounds like a lot of work, but it’s highly automated. One advertiser told me how he paid $200 to an Indian operation for 2,000 Facebook accounts. Another said the going rate was just $10 per 100 accounts if you supply the unique email accounts. Once the accounts are created, they use software to fill out the varied demographic information, and that software also manages all these accounts.

The fraudster then logs in to Facebook via these accounts and views the ads that are displayed. The right competitive ads come up and Bingo, the software then clicks them. Facebook rules allow an account to click any advertisement up to six times in a 24 hour period, and all those clicks are charged. All you need is a few accounts to view the ads and then click to the max. Facebook even makes it easy to find the ads. They have an “Ad Board” that shows all ads targeted to that user (mine has 15 ads on it).

Often the fraudsters have their art down to a science and their software clicks ads so fast and moves on to the next one that it doesn’t even hang around long enough for the underlying URL to resolve. Facebook still sees (and charges for) the click, but the advertiser’s server never registers a page view. That’s what bugs advertisers the most. In our original post we quoted one advertiser who at least wanted to see the traffic from the spam bots: “If I were at least getting bot traffic or something that would be one thing, but right now Facebook is simply stealing 20% of clicks that I paid for, which adds up to thousands of dollars.”

The people we spoke with say they’ve been doing this since last year, and have had almost no account profiles shut down. “Just 2 of my 2,000 accounts were closed” said one source.

How Facebook Is Fighting This:

We’ve spoken to Facebook a number of times this week to understand how they are fighting click fraud. We also wanted to wait on this story until Facebook felt comfortable that we weren’t going to make the situation worse by mapping out how fraud is done.

Facebook says the fraud is now under control. One way they monitor fraud is to view conversions off ad clicks - some ads ink to other Facebook pages where surveys and offers are completed, and Facebook can monitor if a click results in a conversion. Conversion rates have stabilized since the changes they made last Sunday, Facebook tells us, meaning fraud has decreased.

Facebook has told us a few ways that they are combating the fraud. They’ve asked us not to publish all of those methods because fraudsters may have an easier time bypassing the defenses. But we’ve checked with experts who agree that the protections Facebook has put in place make sense.

One thing Facebook is willing to talk about on record is that they are heavily monitoring click rates on ads and flagging accounts that are statistically out of bounds for human review. It doesn’t sound like they intend to close known fraudster accounts down, though. Just keeping an eye on them and reversing any ad clicks may in fact be a smarter way of combating them and gathering more data. I agree.

Advertisers who’ve been affected will have credits applied to their accounts automatically, Facebook says. And they can also contact Facebook directly with concerns.

Some advertisers are saying click fraud rates haven’t declined this week at all, but others are saying they see a significant decline in fraud over the last few days. We’re working with one group who’ve set up test ads to monitor fraud on Facebook as well. As of tonight they are still seeing discrepancies in the number of clicks Facebook says they sent and what their server logs show. So clearly the problem has not been fixed entirely, and it probably never will be. It’s an arms race, but at least Facebook is admitting to the problem, and actively fighting it.

 

June 19, 2009

A Collection of Social Network Stats for 2009

(* Source: Scott McClelland *)

 

Jeremiah Owyang from Forester Research in Silicon Valley says...

All Social Networks

  • Techcrunch has listed out comscore’s numbers across multiple social networks, Sources: Techcrunch via Comscore, Jan 1, 2009
  • Compete has released stats in Feb, comments by Cnet. Unique Visitors, Total Visitors and rank information. Cnet, Feb 10, 2009
  • Nielsen Online shows that: Social networks and blogs are now the 4th most popular online activity ahead of personal email, Member communities are visited by 67% of the global online population, time spent is growing at 3 times the overall internet rate, accounting for almost 10% of all internet time, PDF, Nielsen Online, March
  • Nielsen reports that Social Networks 68% more popular than email 65% (but not by much), Nielsen, Cnet, March 2009
  • Techcrunch has an interesting application that shows which social networks dominate by country, June 2009
  • Facebook

  • Facebook has some very limited stats on their own website, view here, Facebook, often updated
  • 150 million people around the world are now actively using Facebook and almost half of them are using Facebook every day. This includes people in every continent—even Antarctica. If Facebook were a country, it would be the eighth most populated in the world, just ahead of Japan, Russia and Nigeria. Facebook is used in more than 35 different languages and 170 countries and territories. Source: Mark Zuckerberg, Jan 7, 2009
  • Facebook has 54.5 million monthly unique visitors, says Comscore, with a growth rate in the U.S. averaged 3.8% per month over the last year. Source, Comscore via Techncrunch, Jan 13, 2009
  • 175mm users, with 600k daily growth of users, with the fastest growing segment “45% of Facebook’s US audience is now 26 years old or older.” Inside Facebook, Feb 15th, 2009.
  • Compare the dominant Facebook vs MySpace traffic, stickablilty, and engagement, Compete, Feb 27, 2009
  • Despite those that have over 100 friends, most only communicate with a smaller subset of friends, and the rest is broadcasting to others. Now there’s not enough data presented to see if if content actually can still spread across those that do not interact. Source originally from Facebook’s sociologist, Feb 2009
  • This graph from Compete data shows Facebook has more users than MySpace, note the ‘crossing of the streams’, Compete, March
  • Inside Facebook says: “the number of Americans over 35, 45, and 55 on Facebook is growing fast. In the last 60 days alone, the number of people over 35 has nearly doubled. Developers and marketers may want to think about how to serve this group of new users.” Inside Facebook, March
  • “Women over 55 remain the fastest growing group, and growth among the teen and college-age set has been relatively paltry. In absolute numbers there are now even slightly more members between the ages of 45 and 65 than there are 13-to 17-year-olds.” Wired Magazine, March.
  • Facebook Ranks as Top Social Networking Site in the Majority of European Countries. Facebook Captures #1 Ranking in Spain for the First Time in February, comScore, April
  • Facebook dominates US visitors over MySpace: “Facebook pulled in 70.278 million unique visitors in the states, compared to MySpace’s 70.237 million, according to data released by ComScore. That made Facebook the most popular site in the U.S., in terms of visitors. Just a month earlier, Facebook had a little over 67 million U.S. visitors behind MySpace’s 70.9 million.” PC Mag,, June 16
  • Hi5

  • 60 million reported users, and Hi5 has introduced a gaming component. VentureBeat, Feb 5, 2009
  • LinkedIn

  • “the site’s traffic is up in the recession. It hit 36 million members last Monday and is adding them at a rate of about one member per second. According to ComScore, it’s gone from about 3.6 million unique monthly visitors a year ago to 7.7 million today, Adage, March 2
  • Microsoft: Live, Hotmail, Messenger

  • Number of active WL IDs: More than 500 million active Windows Live Ids. Number of Hotmail Users: More than 375 million active accounts worldwide. Number of Messenger Users: More than 320 million active accounts worldwide. As told to me by Microsoft in April
  • MySpace

  • 76 million members in MySpace US, with a U.S. growth rate of 0.8% per month Comscore via Techncrunch, Jan 13, 2009
  • “The average MySpace user now spends 266 minutes (4.4 hours) on the site every month; a 5% increase over last month and a +31% increase year over year. MySpace says its users spend nearly 100 minutes more per visitor than the closest competitor.” Social media bible (who cites a press release), Feb, 2009
  • Compare the dominant Facebook vs MySpace traffic, stickablilty, and engagement, (repeated from the Facebook category above) Compete, Feb 27, 2009
  • Facebook dominates US visitors over MySpace: “Facebook pulled in 70.278 million unique visitors in the states, compared to MySpace’s 70.237 million, according to data released by ComScore. That made Facebook the most popular site in the U.S., in terms of visitors. Just a month earlier, Facebook had a little over 67 million U.S. visitors behind MySpace’s 70.9 million.” PC Mag,, June 16
  • Twitter
    Having spent time with Ev and Biz, they don’t provide a lot of data and certainly not a total user count, as a result, we often have to estimate based on the following sources.

  • According to Compete, the growth rate for Twitter was 752%, for a total of 4.43 million unique visitors in December 2008, in the start of 2008, Twitter had only around 500,000 unique monthly visitors. Source: Mashable/Compete, Jan 9, 2009
  • Demographics of Twitter: Lots of stats here: 11% of online adults use Twitter or update their status online
  • Twitter users are mobile, less tethered by technology, Pew Research, Feb 12
  • Quantcast data on Twitter indicates that Twitter.com is a top 500 site that reaches over 4.1 million U.S. monthly people. The site attracts a more educated, slightly more female than male, young adult audience. Quantcast, March
  • Compete shows that Twitter is receiving 8million unique visitors in the month of March 2009. Compete (via Nick) March 10
  • Comscore data shows that “In February, 4 million people in the U.S. visited the site, up from 2.6 million the month before, according to the latest data from comScore. That represents a 55 percent month-over-month growth rate, compared to 33 percent growth in each of the two months prior.” Comscore, March
  • Unique visitors to Twitter increased 1,382 percent year-over-year, from 475,000 unique visitors in February 2008 to 7 million in February 2009, making it the fastest growing site in the Member Communities category for the month, Nielsen, March
  • “Worldwide visitors to Twitter approached 10 million in February, up an impressive 700+% vs. year ago. The past two months alone have seen worldwide visitors climb more than 5 million visitors. U.S. traffic growth has been just as dramatic, with Twitter reaching 4 million visitors in February, up more than 1,000% from a year ago.” Comscore, April
  • Xing

  • Xing has 6.5 million users, many of which have paid accounts.
  • 2008 Stats

  • Need more? I have stats compiled in 2008 for AdultFriendFinder, Bebo, Digg, MySpace, Hi5, and many others.
  •  

    May 25, 2009

    Real Kids in Virtual Worlds

    (* Source: eMarketer *)

     

    Whe-e-e-ere are you?

    Kids today still play baseball and cut out paper dolls. But increasingly they are playing online—in virtual worlds.

    Altogether in 2008, an estimated 8 million US children and teens visited virtual worlds on a regular basis, and eMarketer projects that number will grow to over 15 million by 2013.

    Virtual world usage among children in the US is already quite strong and getting stronger. eMarketer estimates that 37% of online children ages 3 to 11 use virtual worlds at least once a month. By 2013, 54% will.

    In addition, 18% of online teens will visit virtual worlds on at least a monthly basis in 2009, according to eMarketer, and by 2013, 25% will.

    “Unfortunately, as with social networks, advertising has not kept pace with usage,” says Debra Aho Williamson, eMarketer senior analyst and author of the new report, Kids and Teens: Growing Up Virtual. “Not surprisingly, the hype and fizzling out of Second Life, combined with the tough economy, have made some marketers skittish for virtual worlds in general.”

    But things are turning out differently for virtual worlds aimed specifically at the youth audience.

    According to Virtual Worlds Management, as of January 2009 112 virtual worlds aimed at children under 18 were already up and running worldwide, and another 81 were in development.

    “The rate of development in virtual worlds targeted to the youth audience will slow as economic pressures mean less money for venture capital and for advertising to support new worlds,” says Ms. Williamson. “But there is no denying that creating avatars and exploring virtual worlds are growing activities for many children and teens.”

    Virtual worlds reside in a sweet spot between online games (which are intensely popular among children) and social networking (similarly popular among teens).

    While the vast majority of virtual world users are children and teens, adult users are more likely to be parents monitoring their children’s use of virtual worlds.

    According to a late-2008 survey by Accenture, 9% of adults said they spent at least 1 hour per week in a virtual world. But Forrester Research found in 2008 that only about 3% of adults engaged with virtual worlds at all.

    Currently, virtual world advertising is a small business, but it has interesting growth potential.

    “Advertising in virtual worlds gives marketers new insights into how consumers perceive and interact with their brands,” says Ms. Williamson.

    May 07, 2009

    Just How Much Money Can Free iPhone Apps Make?

    (* Source: Jason Kincaid *)

     
     

     

    Jason says...

    Earlier this year Pinch Media released a report on the state of the App Store, describing some of the trends it had seen as developers tried to monetize their apps. The verdict: advertising on free applications simply can’t match the payoff from even the least expensive ‘paid’ applications, and would require an unobtainable $8.75 CPM to reach the same income per install.

    AdWhirl, the iPhone advertising platform formerly known as Adrollo, begs to differ. Since launching last month, the company has signed on over 10% of the top 50 applications in the App Store and is serving 250 million ad impressions per month. And their data tells a different tale.

    According to co-founder Sam Yam, one of the fundamental flaws in the Pinch Media report is that it assumes that applications only show a single ad impression per user interaction (in other words, every time you open a free app, you only see one ad). Yam says that applications actually tend to serve 3-5 impressions each time a customer interacts with them, with even higher figures for some especially engaging applications. And when you divide that $8.75 CPM by 5, things become much more reasonable.

    The AdWhirl report, embedded below, says that applications that crack the top 100 in the Free Apps list make $400-$5000 a day - a wide range to be sure, but even at the low end that works out to around $12,000 a month. Among these top apps, AdWhirl is reporting an impressive $1.90 eCPM and 2.6% CTR. And while applications that do reach the peak position in the App Store eventually lose steam, revenue tends to remain consistent over time after the initial dip (see the graph below). Of course, making it to the top of the Free Apps list is easier said than done, and most developers make far less than $400 a day. But the same is true of the vast majority of paid applications too - in fact, there’s actually less competition on the Free side of the store.

     

    April 07, 2009

    Marketing dollars get tight, but don’t disappear.

    (* Source: eMarketer *)


    A number of reports, and many media articles, say the sky is falling on marketers—and ad dollars are evaporating.

    The annual “Marketing Outlook” study, from the CMO Council, doesn’t agree.

    Following What Are CMOs Thinking? and More About What CMOs Are Thinking, this, a third survey of CMOs, found that, despite the economy, marketers see budgets holding up fairly well and tightly controlled dollars going to growing and retaining market share.

    But isn’t that where marketing dollars always go?

    Yes, but as the report states: “Marketing, we are happy to report, is not running scared from the economy by slashing budgets and headcount. Instead, marketing is getting back to our key function: driving business and opportunity to sales and owning the customer experience.”

    The pressure is on, however, for marketers to contribute to the bottom line. Management is demanding that marketers grow market share and improve operational efficiencies. Read: more accountability.

    That is probably why Website development and digital marketing topped the list of agency changes for 2009.

    “Digital marketing has moved well beyond search as social media and experiential marketing continue to grow and evolve,” said Dave Couture of Deloitte Consulting LLP, one of the sponsors of the report. “Savvy marketers are applying collaboration marketing methods as a central component of their efforts to maximize customer lifetime value in the digital economy.”

    One-half of the global marketers surveyed claimed they were either holding firm on budgets or anticipating increases. Nearly one-third planned small budget increases, and 8% expected increases of more than 10%.

    On the other hand, nearly one-half said they would decrease spending, with 19% expecting cuts of more than 15%.

    In fact, when asked pointedly how economic conditions were influencing their budgets, 34% of the marketers said they were sharpening focus and reducing spending.

    As noted above, however, not everyone shares the relatively rosy outlook of the marketers surveyed by the CMO Council.

    In an article in Brandweek, Marc Babej of the marketing consultancy Reason inc. said, “Marketing budgets in many, if not most categories, are subject to cuts and in many cases they are deep cuts. That’s just the reality. Marketing positions are being cut too, absolutely.”

    He believes that many marketers are simply “putting on a brave face.”

    April 01, 2009

    Tinker Goes Live And Offers Micro-Payments To Micro-Bloggers

    (* Source: Erick Schonfeld *)

    Micro-blogging is getting micro-payments. Tinker, the micro-blogging topic tracker from Glam Media which we covered in depth last night, is now live. The service tracks specific topics on both Twitter and Facebook, and allows these “event” streams to be republished as standalone widgets on blogs and other sites across the Web. I’ve embedded an example below showing the subsequent Tweets about our original article.

    With the launch, Glam Media is also creating a professional micro-blogging network for journalists and bloggers who want to sign up to cover specific events or topics via Twitter or Facebook. It will be called the Tinker Micro-Bloggers Network. This will be a vetted subset of Tinker users who are advertiser-friendly. Glam is working on a micro-payments system to share revenues with approved micro-bloggers from ads in their associated widgets and Tinker streams.

    All existing Glam Media publishers are automatically part of the Tinker Micro-Blogging Network. Glam also hopes to attract professional bloggers and journalists, who are pre-qualified (including any bloggers who are part of other blog advertising networks such as Federated Media, BlogHer, and TotalBeauty). Others can apply to be part of the network as well.

    In order to make advertisers more comfortable with the concept of associating their brands with these micro-conversations, Tinker will offer a “safe” mode so that ads never appear near obscenities or specified keywords. Event moderators can also use the filters to block specific keywords or people from appearing in their curated stream.

    March 25, 2009

    All About Facebook

    (* Source: eMarketer *)

     

    Don’t place ads—build brands.

    More and more every day, the social networking giant Facebook is becoming a large part of the overall Internet experience. Company estimates state that over 175 million people have joined since its founding in 2005, and the users themselves contribute millions of pieces of content daily.

    The February 2009 Facebook numbers are striking.

    Each day during the month, Facebook users averaged over 3 billion minutes on the site. They updated their status 15 million times and became “fans” of a particular company, brand, product or person 3.5 million times daily.

    Facebook Usage Metrics Worldwide, February 2008 & February 2009 (millions)

    In addition, Compete found that that US residents spent more time on Facebook than any other Website, beating out previous leader Yahoo!. However, Nielsen Online still ranks the site third behind AOL and Yahoo!.

    But Facebook’s rapid user growth has not translated into advertising revenues.

    The habits of social network users are one obstacle. In 2008, IDC found that 43% of social network users never clicked on ads, a dramatic difference from the 80% of other Internet users who did so at least once a year. Further, 23% of nonusers who clicked on an ad then made a purchase; only 11% of social network users who clicked on ads did the same.

    If not through advertising, how can marketers leverage Facebook for their campaigns?

    When marketing professionals were surveyed by TNS Media Intelligence on what objectives had the most social media potential, most said brand-building initiatives such as gaining consumer insights, building brand awareness and increasing customer loyalty.

    Marketing Objectives for Which Social Media Offer the Greatest Potential According to Marketing Professionals in Select Countries Worldwide*, 2007 (% of respondents)

    None said increasing intent to purchase.

    “If you’re going to build a community, don’t center it around your product, but rather on something deeply relevant to a particular consumer group,” said eMarketer CEO Geoff Ramsey. He also suggested keeping fans of your brand pages happy by giving them a lot of content and letting them share the love with others.

     

    Study: In-Game Video Advertising Trumps TV Advertising In Effectiveness

    (* Source: Robin Wauters *)

     

     

    Robin says...

    A study commissioned by NeoEdge Mountain View, CA-based casual gaming advertising network, says (surprise, surprise) that video advertising within online games is more effective than TV advertising. Preliminary results of the study, which will conclude at the end of this month, seem to indicate online gaming audiences are more inclined to remember and positively percieve brands who experiment with pre, mid and post-roll video advertisements inside Web-based games.

    Of course, studies ordered by commercial companies with a clear stake in the subject of the research like this one always need to be taken with a grain of salt, but the results are interesting nonetheless, and deserve a closer look. After all, major companies like Google and Sony are eyeing in-game advertising revenues in a big way, and for good reason: depending on which research organization you trust, spending on in-game advertising is supposed to grow to between $732 million and $1.8 billion by 2010, although I personally believe the current economic climate might prevent spending to reach even the more conservative prediction by the end of next year.

    For more context: some say in-game advertising will ruin the video game industry altogether, others believe standards will spur industry growth, and a recent article on our sister site Crunchgear (based on another study) suggested gamers don’t have a problem with in-game advertising at all.

    Anyway, going back to NeoEdge’s study, which was conducted in conjunction with research agency Frank Magid Associates, this is how they came to their conclusions:

    The research goal was to determine both the value of online video advertising inside of casual games and the most efficient use of video advertising in casual games. In partnership with advertiser Zappos.com, casual game players across the NeoEdge Network were intercepted with a survey request after game play. Consumers saw one of ten different online video advertising scenarios, which varied number of ads seen, frequency of ads and additional ad products. Over 2,000 consumers participated in the research study and over 1 million ad impressions were used to conduct the comprehensive research.

    According to Vicki Cohen, Executive Vice-President at Frank Magid Associates, the preliminary results show a 5x increase in unaided brand awareness over TV advertising where a game included a Zappos.com ad. Other key findings according to the release: over 80% correctly linked Zappos.com as the advertiser who “allowed them to play the game for free” (who knew gamers were such a grateful lot?), while 56% had a more favorable impression of Zappos.com because of their trade-off of watching an ad for free game play.

    I am skeptical that the reported uplift in percentages and absolute numbers can be generalized across all in-game advertising and more extensive research would be welcome for backing up the statement, although I am inclined to believe the notion that in-game advertising is generally more effective than TV advertising.

    Then again, which form of digital advertising isn’t?

     

    March 23, 2009

    New Hitwise Stats Show How Bad Hitwise Data Is

      (* Source: Michael Arrington *)
     

    Mike says...

    It’s no secret how bad most of the analytics firms are at gathering statistically relevant data about Internet traffic. All of them, Quantcast, Comscore, Hitwise, Compete, Alexa, etc., are flawed in various ways and to various degrees.

    But today’s blog post by Hitwise shows just how bad their data really is. They say that Craigslist is now the top searched term on the Internet, taking that honor from MySpace. Facebook is third.

    But the real data is out there for the taking. Google Trends shows Google search data, and since Google commands such a large lead in search in most countries, presumably the data is accurate. Google trends shows exactly the opposite data as Hitwise - Facebook is by far the most queried term, followed by MySpace and then Craigslist.

    I’m putting my money on Google when it comes to accurate search trends. And if I were Hitwise, I’d make very sure my search data conformed to whatever Google was saying.

     

    Why Advertising Is Failing On The Internet

    (* Source: Eric Clemons *)

    Editor’s note: The following is a guest post by Eric Clemons, Professor of Operations and Information Management at The Wharton School of the University of Pennsylvania. In it, he argues that the Internet shatters all forms of advertising.  “The problem is not the medium, the problem is the message, and the fact that it is not trusted, not wanted, and not needed,” he writes. The views he expresses are his own, and we present them here to foster debate.  (Obviously, we hope there is a place for advertising on the Internet since it pays our bills).

      1. There Must Be Something Other Than Advertising:

    The expected drop in internet advertising revenues this year was neither unpredictable nor unpredicted, nor was it caused solely by the general recession and the decline in retail sales.  Internet advertising will rapidly lose its value and its impact, for reasons that can easily be understood.  Traditional advertising simply cannot be carried over to the internet, replacing full-page ads on the back of The New York Times or 30-second spots on the Super Bowl broadcast with pop-ups, banners, click-throughs on side bars.  This might be a subject where considerable disagreement is possible, if indeed, pushed ads were still working in traditional media. Mostly they have failed. One newspaper after another is going out of business across the United States, and the ad revenues of traditional print media, even of highly respected magazines, is declining. The ultimate failure of broadcast media advertising is likewise becoming clear.

    Pushing a message at a potential customer when it has not been requested and when the consumer is in the midst of something else on the net, will fail as a major revenue source for most internet sites.  This is particularly true when the consumer knows that the sponsor of the ad has paid to have this information, which was verified by no one, thrust at him.  The net will find monetization models and these will be different from the advertising models used by mass media, just as the models used by mass media were different from the monetization models of theater and sporting events before them.  Indeed, there has to be some way to create websites that do other than provide free access to content, some of it proprietary, some of it licensed, and some of it stolen, and funded by advertising.

    The idea that content has a price and net applications should find ways to earn a profit without providing free access to other people’s content gets explosive reactions; when virtual reality pioneer and tech guru Jaron Lanier suggested in a New York Times Op Ed that authors deserved to be paid for their content he actually received death threats.  But other models are possible and several suggestions for alternative forms of monetization are offered below.

      2. Advertising will fail:

    The internet is the most liberating of all mass media developed to date.  It is participatory, like swapping stories around a campfire or attending a renaissance fair.  It is not meant solely to push content, in one direction, to a captive audience, the way movies or traditional network television did.  It provides the greatest array of entertainment and information, on any subject, with any degree of formality, on demand.  And it is the best and the most trusted source of commercial product information on cost, selection, availability, and suitability, using community content, professional reviews and peer reviews.

    My basic premise is that the internet is not replacing advertising but shattering it, and all the king’s horses, all the king’s men, and all the creative talent of Madison Avenue cannot put it together again. To analyze this statement we need a working definition of advertising, and I proposed the following, which is as general as I could make it:

    Advertising is using sponsored commercial messages to build a brand and paying to locate these messages where they will be observed by potential customers performing other activities; these messages describe a product or service, its price or fundamental attributes, where it can be found, its explicit advantages, or the implicit benefits from its use.

    It is frequently argued that the advertising industry will provide sufficient innovation to replace the loss of traditional ads on traditional mass media.  Again, my basic premise rejects this, suggesting that simple commercial messages, pushed through whatever medium, in order to reach a potential customer who is in the middle of doing something else, will fail.  It’s not that we no longer need information to initiate or to complete a transaction; rather, we will no longer need advertising to obtain that information.  We will see the information we want, when we want it, from sources that we trust more than paid advertising.  We will find out what we need to know, when we want to make a commercial transaction of any kind.  The conventional wisdom is that this is exactly what paid search helps us to do, but all too often they are nothing more than a form of misdirection, as I explain further below.  Instead, we will use information that we trust, obtained at the time that we want to see it.

    Better targeting of ads using individual interests and individual behaviors will ensure that we do not bore or annoy as many people with each ad, but cannot address the trust issue. As for paid search, it is closer to other mechanisms that allow a website to sell access to potential customers. It works effectively as a revenue source for Google, of course. But it surely is not replicable for the average content website.

      3. Advertising will fail for three reasons:

    There are three problems with advertising in any form, whether broadcast or online:

    • Consumers do not trust advertising. Dan Ariely has demonstrated that messages attributed to a commercial source have much lower credibility and much lower impact on the perception of product quality than the same message attributed to a rating service. Forrester Research has completed studies that show that advertising and company sponsored blogs are the least-trusted source of information on products and services, while recommendations from friends and online reviews from customers are the highest.
    • Consumers do not want to view advertising. Think of watching network TV news and remember that the commercials on all the major networks are as closely synchronized as possible.  Why?  If network executives believed we all wanted to see the ads they would be staggered, so that users could channel surf to view the ads; ads are synchronized so that users cannot channel surf to avoid the ads.
    • And mostly consumers do not need advertising. My own research suggests that consumers behave as if they get much of their information about product offerings from the internet, through independent professional rating sites like dpreview.com or community content rating services like Ratebeer.com or TripAdvisor

    Yes, both network executives and their ad agencies have noted that we are not watching traditional ads, and they attribute this to the fact that we have moved beyond newspapers, televised network news, and broadcast movies, to video games, iPods, and the internet.  Porting ads to a new medium will not solve the three problems noted above.  The problem is not the medium, the problem is the message, and the fact that it is not trusted, not wanted, and not needed.

      4. Alternative models for monetization are available:

    Again, my research suggests that there are three general categories for creating value that can be monetized, including selling real things, selling virtual things, and selling access. Some websites exist solely to sell real things.  Many of the best-known perform aggregation of demand, so that there will be enough customers to justify stocking and selling items for which there is only limited demand.  Amazon is merely the best-known example.  Sites like Amazon and Zappos are especially good for long tail items … where else do you go for a copy of the Green Sea of Heaven, Elizabeth T. Gray’s magnificent translation of the Ghazals of Hafiz, or for a pair of size 20 basketball shoes?  Selling real things online has been studied since the advent of interest in eCommerce and will not be discussed further here. Other websites sell virtual things.  These activities fall into three categories:

    • Selling content and information, from digital music to news and information.  Some of these sites are funded by subscriptions, like Gartner Research; some are by direct micropayments for purchases, like iTunes; and some currently attempt to fund themselves through advertising, like Business Week or The New York Times, while still searching for a more effective business model.
    • Selling experience and participation in a virtual community, including Second Life and World of Warcraft, Facebook and MySpace, Flickr and YouTube, or LinkedIn.  Not all of these have found a way to charge for participation.
    • Selling accessories for virtual communities, like completed homes and stores, furnishings, clothing, and pets in Second Life or characters and accessories that would be difficult to earn in World of Warcraft, although this behavior is generally despised by serious World of Warcraft players.

    Finally, some websites create and sell access to customers.  Again, this can be divided into multiple categories.

    • Misdirection, or sending customers to web locations other than the ones for which they are searching.  This is Google’s business model. Monetization of misdirection frequently takes the form of charging companies for keywords and threatening to divert their customers to a competitor if they fail to pay adequately for keywords that the customer is likely to use in searches for the companies’ products; that is, misdirection works best when it is threatened rather than actually imposed, and when companies actually do pay the fees demanded for their keywords.  Misdirection most frequently takes the form of diverting customers to companies that they do not wish to find, simply because the customer’s preferred company underbid.  Misdirection also includes misinformation, such as telling a customer that a hotel is sold out when, indeed it is still available, if the hotel has chosen not to pay a promotional fee, and then allowing the guest to choose an alternative property.  Misdirection is, regrettably, still a popular business model on the net, although for reasons I explored in an earlier TechCrunch post on Google it seems ultimately to be unsustainable. More significantly from the perspective of this post, it is not scalable; it is not possible for every website to earn its revenue from sponsored search and ultimately at least some of them will need to find an alternative revenue model.
    • Evaluation, assessment, and validation. The opposite of sending a customer someplace other than where he wants is providing the customer enough information for him to make an informed choice on his own. Recommendations on TripAdvisor.com allow potential guests to evaluate and validate recommendations provided by Hotels.com; not surprisingly, Hotels.com originally owned TripAdvisor, and benefited greatly from it.  Since Hotels.com did not attempt to influence or censor TripAdvisor content the website was (and is) trusted and helped put recommendations from Hotels.com at a level of trust comparable to those from an experienced travel agent.  There are at present only a few other examples of website symbiosis like this, where community content on one site adds considerable value for another; consider also the relationship between the Beeryard’s list of new beers and Ratebeer.com, where clicking on the name of a newly arrived beer at the Beeryard will allow you to examine reviews on Ratebeer.com.
    • Social search. Social search is a way of tailoring search based on the user’s network of friends.  Rather than searching for any hotel in Chicago, or for any hotel that paid for the keywords “hotel” and “Chicago” I would like to be able to ask for the hotel where my friends stay when they are in Chicago.  This invades no one’s privacy, avoids the annoyance of pushing ads at me when I am not searching for something to buy, and provides more relevant results than paid search usually can deliver. There are many problems with this, including the fact that my friends may not be on Facebook or other networks yet and those that are may not post their hotel or automobile or restaurant preferences. Most seriously, while it is clear how Microsoft might benefit from this, using its Facebook connection to undercut Google sponsored search, it is not clear how Microsoft or any other firm could monetize this directly.
    • Contextual mobile ads.  At present contextual mobile ads delivered by SMS appear to offer much promise.  Imagine a hypothetical all-knowing information-based firm that (i) knows your location because you have registered to have the information from your in-phone GPS shared with your friends and (ii) knows that you like Thai restaurants because it monitors the content of your email and your online restaurant searches and (iii) knows that you are hungry because you just said so in a text message or Twitter post you sent from your phone.  What a great time for them to text you an advertisement for a nearby Thai restaurant, sent directly to your phone.  But why would you trust this?  I remember when Hotels.com used to refer me to the same hotel, albeit at different prices, when I asked for a two-star or three-star hotel close to my office; I was never sure which was more amusing, the 80% price increase for the same hotel when I was willing to splurge on a three-star for my visitor, or the fact that there were comparable hotels 20 blocks closer to my office.  I suspect that my hypothetical all-knowing firm will similarly be providing sponsored content; perhaps I will take a couple of additional seconds in order to find the restaurant I really want. This probably does not work as a form of advertising.

    Of course no one knows yet, but if I had to guess, based on my meatspace experience, I would offer the following guesses for successfully monetizing the net in the future:

    • Selling Virtual Things: People will pay for superior, timely, original content and for superior online experiences.  Presently I willingly pay for the Financial Times, The Economist, and Foreign Affairs, I value the content, and, indeed, I feel I need it; I will continue to pay for them online.  Perhaps I would not be willing to pay for archive material, which I expect that I would be able to find elsewhere, but I will cheerfully pay for the newest content online.  Similarly, I willingly pay the cover change for my favorite jazz clubs in New York, and expect that I would cheerfully pay to participate in Second Life or World of Warcraft if, indeed, I had any interest in those virtual experiences.  I guess, ultimately, if we compete for status through our purchases of accessories, clothes and homes in meatspace we will probably continue to purchase virtual accessories in Second Life, though I can’t say I fully understand this yet.
    • Selling Access. Misdirection will fail totally and completely.  I use a Mac, but I have abandoned Safari for Firefox.  I have an iPhone and an iPod but I have never used the little white earbuds, preferring instead to purchase a pair of Shure E500 phones that I think sound vastly superior. Similarly, I would be equally happy to purchase a search service that worked for me, rather than accept a free one that works both against me and against the firms I patronize.  In contrast, while people will continue to value community content and social search, these will be difficult to monetize.  Finally, contextual mobile ads will, likewise be difficult to monetize.  With information easily available, I will make my own restaurant choices, irrespective of those pushed at me via SMS, especially when I know that those pushed at me have been pushed for a fee, rather than based on an impartial assessment of my preferences.  Yes, I can imagine SMS ads initially succeeding if they provide discounts, but ultimately this leads to little more than a bidding war for traffic and benefits no one other than the firm that provides the text messaging services.  I can think of a few commercial SMS services that will benefit everyone, such as letting the most loyal guests of a restaurant know when it is still possible to get a reservation if they act immediately, eliminating the inefficiency of empty tables, but the restaurant will do this itself, using its email or cell phone contact lists.  I don’t see this as advertising, or as being monetized by any intermediary. Of course, in an age before texting and email restaurants would have welcomed the all-knowing intermediary as the only mechanism available for communicating quickly with its most loyal customers. Now, restaurants have lists of their most loyal customers and can send out real time messages of interest. If the Blue Note were to text me on some night that I am in New York that it is still possible to get a table for two for Clark Terry, or Tria were to text me on a day when I was in Philadelphia that, surprisingly, there was no wait for an outdoor table right now, I’m sure I would respond to both. Of course there is no intermediary for this interaction, and this is more like direct communication than paid advertising.

    The internet is about freedom, and I suspect that a truly free population will not be held captive and forced to watch ads.  We always knew that freedom comes at a price; perhaps the price of internet freedom and the failure of ads will be paying a fair price for the content and the experience and the recommendations that we value.

    (Photo by nickyfern).

    February 16, 2009

    The Death Of “Web 2.0″

    (* Source: Robin Wauters *)

     


    Robin says...

    I’m not going to discuss the economic meltdown and its devastating effect on technology companies and internet startups in this post, but rather something that crossed my mind earlier this morning: “Web 2.0″ seems to become more and more a void (and an avoided) term. Of course, that’s not necessarily a bad thing, but it is definitely apparent.

    So why do I say it’s fading? For one, because the number of startups that contact us and include the term Web 2.0 in the subject line or message is visibly dropping (and that’s a good thing), and I hardly ever see it mentioned anymore on other technology blogs and news sites either. That’s not really tangible, so I took a look at the number of mentions of the phrase across the web, and they seem to be decreasing significantly, reflecting my feeling on this.

    Judging by Google Trends, which shows how often a particular search term is entered relative to the total search volume across various regions of the world (and in various languages), the term started being used at the end of 2004 when Tim O’Reilly organized the first edition of the Web 2.0 Conference. Search queries for the term started picking up in the middle of 2005, when TechCrunch was started - with the tagline “Tracking Web 2.0″ by the way - and the number kept increasing until the end of 2007. After that, the trend is clearly downwards, falling back to the level it reached in early 2006 today. If the trend continues, there should only be a handful of people left who scour search engines for “Web 2.0″ by 2011.

    Also noteworthy: take a look at the geographic regions that have generated the highest volumes of worldwide search traffic for the term over the years - it’s Asia, with the top 5 regions being India, Singapore, Hong Kong, Taiwan and Malaysia (in that order). Furthermore, Google Trends pegs the number one language in which people search for stuff related to the topic of Web 2.0 to be Russian before English.

    And just in case you’re curious: “Web 3.0″ doesn’t seem to picking up much.
    Let’s all rejoice.

    Google’s “Insights for Search”, a beta service that analyzes a portion of worldwide Google web searches from all Google domains to compute how many searches have been done for the terms you’ve entered - relative to the total number of searches done on Google over time - gives an even better overview:

     

     

    January 19, 2009

    Marketing in 2009

    (* Source: Valeria Maltoni *)

     

     

    Marketing in 2009 Cover

    Valeria says...

    I have long believed that dialogue is the art of thinking together - talk changes our lives, it allows us to learn by listening. Customers and communities are changing the nature of marketing and communications through talk, but also through actions. If you're like me, you think that social media = tools and marketing = business.

    Since we are in our own right working on changing not just the tactics for the channels but the nature itself of marketing (as currently done), I asked twelve great marketers from my network to share their thoughts on what we'll be working on in 2009.

    More than predictions, which is hard to do, we focused on direction. This eBook is the result of our collective energy and execution experience. For a bite-size preview, here's what they say:

    • "Basic metrics you can initially use to match up before, during and after sales deltas are frequency, reach, and yield" - Olivier Blanchard, The Brand Builder, @thebrandbuilder
    • "There are three imperatives for execution programs in 2009 - start with measurement, create content for the open Web and for mobility" - Matt Dickman, Techno||Marketer, @MattDickman
    • "The foundation and core of what social media is, consists of the five C's. Conversation, community, commenting, collaboration and contribution" - Mike Fruchter, My Thoughts on Social Media, @Fruchter
    • "With social media as a platform for participation, people can behave the way they were hardwired to behave in the first place - humanly, tribally" - Francois Gossieaux, Emergence Marketing, @fgossieaux
    • "Companies with greater social intelligence have stronger bonds with employees and customers, and that translates into revenue" - Lois Kelly, Beeline Labs, @LoisKelly
    • "Change ensures our own livelihoods - new opportunities and trends to capitalize upon, unique products and profit centers that merit development, robust innovation to leverage"- Christina Kerley, CK Epiphany, @ckepiphany
    • "Social media interaction allows us to have… well, interaction with our customers. It lets us see them as people instead of statistics and it lets us hear their voices" - Jennifer Laycock, Search Engine Guide, @JenniferLaycock
    • "A proper social media education is more than just learning new tools. The most important lesson we can impart is the necessity to think 'humans'"- Connie Reece, Every Dot Connects, @ConnieReece
    • "Social media isn't causing problems, but it is revealing them. And the problems aren't new; they've been around for a while" - Mike Wagner, Own Your Brand!, @bigwags
    • "The secret of success in social media is a product or a service that people actually like and use" - Alan Wolk, The Toad Stool, @awolk

    I pulled together their ideas in this PDF - Marketing in 2009. We'd love to hear your reactions and examples.

    January 12, 2009

    8 golden rules for advertising in the digital age

    (* Source: Alan H Gerson *)

     

    Good summary from Alan on the elements that an advertising campaign needs in digital today.

     

    Alan says...

    The importance of sound creative executions and integrated strategies cannot be overemphasized in today's online ad market. Follow these steps to get on the right track.

    The emergence of digital media has created some very fundamental and important changes in the goals for advertising today. Digital technologies have empowered advertising in unique ways and provided a wide range of new possibilities for two-way communication and measurement. These changes should fundamentally redefine expectations for advertising in the digital age.

     

    1. Capture interest and attention
    Advertising is, of course, a specific communication strategy designed to shape consumer action towards, or opinions about, particular products or services. Advertising, like every other communication strategy, will not and cannot work unless it finds an audience and actually delivers its message. We live in an increasingly crowded media environment. The average consumer is exposed to thousands of different advertising messages every week. Many of those messages are repeated with a frequency that deadens the senses. Even finding the right potential customer and placing the advertising message in front of him or her does not guarantee interest or focus on what the ad message is trying to communicate. 

    The new media consumers have been taught that they are in charge of what, where, when, and why they will pay attention to an ad message. Nevertheless, capturing interest and focusing attention remains the prerequisite for a successful advertisement.  More

     

    2. Extend engagement
    Engagement is a new hot metric. In the battle for the attention of the consumer, "time spent" is a valuable indication of whether the advertising communication has been successful, and delivering an ad impression does not necessarily equate to consumer attention and interest. There are all levels of impressions, but do they communicate in a world where consumers have the ability to scan, fast forward, jump, and abandon content with the touch of a button on myriad of different devices?

    Therefore, truly engaging and focusing a consumer on the advertising message is increasingly valuable and effective. Engagement for a significant period of time, especially if that engagement is interactive, clearly indicates that the message has been delivered to a consumer who has -- by the investment of their time and actions -- demonstrated interest and attentiveness.  More

     

    3. Activate toward client goals
    Today, even if branding is the main objective, some sort of measurable action by the consumer that can be translated into a concrete return on the advertising investment is almost always a parallel goal.

    Every marketer of every brand, product, or service has a hierarchy of real-world results they would like to see from their advertising. This goes beyond metrics and measurement. Ultimately, they want to see sales increase, or product sampling, or store visits, or a consumer database developed from information requests, or promotional registrations. 

    Advertising, even brand advertising, needs to be able to multi-task and create real-world results in terms of sales or the establishment of a relationship with/or communication path to a potential consumer. Digital media, messages, and promotions are increasingly being bundled into an integrated marketing, advertising, and promotional strategy that activates a consumer toward specific goals or creates a communication path to a potential consumer for just that reason. 

     

    4. Branding and brand building
    All advertising can and should reinforce brand values or brand positioning, even if its primary goal is more directly sales oriented. 

    In the digital age, the ability to use websites, microsites, and online promotions -- not only to create sales but to convey information about the company behind the product or service -- makes this a required part of any advertising strategy.

    Never before in history have marketers had the tools that can so readily facilitate the ability to provide information in various levels of detail to consumers about their products and services, what they stand for and what they mean for their customers. More

     

    5. Reinforce recall and retention
    The multiplicity of channels, messages, and media can make it harder to make advertising messages stand out enough to be remembered or acted upon. Nevertheless, fostering message recall and retention remains a central goal of any advertising campaign.

    Digital media and certain technologies provide new and powerful ways to accomplish this goal through their ability to reach consumers where they are, on a variety of platforms, and with messages of different lengths and complexities. Flexibility of approach, use of integrated strategies -- which include traditional media as well as digital platforms -- and creation of different messages that may communicate different pieces of information can all enhance recall and retention. Whether the message is price, value, brand or feature-based, nothing is more important today than the power of communities and the impact of promotions. Today's consumer wants validation and reinforcement from other consumers, and the opinions and testimonials of their peers are more important and impactful than the same words from a company spokesperson or message. More

     

    6. Promote intention to purchase
    The marketing chain for most products and services today is complex and multi-channel. Products are offered for sale through retail stores, through networks of distributors, through online stores, and in a variety of both online and offline direct messaging to former or potential customers. Advertising messages, wherever and however they are made or delivered, need to support the communication of product benefits, features, advantages, and uses. Especially in today's economy, they need to support the communication of specific price and value messages and incentive offers. More

     

    7. Build an opt-in and viral database
    One key difference between traditional media and digital media is the ability of digital media to readily identify its audience members and establish a two-way communication with willing individuals in that audience. Building a customer database that has fully opted in creates a valuable resource for all companies that can and should be used to inform, reward, thank and re-sell customers, increasing the lifetime value of that customer. Permission-based marketing was one of the first breakthrough concepts in digital marketing, and it remains a very valuable goal of advertising today.

    Not only can advertising be used to drive potential customers to registration pages connected to sweepstakes or contest entries or purchase opportunities, but it can also be used to incentivize those customers to "refer a friend," thus building and extending the potential list to persons who might not otherwise have seen or responded to the advertisement. More

     

    8. Create differentiation in the marketplace
    Ultimately, the last goal of advertising I want to discuss is differentiation in the marketplace, which is an umbrella principle closely related to No. 1: Capturing interest and attention. 

    The importance of sound creative executions, different media channels, and integrated strategies that allow an advertising message or campaign to reach its target audience and capture interest and attention cannot be overemphasized. These elements should be coupled with integrated advertising and marketing approaches that include strong promotional elements and that powerfully position the features, advantages, benefits, and uses of the product or service being advertised.

     

    January 07, 2009

    Seven Predictions for 2009

    (* Source: eMarkerter *)

     

    As we step tentatively into the new year, prospects look pretty grim. With unemployment predicted to top 9%, industry bailouts looming, a massive retrenchment in the stock market and a generally accepted view that things aren’t likely to get better any time soon, it will be all too easy to slide into a state of cynicism, or even despair.

    Uncertainty and pessimism color attitudes toward predictions, too, particularly those that dare to suggest resumed growth ahead. Some will have a tendency to regard such forecasts as wishful thinking, or, worse, woefully out of touch.

    Shall we throw all predictions out the window?

    Certainly visibility is low right now, and it’s probably better to err on the side of stone-cold sobriety than blithe optimism, but I think we can count on several things in 2009. Not all of them are positive, mind you, but there can be some comfort in quantifying the pain we all know is coming.


    1. No doubt about it, marketers will be cutting back on advertising spending this year. All the industry pundits, media firms, Wall Street analysts and bloggers are predicting slashed budgets across the board. A look at the latest projections for total US ad spending growth in 2009 reveals a consistently downward trend, and that’s after negative growth in both 2007 and 2008.

    It’s worth noting in the chart below that the lowest number, the -10% growth rate from Barclays Capital, is also the most recent prediction. Previously, Barclays had forecast a decline of only 5.5%.

    Comparative Estimates: US Total Media Advertising Spending Growth, 2009 (% change*)

    2. Among traditional media, newspapers, radio and magazines will see the worst declines. There is a double whammy in effect here, too. The economic recession, while severe, is only exacerbating an existing trend. The ad buying, measurement and reporting systems of traditional media are being systematically rewired for the digital age. As I wrote in Digital Marketing Now (my recent white paper about the strength of digital in a downturn), even before the financial meltdown started, analog media was undergoing wrenching changes. Reasons included audience fragmentation, the fundamental shift in power from marketers to consumers and a slew of digital technologies enabled by the Internet.

    Consider the plight of newspapers, whose collective revenues will plummet nearly 16% in 2009, after an even more brutal 16.4% decline in 2008, according to eMarketer.

    Comparative Estimates: US Newspaper Advertising Revenue Growth, 2008-2010 (% change)

    While advertising on television has held up remarkably well so far, the cracks will begin to appear in 2009, with most researchers predicting a 5% or greater decline in spending.

    Comparative Estimates: US Broadcast TV Advertising Spending Growth, 2009 (% change*)

    Similarly, radio is expected to see an ad revenue dip of between 5% and 8%, depending which source you look at.

    3. Advertisers’ pull-back in overall marketing spending, coupled with a serious re-examination of traditional media, will set in motion a series of permanent changes that will affect how media is planned and measured, as well as the media mix itself. In short, things will not revert back to “normal” in 2009, 2010 or whenever the economy pulls out of its current malaise.

    Look at the recent layoffs taking place at large media firms such as Viacom, Gannett and NBC Universal. Under the smoke screen of an obviously troubled economy, many traditional media companies have pre-emptively slashed their head counts—even while profits are still coming in. While the press releases point to the economy and the need to downsize in preparation for worse times to come, I can’t help but wonder whether some selective pruning is going on to remove the digital laggards, thereby making room for new talent with digital chops.

    There is also a relentless fixation on accountability and measurement. As an old colleague of mine, Steve Lanzano, chief operating officer at MPG, recently said in an interview with Jack Myers, “The best we can do is deal with reality...and not put our heads in the sand and just do what we have in the past. We need to see what is driving the most return-on-investment and identify where we think the communications business is going.”

    4. Throughout all this economic shrinkage, the Internet will continue to grow, though at a far more constrained pace. eMarketer projects online ad spending will rise 8.9% in 2009, after an already ratcheted-down rate of 11.3% in 2008. That’s considerably lower than 25.6% growth in 2007.

    eMarketer’s 2009 growth estimate of nearly 9% is relatively conservative; projections from many researchers, analysts and media shops are far more bullish.

    Comparative Estimates: US Online Advertising Spending Growth, 2009 (% change*)

    With the online advertising growth rate dipping below 10%, many will declare 2009 the end of the Internet’s glory days. That would be a mistake. Compared with the double- or single-digit declines seen with newspapers, radio, magazines and broadcast television, the Internet will continue to outperform. As they say, “Flat is the new up.”

    With online, some ad formats will fare better than others. Marketers will continue to use search and e-mail heavily this year, because of both their familiarity and ease of measurement. eMarketer estimates growth of nearly 15% for search and 3.5% for e-mail. Growth for online video, a nascent but hot area, will be even steeper, though it will slow from 81% in 2008 to 45% in 2009.

    US Online Advertising Spending Growth, by Format, 2008-2013 (% change)

    5. Despite the general consensus that online will ride out the storm, expect to see a growing contingent of bearish forecasters disparaging its prospects. Ironically, many of these doom-mongers will hail from the Internet space.

    By November 2008, we had already begun to hear scary, almost apocalyptic predictions from the fringes of the blogosphere, which were soon echoed by more-mainstream analysts such as Silicon Alley Insider’s Henry Blodget and ThinkEquity’s William Morrison. They argue that not only is traditional media tanking (due to the aforementioned double-whammy effect), but the Internet is doomed to see a free fall as well. These naysayers almost seem to be trying to outdo each other with negative predictions—“I’ll see your number, and lower it by 5 percentage points.”

    Of course, if enough of us in marketing departments and ad agencies listen to these downbeat forecasts, and take heed through our own actions (or rather lack of action), we will end up fulfilling their prophecy. We must try to resist the siren’s call.

    “How bad will the online display ad market fare over the next couple of years? At this point, we would estimate at least a 10% drop next year and probably more.”
    —Henry Blodget, CEO, Silicon Alley Insider, October 20, 2008

    6. Growth in online display advertising will languish—but only in terms of absolute-dollar spending, and the effects will be temporary. While eMarketer predicts display ad dollars will grow by a relatively anemic 6.6% in 2009, behind the scenes there will be much innovation as the industry figures out how to creatively deploy, integrate and measure the value of display ads for branding purposes. New data is providing solid evidence for what we already intuitively knew, but couldn’t before measure: When display ads are combined with search, marketers can expect a significant increase in sales conversions, whether those take place online or offline. And beyond conversions, display advertising can boost brand awareness, purchase intent and the likelihood of a person to visit a Website or take other actions that indicate engagement with a brand.

    comScore, for one, has released study results showing conclusively that the combination of search and display ads leads to a greater sales lift. Specifically, search and display ads together produced a 119% sales conversion increase, versus 82% for search alone and 16% for display alone.

    “The only reason we have the focus on clicks is that they can be measured.”
    —Gian Fulgoni, chairman, comScore, speaking at the University of South Australia, December 2008

    7. E-commerce, already hammered in 2008, will see growth slip even further, from 7.2% in 2008 to a measly 4.1% in 2009. There likely won’t be a decline in the number of online buyers, but rather a pronounced decrease in their average annual spend as consumers cling ever tighter to their purse strings. Look for retailers, as a result, to whack prices, push deals and flood the Internet with digital coupons.

    According to comScore, coupons were the fastest-growing Website category in November 2008. Unique visitors to coupon sites were up 32% over October 2008, way ahead of the next-fastest category, jewelry and luxury goods, which grew only 25%, and toys, which grew 24%.

    A study by Packaged Facts found that 87% of consumers now prefer to shop at retailers that offer coupons, and 89% said they’re more likely to use coupons in a recession. Expect mobile to get in on the digital coupon craze, too, as consumers seek deals on their phone right at the point of purchase.

    Beyond the seven predictions discussed above, the most important theme to keep in mind is that things will get better, eventually. Whether the curtain lifts in late 2009 or some time after, the economy will most assuredly come out of hibernation. And when it does, it will be the stronger for it.

    Many companies will emerge stronger, too. As Penn State research professor Gary Lilien put it, those that have “the skill, the will and the till” will be able to market their way through these tough times and end up on the other side with a stronger market share and a more powerful brand position.

    “‘The skill’ means they have the marketing expertise. ‘The will’ means they have a culture to go against what seems to be a tough trend. And ‘the till’ means that they have some resources to be able to invest.”
    —Gary L. Lilien, research professor of management science, Pennsylvania State University, as cited in Knowledge@Wharton, October 29, 2008

    eMarketer, for one, will be pushing hard up that hill—I hope you’ll join us on the climb.

     

    January 06, 2009

    6 Ways To Focus Marketing In An Economic Downturn

    (* Source: Marita Scarfi *)

     

    empty_wallet.jpg

    Martha says...

    As you all know, the global economy is on its way to being one of the worst economic recessions in 25 years. Layoffs are happening all around us and consumer spending is extremely tight. Getting share of wallet will be more difficult than ever before. So, what should marketers focus on during these challenging times?

    1. Measure Return of Investment Holistically.
    2. Develop Integrated Campaigns.
    3. Optimize Your Marketing Campaigns.
    4. Balance Creative and Measurement Goals.
    5. Don't Shy Away From Social Media Platforms.
    6. Develop Disciplined Innovation.

    Full descriptions of each after the break...

    1. Measure Return of Investment Holistically.
    Marketers should look at their entire marketing spend--from traditional to online--trying to realize efficiencies and synergies across media, something that's easier to do than ever before. To accomplish this, marketers must gather all data from their past campaigns, including direct, digital, broadcast and print, as well as their website properties, and develop custom media mix models. These models can be used to predict spend needed to accomplish sales goals, and to estimate sales based on certain spend levels and by media type. These models should constantly evolve as more data becomes available.

    2. Develop Integrated Campaigns.
    As with media spend, campaigns that are developed across multiple media will provide greater return to brands. Integrated campaigns provide a consistent brand experience to the consumer and result in higher brand awareness and sales. Additionally, if creative assets are developed at once for use across media types, the advertiser may be able to leverage campaign development costs.

    3. Optimize Your Marketing Campaigns.
    Measurement for measurement sake is a lot of time and money spent without a lot of return. It's important to optimize your marketing programs, whether by recalibrating marketing spend by medium based on the results of past and current campaigns or by adjusting the creative units to different spots within the various channels.

    4. Balance Creative and Measurement Goals.
    Creativity is extremely important in influencing consumers. However, creativity for creativity's sake will not drive optimal results. It's important to strike a balance--to deliver copy or images that elicit a high emotional reaction AND drive sales. Creative that fails to do both, or just fails to drive sales must be changed. It's really that simple.

    5. Don't Shy Away From Social Media Platforms.
    There is a lot of press around advertisers not realizing the value of social media. However, I would argue that advertisers are not engaging the social media networks in the right way and, in return, probably not measuring it in the right way. Social media is about people being influenced by their friends and family, people they know and trust. Social media users try and buy the products/services recommended by their trusted circles, not those pushed on them by advertisers in the form of apps, ads, videos and corporate-controlled blogs, no matter how well done. And, given the current state of the economy, consumers' reliance on information/recommendations from friends and family will likely grow as consumers must now decide how to spend their increasingly more limited disposable income and credit. Brands can use social networks to influence consumers, and even to drive sales, if they develop the marketing programs that work with, not against, the DNA of social media.

    6. Develop Disciplined Innovation.
    In a down market, one of the first items cut from marketers' budgets is innovation initiatives, mostly due to a perceived lack of measureable value. Many marketers see innovation initiatives as a sort of indulgence, something in which they can only afford to invest in good times. In these marketers' organizations innovation initiatives are often unstructured such that they invest in a several technologies or programs without any predetermined goals. Success is determined based on what sticks with the consumers. Marketers should take a disciplined approach to innovation--defining measurable goals and metrics from the start. Each initiative should be kept small, prototyped and the results measured against the predetermined goals and metrics.

     

    January 05, 2009

    Influencers on Online Marketing, Mobile Marketing and Social Media for 2009

    (* Source: Trendspotting *)

     

    I'm not big fan of predictions but have a look at what trendspotting is saying about 2009.

     

    December 29, 2008

    Web Overtakes All Media Except TV as News Source

    (* Source: Marketing Charts *)

     

    The internet has surpassed all other media except TV as Americans’ main source for national and international news and now rivals TV as the top news outlet for young people, according to research from the Pew Research Center for the People & the Press.

    Some 40% of Americans say they currently get most of their news about national and international issues from the internet, up from just 24% in September 2007, the study finds. For the first time in a Pew survey, more people say they rely mostly on the internet for news than cite newspapers (35%). Television continues to be cited most frequently as a main source for national and international news, at 70%.

    pew-news-sources-national-international-news-december-2008.jpg

    For people under age 30, the internet is now tied with TV as the main source of national and international news. Nearly six-in-ten young Americans (59%) say they get most of their national and international news online, while an identical percentage cites television. In September 2007, twice as many young people said they relied mostly on television for news than mentioned the internet (68% vs. 34%).

    pew-news-sources-internet-rivals-tv-young-people-december-2008.jpg

    The percentage of people younger than 30 citing television as a main news source has declined from 68% in September 2007 to 59% currently. This mirrors a trend seen earlier this year in campaign news consumption, Pew said.

    Regarding TV channel selection, the study finds there has been little change in the individual TV news outlets that people rely on for national and international news. Nearly a quarter of the public (23%) says they get most of their news from CNN, while 17% cite Fox News; smaller shares mention other cable and broadcast outlets.

    Top News Stories of 2008

    While the 2008 presidential campaign attracted high levels of public attention, the economy was the top story of the year in terms of news interest, according to data from Pew’s Weekly News Interest Index. In late September, as the nation’s financial crisis deepened, 70% said they were following news about the economy very closely. This attention ranks among the highest levels of news interest for any story in the past two decades.

    pew-news-sources-top-news-interest-stories-december-2008.jpg

    News about gas prices - both rising and falling - also attracted considerable public attention. In early June, two-thirds of Americans (66%) said they were tracking news about the rising price of gasoline very closely.  The falling price of gas drew broad interest as well (53% followed it very closely in October).

    The congressional debate over legislation to stabilize financial markets also drew extensive interest. In early October, just after President Bush signed the financial rescue measure, 62% followed this story very closely.

    Interest in election news remained at historically high levels throughout the lengthy campaign. Interest in the general election peaked in mid-October (at 61%), but approached that level at other points in the campaign. Public interest in the primary campaigns also was higher than during previous primary contests. In mid-February, 44% said they were following news about the candidates for the presidential election very closely.

    The war in Iraq was not among this year’s 15 most closely followed news stories, Pew reports. In mid-July, a third of Americans (33%) said they were following news about the current situation and events in Iraq, the highest percentage measured this year. In 2007, interest in news about the war reached 40% in early January, just before President Bush announced his troop surge; the war in Iraq was the sixth-ranked story last year.

    In Pew’s final Weekly News Interest Index for 2008, conducted Dec. 15-21, nearly four-in-ten Americans (37%) say they followed news about the Bush administration’s plan to provide emergency loans to US automakers. That is in line with previous measures of public interest in the debate over whether to aid the struggling automakers.

    pew-news-sources-five-stories-vie-media-attention-year-december-2008.jpg

    During the same period, three-in-ten (30%) paid very close attention to news about Wall Street investor Bernard Madoff, who allegedly cheated people out of billions of dollars. Nearly as many (28%) tracked news about an Iraqi journalist throwing his shoes at President Bush very closely, and 25% said they followed news about slumping retail sales during the holiday season very closely.

     

    November 17, 2008

    Study:CMOs Must Evolve to Meet New Marketing Challenges

    (* Source: Marketing Charts *)

     

    The growing popularity of interactive tools such as wikis, blogs and social networks is giving customers the ability to engage with firms as never before, and global marketers need to put customers at the center of their operations to respond to this new and challenging reality, according to an study of global CMOs conducted by the Economist Intelligence Unit and sponsored by Google.

    The report, “Future Tense: The Global CMO” (pdf), finds marketers are increasingly able to reach out to consumers at all points along the value chain, not just at the moment a purchase decision is made. Because of this, global marketing of the future must engage all corporate stakeholders with consistent, constant and accurate messaging. At the same time, it must encourage and be able to respond quickly to customer feedback and involvement, pulling stakeholders closer to the corporate brand.

     

    The report provides the following recommendations based on findings:

    Balance global brand awareness with local market relevance: Centralizing global marketing functions, such as advertising development and production, can create economies of scale and save money, but they must be guided by the needs of the local market. At the same time, marketing budgets must be decentralized so that regional directors can make appropriate decisions based on market demands.

    Integrate marketing with other corporate communications: Both the interactive nature of Web 2.0 technologies and the transparency of corporate messages among different constituencies require the integration of various forms of marketing and communications. Businesses can no longer segment audiences and messages as if audiences don’t talk to each other.

    Adopt new media: Organizations should consider setting aside a specific budget for experimenting with the newest Web 2.0 technologies. The CMO should have the foresight to anticipate how different constituencies will respond to different events, messages and channels, and should be able to deal with the proliferation of new-media tools and expanded audiences.

    Develop new skills, capabilities-and partnerships: CMOs must understand the fundamental business model, brand, culture, policies and values of the organization. Equally important in terms of adapting to the evolution of new media are partnerships with vendors whose expertise can be used to take new initiatives to market faster-and more effectively-than a company would on its own.

    Champion innovation: The need for greater accountability for marketing expenditure is pushing global companies towards digital marketing campaigns with higher returns than traditional media. The interactive nature of the latest digital-media vehicles provides the opportunity to develop deeper insights into customer dynamics and allows the CMO to become the corporate champion of customer insight.

    “The CMO of the future must be the chief proponent of close engagement with customers,” says Nigel Holloway, Director, Americas, Industry and Management Research, at the Economist Intelligence Unit. “Rather than merely pushing out the corporate message to consumers, marketers must draw them in so that they are regarded as helpful participants in the development of the brand.”

     

     More here

    November 10, 2008

    Consumer Online Behavior: Community or Content as King

    (* Source: Jim Nail *)

     


    Jim says...

    An Ad Age story is headlined "Content Trumps Community" and notes that only 7.5% of consumer time online is spent in community sites like Facebook, MySpace, etc. True enough, but the stats say social networks have less of an issue with the number of users and page view consumption than with their users' fleeting attention.

    First, kudos to the Online Publishers Association for recognizing that community is its own category. That alone is a statement about how far "social media" has come in the last couple of years.

    I've followed the OPA's Internet Activity Index for several years and I often quote it to show how the Internet is different from other media: other media are 100% about content, but the Internet has always been a balance of content and communications (email and IM), with a healthy dollop of commerce thrown in.

    While the Ad Age article implies that the focus and attention paid to social networks is overblown compared to the time spent, I beg to disagree with my friend Ms. Klaasen on these grounds:

    • Time spent on social networks is 50% higher than search -- and we all know how big search is.
    • Contrary to Ms. Klaassen's observation that social network time is coming primarily from communications, content's share of time dropped 6 percentage points from December to January, making up the bulk of community's 7.5 percentage points. With this drop, content's share of time is lower that it was in January 2007.
    • Look also at page views per person: content dropped 225 pages, which suggests that in the reclassification, a number of sites formerly in the content group were moved to community. Communications, meanwhile, had 404 pages, the second highest number in the past 12 months.
    • Another interesting angle is that content sites show 480 pages per month per user while community sites show 380 pages. In other words, community sites already have 80% as many places to put ads in front of each user as content sites.
    • Only 59.5% of online users used community sites in January, while the other categories ranged from 78% - 93%. Given that these sites are only a couple of years old, that is a healthy number.
    • Even more important, and not reflected in any of these numbers, is the degree of influence this time has on users' brand perceptions and purchasing decisions. Word-of-mouth continues to be the leading influence and roughly twice the influence of online ads, which would imply that this 7.5% of time is likely to have disproportionately higher impact than content pages.

    I don't think social media's issue is with having sufficient space to sell -- the audience will continue to grow, and if the past is any indication of the future the number of pages per user will grow as well.

    I wrote a while ago that social networks have a difficult tightrope to walk, between monetizing their user's attention and alienating those very users.

    These numbers also imply that the users' attention is so fleeting (users are cramming 380 pages into about 1/4 the time they spend on content sites) that creating an effective marketing communication/ad format is the real challenge. Like email and IM before it, banners and other display ad formats are probably not the answer; unlike those communications media, word-of-mouth marketing techniques can be employed to involve brands in the conversations taking place.

     

    October 16, 2008

    Conversations As An Ad

    (* Source: Michael Arrington *)

     

     

    Mike says...

    Federated Media (our advertising partner) has been experimenting with “conversational marketing” almost since their launch in 2005. Today they are launching a new marketing toolbox for advertisers which gives them tools to track all the ways users interact with these ads.

    The goal, says Federated Media, isn’t just to track ad impressions and clicks, but also to look at a new set of metrics like posts, trackbacks, votes, RSS subscriptions, comments, etc, where users somehow interact with the advertisement and talk about it. Hopefully, a conversation occurs between users, the ad publisher and the advertiser, which gives the advertiser’s brand more face time. An old example of this is Hakia’s ad that asks bloggers what better search means. Other examples are here.

    The definition of conversational marketing is a little squishy. But the general idea, which Federated Media founder John Battelle writes about in the primer below, is that you as an advertiser figure out which content sites best associate with your brand, and then you grab the leader in that space and pay them to start conversations on your behalf:

    Early efforts didn’t pan out so well as authors were accused of conflicts of interest - users didn’t know where editorial stopped and advertorial began. It’s not clear those issues have been resolved, but Federated Media says a proper disclosure policy is the right place to start.

    Convinced? It’s certainly controversial, but brands love it because they get a higher return on their advertising investment. That means it’s here to stay.

     

    Myspace Making $$$

    (* Source: Erick Schonfeld *)

     


    Erick reports...

    Three years ago today, Rupert Murdoch bought MySpace and its parent company Intermix for $580 million. That turned out to be money well spent. The last time we ran the numbers, we figured that MySpace alone is worth between $3 billion and $20 billion, depending on how much you value each user. Fox Interactive Media (which is mostly MySpace) accounted for about $850 million in revenues last fiscal year (which ended in June), and is projected to hit $1 billion next year.

    It was supposed to hit $1 billion this year, but never mind. Unlike other social networks, MySpace is actually making a profit. The company now employs 1,600 people worldwide, compared to 150 in October, 2005—more than a tenfold increase.

    The social network has grown as well. MySpace now has 73 million unique visitors a month in the U.S., according to comScore, compared to 24 million three years ago. (Facebook has 41 million). That means MySpace reaches about 40 percent of the online population, compared to 14 percent three years ago. Those visitors, on average, spend 263 minutes a month each on the site, versus 83 minutes in 2005.

    MySpace has definitely evolved since 2005. Just this year it has made major strides in opening up its platform to developers, launching MySpace Music, and pushing new forms of social advertising.

    The question is whether rival Facebook can catch up to MySpace in the U.S. (it has already surpassed it worldwide), or whether the two will co-exist and diverge, with MySpace being more music- and media-oreinted and Facebook continuing on its path towards becoming the platform for social software. Of course, MySpace would also like to play that role.

    Three years from now, which one will be worth more? And will Rupert Murdoch still be smiling?


     

    October 13, 2008

    For What It's Worth

     (* Source: ThreeMinds *)

     


    genwe.jpg

    I'm not the biggest fan of survey research, as I find that it most often (of necessity) uses leading questions. When I review survey data, I often wonder if respondents would ever think or formulate some of the statements which they are asked in these surveys.

    Gen We is a study of Generation Y, and it offers some interesting insights interspersed with commentary which wanders between the inspirational and the utopian. The scientist has clearly fallen in love with his subject. It tends towards the leading variety of research, but it's balanced with first person, one-on-one conversations that ask more open ended questions. Although, I do wish it offered other generations responses to the same questions for comparison.

    What I find particularly remarkable is that the authors have placed the entire contents of the book in a free, downloadable PDF on their website. I almost purchased the book on Amazon (for $19.98) after having read an interview with the two authors. But right before adding the book to my shopping cart, I googled their names, which led me to their website, www.gen-we.com.

    It's an interesting moment in media, because many content creators (musicians, writers, etc.) seem to be willing to offer free or pay-what-you-want facsimiles of their work as a marketing tool for other, typically higher quality versions of their work.

    Should those of us in digital be concerned that our creations might be valued less than their "real world" counterparts? The jury's still out, but I'd argue that we should be somewhat concerned about this perception...

    Continue reading "For What It's Worth" »

     

    October 06, 2008

    Modern Brand Building

    (* Source: Paul Isakson *)

     

    I'm been a big fan of Paul for a while now and here is another reason why.  Paul talks about modern brand building is this presentation.

    View SlideShare presentation or Upload your own. (tags: deepspace space150)

    September 23, 2008

    Technorati releases data on state of the blogosphere: bloggers of the world have united

    (* Source: Dean Takahashi *)

     

    Technorati has searched through its own search index of the world’s blogs and released new data on the state of the blogosphere in 17 months. And my, there are a lot of us bloggers out there. It’s time for some serious navel gazing.

    Technorati has indexed more than 133 million blogs since 2002. The last report was posted in April 2007. At that point, Technorati reported there were more than 70 million blogs, with 120,000 being created every day. But the creation of new blogs hasn’t necessarily slowed. Rather, Technorati has become better at weeding out inactive or spam blogs and deleted tens of millions of them.

    Under Dave Sifry, founder of Technorati, the company had been tracking the blogosphere every six months or so since 2004, when there were less than 2 million. Under new chief executive Richard Jalichandra, the company has taken longer to come up with a new report that documents the state of the blogosphere. And now it has done a formal survey with bloggers for the first time.

    “It’s much more interesting to define the active blogosphere now than it is to count the total number of blogs,” Jalichandra said in an interview. “At this point, it’s hard to define what a blog is, given things like Twitter and MySpace blogs.”

    Those platforms as well as Facebook blogs aren’t counted in Technorati’s current definition of blogs, but they could be in the future, Jalichandra said.
    Technorati is now focused on the activity level and growing influence of blogs. For evidence of the latter, consider that four of the top ten entertainment sites on the web are blogs: OMG, TMZ, Asylum and PerezHilton. Blogs are represented in the top ten web sites across all key media categories.

    “Blogs are media,” Jalichandra said. “That is the difference now. They are as relevant as the New York Times or the Wall Street Journal. The blogger with 5,000 readers may be just as credible a source of information for those 5,000 people as anyone else.”

    The “active blogosphere” is an ecosystem of interconnected bloggers and readers, where journalism and conversation converge. The company collected the data for this year’s report by taking a random sample survey of the more than 1.2 million bloggers registered with Technorati. The survey, conducted by a third party, received 1,300 responses. That’s a statistically random sample, but it’s definitely skewed to serious bloggers, or people who care enough about their blogs to register them with Technorati.

    In this latest report, the number of blogs that have updated in the past 30 days drops to 3.5 million. Those who posted in the last week amount to 1.5 million. In the month of June, the number of blogs with an authority rating of 50 or more was 76,000. (The authority rating — a measure of influence– refers to the number of other blogs that have linked to them during the last six months. Nearly half of active blogs have some authority.)

    Newspaper journalists are no longer looking down on blogs. About 95 of the top 100 newspapers now have reporter blogs. On average, bloggers cover an average of five different topics within each blog. They use an average of five techniques to drive traffic to their blog and seven different publishing tools.

    Technorati indexes just about every blog post that gets published in real time. But it has as good a handle on the state of blogging as any big search company. The report is mostly about ordinary bloggers such as Lori Stewart, a 45-year-old blogger who started a nonprofit group, Toys for Troops, which has sent 10,000 beanie babies to soldiers in Iraq.

    During the month of June, Technorati noted that there were always more than 600,000 blog posts each day, with a couple of days surpassing the million-blog mark. On average, bloggers have been writing for about three years. Half of bloggers are on their second blog.

    Based on the blogger survey, two-thirds of bloggers are male. About 50 percent are ages 18 to 34. They are more affluent and educated than the general population; about half earn more than $75,000 a year in the U.S. The mean annual revenue from blogging is $6,000. That’s not bad, considering the average investment is only $1,800. And bloggers are earning CPMs (clicks per mil, a measure of ad revenue) that are comparable to large publishers, which earn $3 to $6 CPMs.

    Jalichandra considers the profitability of blogging as a whole to be an indicator of the strength of the medium. While many pundits have been predicting an over-abundance of blogs, a shake-out, or the collapse of ad revenues, Jalichandra foresees only a growth in blogging as a revenue-generating platform. He notes that a lot of bloggers consider themselves to be professional, but only 28 percent are using display ads. That suggests considerable room for growth in revenues ahead, Jalichandra said.

    The profession is becoming more international. Technorati tracked 81 languages and bloggers from 66 countries in June. About 43 percent of those polled were in the U.S., and 72 percent publish in English. About 27 percent blogged in Europe, while 14 percent were in Asia and 7 percent in South America. About 3 percent were in Australia and 1 percent in Africa. They spend 3.5 times as much time on the Internet as they do watching TV.

    Among the benefits of blogging: bloggers report high personal satisfaction, career advancement, and receiving publishing or speaking opportunities. About 69 percent of corporate bloggers also identified themselves as personal bloggers, while 65 percent called themselves professional bloggers, the latter meaning they blog about the industry but not as an official spokesperson for the company.

    As for brands in the blogosphere, about four out of five bloggers post brand or product reviews. About 37 percent of them do so frequently. About 60 percent blog about company information or gossip that they hear. And about a third of bloggers have been approached to be brand advocates.

     

    More here

    July 29, 2008

    The Japanese Mobile Music Difference

     
    (* Source: eMarketer *)

     

    It's not just the phones.

    Many mobile carriers and music labels are taking a closer look at Japan to find situations in which better marketing is leading to better mobile music outcomes.

    In August 2007, the Japanese band GReeeeN became the first music group in the world to sell over 1 million full-track downloads of a song over mobile. Their single "Aiuta" ("Love Song" in Japanese) was released in May 2007 as a full-track download for mobile, eschewing a CD or even online digital first release. Using nontraditional marketing through the Internet, social networks and word-of-mouth, "Aiuta" sold more than 3 million ringtones, ringback tones and ring videos in addition to its platinum-selling full-track release.

    GReeeeN is not an anomaly in Japan. In 2007, Utada Hikaru's song "Flavor of Life" sold 7.2 million digital units—mainly master ringtones, ringback tones and full-track downloads—while her CD only sold around 660,000 physical units.

    EMI Group initially marketed "Flavor of Life" as a mastertone to tie in with the launch of a TV drama. "Flavor of Life" also hit numerous social media channels through the release of a blog tag, which enabled users to post the video into their personal blog pages. In one 30-day period, the video played over 600,000 times.

    Music acts such as GReeeeN and Utada Hikaru have embraced the mobile phone as their leading distribution and monetization channel. According to the Recording Industry Association of Japan (RIAJ), mobile music accounted for 92% of all digital music sales of ¥75.5 billion ($641 million) in 2007. Particularly noticeable was massive growth in full-track downloads, which accounted for 46% of overall digital music revenues, according to the RIAJ. Within the mobile music category itself, revenues from full-track downloads overtook revenues from ringtones in 2007.

    Digital Music Sales in Japan, by Format, Q1-Q4 2007 (millions of ¥)

    The RIAJ reported that full-track mobile music downloads in Japan grew by 48% in Q1 2008 compared with Q1 2007. The revenues from those downloads increased by 58%. In contrast, ringtone volume dropped 16%, with revenues declining by 13%. However, ringback tones continued to gain in popularity, with volume growing 18% and revenues increasing by 47%.

    Digital Music Sales in Japan, by Format, Q1 2008

    Smart innovations play an important role in Japan as well.

    Japanese consumers typically purchase mobile music via direct debit to their monthly phone bill. Aside from ease-of-use, tethering music consumption to the monthly bill is necessary in a country with historically low credit card use. (Credit cards account for 8% of consumer purchases in Japan compared with 25% in the US.)

    "Conditions across the world differ widely, but the ease with which Japanese kids can legitimately get music on their phones, which also offer them other services they want, is a good pointer to the future for other countries, " said Max Hole, president of Universal Music Group Asia-Pacific, in a December 2007 issue of Billboard Magazine.

    Japan's record labels have simplified mobile music distribution through Label Mobile, a jointly owned company. Launched in 2001, Label Mobile is the leading provider of mobile music content to Japan's mobile operators.

    This one-two punch of simplicity at both the consumer and industry levels is as much a part of Japan's mobile music story as its 3G networks and dazzling phones.


     

    July 03, 2008

    Google Ad Planner Shakes Up Web Analytics

    (* Source: eMarketer *) 

     

    Google tosses its hat into the Web measurement ring.

    Google is at it again. On June 24, the search giant unveiled its new Ad Planner service via a post on its AdWords Blog. Its latest foray into the analytics category, Ad Planner is currently in pilot form, being offered by invitation only and free for a limited time. Aimed specifically at media planners, the new service is coming directly off the heels of last week's introduction of Google Web Trends—though Web Trends is targeted toward all Internet users.

    Ad Planner allows media professionals to find the Web sites an advertiser's target audience is likely to visit based on metrics such as demographics and site traffic. Ad Planner users can drill down using more specific filters such as age, gender, education and household income. The service can also give planners and advertisers information on a site's international reach and unique visitors, as well as a list of keywords that visitors used in searches.

    Google, already the leader in search, is now looking to strengthen its analytics services in an effort to capture more display advertising revenues. Ad Planner will make highly coveted Web tracking data available to advertising professionals for free, essentially opening up the ivory tower to smaller advertisers and agencies. Some industry experts believe it could be a boon for small agencies, as media planners at these firms do not always have the budget for more expensive Web tracking resources.

    US Online Advertising Revenue* Growth at Top Four Portals, 2005-2008 (% change)

    "Google's deep pockets allow the company to create free offerings, such as Ad Planner, as a useful come-on to marketers to gain their ad business," said David Hallerman, senior analyst at eMarketer. "However, continued uncertainty about which company's Web measurements are most accurate could get exacerbated—or clarified—by another analytics service."

    The introduction of Ad Planner appears to position Google as a direct competitor to firms such as comScore, Nielsen Online and Hitwise. Though each service analyzes sites based on similar metrics, such as traffic and demographics, their methodologies and business models differ. comScore, Nielsen and Hitwise charge subscription fees to access their data, while Ad Planner currently does not.

    comScore and Nielsen also use panels and surveys of volunteer Web users to collect data. Hitwise takes a network-centric approach, collecting its usage data directly from ISP networks. Ad Planner data is gathered, in part, via the Google Toolbar. Google can also leverage data from other sources, such as its search results, third-party networks and other partner market research firms—though the company has not released a list of exactly which sources it will be including.

    Each service's methodology, however, has drawn criticism from industry experts. Panel and survey search strategies have come under fire in the past, the main argument being that Web usage is too fragmented to be accurately represented by a limited sample size. Reporting solid results about Internet usage becomes tricky when using a restricted number of participants. Smaller sites may not be included in results, and the selected panel may not accurately represent the online population as a whole.

    Meanwhile, Google leads in search, with a market share of nearly 70%. This means that more than 30% of searches are not being tracked by the company and will not be included in Ad Planner data.

    Leading Search Engines in the US, Ranked by Market Share of Search Volume, May 2008

    Some experts wonder if Google's Ad Planner service may be a conflict of interest. Will advertisers trust data from a source that sells them online advertising?

    "Since Google's purchase of DoubleClick, the search giant—even more than before—needs to walk a fine line," said Mr. Hallerman. "While publishers use their own traffic data all the time to sell ads on their pages, the Ad Planner service can also be used more objectively, with data from sites Google has no control over or interest in."

    Most pundits predict that comScore and Nielsen will weather the Ad Planner storm. These services currently offer more detailed results than Ad Planner, as well as the integration of offline information and the ability to cut data in more ways. comScore and Nielsen Online may focus on their premium services as a distinguishing characteristic, while touting their custom research capabilities. Some analysts even propose that Google's new service may be better compared to other free Web trackers, such as Amazon.com's Alexa, Compete.com and Experian.

    Ad Planner appears to be the next step in Google's evolution of advertising services. Mr. Hallerman notes that as Ad Planner develops it will likely have two levels, like many other online services: a free service for basic offerings and a subscription level for additional functionality.

    "Keep in mind that Ad Planner is only in beta right now," warned Mr. Hallerman. "Perhaps, like other Google offerings that are released in beta, it might take some time before getting fully developed. However, this type of Web analytics will improve as more companies use it, generating more data for ad measurement."

     

    June 26, 2008

    Google Trends for Websites

    (* Source: Dan Taylor *) 

     

    Just caught up with the launch of Google Trends for Websites which extends the functionality of the original Google Trends (which charts the relative popularity of search terms) to offer site-specific traffic data. Whilst TechCrunch and ReadWriteWeb are both rather sniffy about it, citing its partial data-set and lack of coverage for smaller sites, for me it adds a couple of interesting new elements in the form of the 'Also visited' and 'Also searched for' rankings (data which I don't think either Compete or Alexa provide for free).

    Thus, the trends page for bbc.co.uk indicates that visitors to the BBC site are also visiting other broadcasters (ITV and Channel 4), middle-class retail outlets (John Lewis and Marks & Spencer) and a range of other, primarily task-oriented, sites (weather, price comparison, concert tickets, motoring and government services/information). It also reveals how popular 'bbc iplayer' has become as a search term.

    Compare with the trends page for channel4.com which, apart from revealing a much greater seasonal fluctuation in seasonal traffic levels (thank you Big Brother), indicates that visitors to the Channel 4 site are often visiting other TV related sites (plus a couple of food sites and a cinema chain). Search is dominated by programme titles (esp. Big Brother).

    Whilst the statistical robustness of this data is clearly questionable, it nevertheless provides an interesting insight into the behaviours around some of the web's biggest properties (Google excepted). Whilst similar data can be obtained (for a fee) from companies like Hitwise, this is the first time - to my knowledge - that 'Also visited' and 'Also searched for' data has been made freely available in this way.

     

    June 24, 2008

    Top 100 Advertisers Shifted $1 Billion To the Web Last Year At The Expense Of TV And Newspapers

    (* Source: Erick Schonfeld *) 

     

     

    The top 100 advertisers in the U.S., who represent 41 percent of total advertising spending, shifted about $1 billion last year from TV and newspapers to the Web. An analysis from Ad Age shows that overall media spending in “measured” categories (TV, print, radio, Web) by the top 100 advertisers was flat in 2007, with 0.3 percent growth to $61.3 billion. But spending on Web display ads rose 33 percent to $4.2 billion. The article notes:

    Put another way, these top-tier marketers increased measured internet spending by $1 billion; slashed newspaper spending by $674 million; and cut TV budgets by $406 million.

    This is yet one more piece of evidence that dollars are flowing from traditional media to the Web. The analysis is based on data from TNS Media Intelligence for 2007. TNS only measures display advertising, and not search.

    The big question is whether the recession that has already hit some categories of advertising will hit the Web this year. Already, the growth of spending in display advertising slowed overall in the first quarter of 2008. And the Interactive Advertising Bureau showed a slight decline for all Web advertising (including search) to $5.8 billion in the first quarter, from $5.9 billion in the fourth quarter of last year.

    Here is a table from Ad Age showing the breakdown in spending for the top 100 advertisers (the $44 billion in “unmeasured spending” includes things like direct marketing, in-store advertising, and other promotions, and is not included in the figures cited above):


     

    June 02, 2008

    Like.com’s Creepy, But Effective, Facebook Ads

    (* Source: Erick Schonfeld *)

     

     

    Some interesting developments on the side of Facebook... Read on what Erick has to say.

     

    like-ad-fb-small.png

    Erick says...

    Is a picture worth a thousand clicks? You’ve heard of contextual ads triggered by keywords on a Web page. Now, get ready for contextual ads triggered by images on the page. Visual-shopping search engine Like.com is running ads on Facebook that appear to match objects in profile photos.

    Notice the ad by Like.com in the lower left for aviator sunglasses in the screen shot shown here, sent to us by TechCrunch reader Luke Bearden? Yup, those look eerily similar to the aviator sunglasses Bearden is wearing in his Facebook photo. Well, at least we know that Like.com’s technology works. Or maybe it’s just a coincidence. (Can someone from Like/Riya let us know which one it is in comments?).

    But if this indeed is Like’s image-matching engine at work, is it effective targeting? Bearden thought the ad was “creepy.” And, um, he obviously already owns a pair of aviator sunglasses.

    He also obviously likes them enough to feature himself wearing a pair on his Facebook page. And maybe he lost those beloved glasses or they broke since the photo was taken. So I’d say the ad is both effective and creepy.

    Would you click on it?

     

    May 08, 2008

    Will MySpace Revenues Add Up?

    (* Source: eMarketer *) 

     

    News Corp. will have a full plate of Internet issues to discuss when it releases its quarterly earnings statement today. Foremost will be its plans regarding Yahoo!, and how whatever deal it does or does not do with Yahoo! will impact MySpace and Fox Interactive Media (FIM).

    The drumbeat of skepticism over social network advertising has gotten louder in recent months. Much of the focus has been on MySpace, the US leader with a 41.5% share of US visits to social networking and community sites in March, according to Hitwise.

    Top 10 Social Networking Sites and Online Communities in the US, Ranked by Market Share of Visits, March 2008

    FIM reorganized its ad sales group in early April, leading to the departure of sales chief Michael Barrett. At the same time, news leaked that FIM might come up $100 million short of achieving the $1-billion fiscal 2008 revenue target set by News Corp. chairman and CEO Rupert Murdoch last June. (News Corp.'s fiscal year ends June 30.)

    Financial analysts and the media have assumed that blame for the shortfall lies with MySpace, FIM's flagship, but FIM manages 12 other Internet properties, including IGN, FoxSports.com, RottenTomatoes.com and AmericanIdol.com. AmericanIdol.com will no doubt show strong revenues since the hot TV show is currently on-air. The smaller properties may not have fared as well and could very well take some of the blame.

    eMarketer estimated last December that US marketers would spend $850 million to advertise on MySpace in calendar year 2008. Facebook is projected to reach $305 million in US revenue this year.

    US Online Social Network Advertising Spending, by Type of Network, 2007 & 2008 (millions)

    Even if MySpace does come up short of revenue goals, that should not sound the death knell for social network marketing. The conversation between brands and consumers has only just begun, and the advertising experimentation will continue.

     

    May 01, 2008

    Online Video Market Share: Veoh Sneaks Past CBS & March Madness

    (* Source: Compete *)

     

    The song remains the same at the top of the Video rankings in March: YouTube continues to outpace the market, growing 7.8% while the video viewing sessions across the web grew only 2.3%.

    Meanwhile Veoh narrowly maintained its spot in the Top 10, with phenomenal 23.8% monthly growth, edging out CBS Interactive by a very thin margin. The CBS Interactive division includes Sportsline.com, which scored a 154% gain as the prime spot for watching live streaming March Madness games.

    Meanwhile Joost, which is backed by CBS, presented the games as a live streaming “experiment.” While Joost works via client, the March Madness offering did not bring much in the way of new visitors to the site to download the player.

    Advertisers placed $545 million on TV for the 2008 NCAA Tournament, according to TNS, but just a tiny fraction of that followed online. With 8.5 million consumers watching next-day tournament highlights and interacting with NCAA Basketball content on the web, there was a huge opportunity to reach March Madness fans and perhaps to do it with more efficient media buys.

    We used Compete’s BehaviorMatch, which can be customized for any demographic or behavioral segment, to call out the top video sites for March Madness fans.

    While Sportsline came out on top in terms of Composition, predictably, some unexpected sports video sites like Runners World and The Golf Channel also scored high. Meanwhile, the largest sites like YouTube and MySpace aggregated the most eyeballs but had the worst Composition scores.

     

    April 29, 2008

    Morgan Stanley’s March Internet Trends Report: Social Applications Dominating

    (* Source: Michael Arrington *) 

     

     

     

    Morgan Stanley’s Internet Trends report from last month takes a big turn from previous reports - the focus is nearly 100% on social applications and how they are taking over the Internet (Yahoo apparently read it). Key takeaways:

    • YouTube + Facebook page views > Google or Yahoo page views (and may be bigger than both combined)
    • 6/10 top internet sites are social (youtube, live.com, facebook, hi5, wikipedia, orkut); none were on the list in 2005
    • YouTube has 258 million users, 50% visit weekly or more
    • >50% of Facebook users log in daily, 95% of Facebook users have used at least one third party application
    • Skype revenue is $1.67/user/year, up 9% Y/Y
    • 14 million photos uploaded daily on Facebook
    • Google + Yahoo = 61% of U.S. Online Ad Revenue
    • Google: $4.4b ad revenue in Q4, paid out $1.4 billion to partners
    • Yahoo: $1.6 billion in ad revenue in Q4, paid out $429 million to partners

     

    More here 

     

    April 23, 2008

    Is new media's future already happening in China?

    (* Source: Sam Flemming *) 

     

    Sam says on his iMedia article...

     

    As the global internet community is striving towards a more connected online landscape, China's new media is already showing signs of the 'future'.

    In its recently published report "The Connected Agency", Forrester suggests that the agency of the future will be a "connected agency", which should have "a deep understanding of consumer communities, helping brands create and nurture connections, deliver targeted, on-demand messages, and network for talent and insights."

    While the Forrester report does not cover China, the need for agencies to help brands connect is more urgent with an online consumer community landscape that is more active, more complex and overall more evolved than the West. The state of China's online landscape is indeed so. For the country, the internet has always been social, and internet communities have always existed in the mainstream. In short, in China, the 'future' is happening now.  

    Unfortunately, in contrast to the greater presence and impact of online communities in China, it seems that agencies here are arguably less prepared and less knowledgeable than their Western counterparts. As a result, you often find agencies recommending copy & paste internet word-of-mouth (IWOM) strategies from the West that at best have little impact.

    Before taking action, it's important for brands to have an understanding of the different types of communities. Let's take a quick review of the current Chinese internet word of mouth IWOM landscape to understand where brands have opportunities to connect with communities.
     
    BBS as the core of the social Chinese internet
    BBS, or topic-based online bulletin board systems, serve as the online nation's "water cooler" for every kind of situation and topic imaginable. While bulletin boards in the West have existed for years, in China, they have not only been in existence for sometime, they actually dominate with 35.5 percent of the 210 million Chinese netizens who use BBS on a regular basis. Most importantly for brands, there are active product communities for almost every category including automobile, mobile phone, parenting and cosmetics. Taking just automobile alone, we see over five million messages per month coming from communities built around specific car models that include detailed product feedback as well as queries related to customer service. In China, BBS communities are the first place to look for active, mainstream and influential consumer communities.

    Blogs as diaries
    Blogging is absolutely popular, with 23.5 percent of Chinese netizens using blogs regularly. However, blogs, for the most part, serve as personal diaries for individuals (not "power influencers").

    Portals have blog "circles" around certain categories, but it would be a stretch to call these circles "communities." Microblogging (such as Twitter- type applications) is beginning to take off with sites like fanfou and jiwai, but has yet to hit critical mass. While there are notable exceptions for some categories, including technology, for the most part, blogs generally have incidental product mention with no real community.

    QQ as an ecosystem
    Over 80 percent of netizens use IM, with Qzone and QQ groups covering over 70 percent share. QQ is for all practical purposes a social nework service (SNS). Compared to Facebook, it has 50 percent more active social network users. Most importantly, QQ has proved itself to be a capable partner for brands, leveraging its platform for massive reach, even if not deep engagement. An obvious example of that is Coke's iCoke platform.
     
    SNS has not achieved much traction -- yet
    While SNS has yet to gain traction in China, Xiaonei is the SNS to watch as it burrows into the university mindscape to provide an alternative to local university BBS. Xiaonei will need to differentiate itself in order to stand out among booming QQ and BBS, and gain attention from those using the Chinese "social" internet.

    Q&A communities serving info seekers
    Baidu's "I Know" question and answer community, along with Sina's I-Ask, and Tianya's Wenda, has fuelled a segment that has not really taken off in the West. Brands like KFC are beginning to sponsor certain topics as a way to connect with targeted communities and it is worth exploring this hot area.

    The many emerging others
    Online communities that support product feedback and other consumer discussions already exist within BBS. We are now seeing new sites and applications which are trying to create better platforms for these communities. Dianping is a restaurant review site which will likely morph into a more successful Yelp. Douban is a music and book review community that fulfills the same need as Amazon reviews. Wodeyichu is a community site that leverages netizens' propensity to show off their new purchases with pictures; Meeli takes this a step further as a site where netizens list their purchases, with pictures and pricing. These platforms are emerging and are enjoying varying degrees of traction.

    Of course, awareness of the communities is just the beginning. How to meaningfully connect with, support and participate is the next and most difficult step. Navigating partners and strategies within such a varied, vibrant and complex IWOM media landscape is arguably more difficult than in the West even as the opportunity is more compelling.

    Take Ford Focus for example: every month, there are over 150,000 messages around the car on automobile BBS communities. How can Ford be a part of these communities? Is it welcome? How can they join the conversation? In which communities are they being discussed? Are there other communities beyond auto BBS communities that might be relevant? To be a truly connected agency in China will require a different mindset that includes actually listening to and understanding local Chinese communities, not just knowing about them and treating them like a new media.

     

    Forrester: Social networking will be biggest enterprise 2.0 priority by 2013; Smaller businesses reticent

    (* Source: Larry Dignan *)

     

    Larry says... 

    Enterprise 2.0 will become a $4.6 billion industry by 2013 and social networking tools will garner the bulk of the money, according to a report by Forrester Research.

    The report, released on Monday and penned by Forrester analyst G. Oliver Young, shows a few notable trends that are worth diving into. Sarah Perez at ReadWriteWeb first detailed the report. Here are the charts that jumped out for me.

    forr1.png

    That chart is basically the opposite of what I would have expected. Enterprise 2.0 (all resources) should appeal more to small to medium sized businesses as it may lower implementation costs and provide other productivity enhancements. Instead more than half of these smaller businesses aren’t even considering enterprise 2.0 apps while the giants are diving in head first.

    Forrester defines Enterprise 2.0 as the corporate version of Web 2.0. Here’s the research firm’s definition:

    In Forrester’s view, the key hallmark of Web 2.0 is efficiency for end users, and the ultimate goal is to use technology like Ajax, rich Internet applications, blogs, wikis, and social networks to foster productive, advantageous behavior among employees, customers, partners, and other networks such as Social Computing, the Information Workplace, and collective intelligence.

    Meanwhile social networking will be the biggest priority followed by mashups by 2013.

    forr2.png

    The top spending categories aren’t all that surprising. For instance, social networking is a decent substitute for knowledge management applications, a category that companies haven’t quite cracked. In other words, social networking could yield ROI. Mashups could also deliver faster time to market and it doesn’t hurt that giants like IBM are pushing them.

    Other key takeaways:

    Web 2.0 tools and technologies focus on worker productivity and collaboration. Offerings like those from BEA Systems, IBM, and Microsoft and from pure-play vendors like Awareness, NewsGator Technologies, and Six Apart all factor into the enterprise Web 2.0 space.forr3.png

    Podcasting will the smallest enterprise 2.0 market with $273 million in projected spending by 2013.

    Enterprise 2.0 apps will never see a blank IT slate: Legacy applications rule. Forrester writes:

    Across the board, Web 2.0 tools enter a crowded space full of legacy software and processes that are difficult to displace and with which Web 2.0 software must integrate to be fully effective. Integration with lightweight applications like email and Excel, as well as heavier applications like Web content management suites, campaign management software, portal software, and customer relationship management (CRM) systems, must all be addressed over time.

    Business units will drive enterprise 2.0 adoption. The IT department remains an obstacle due to slim budgets and the need to maintain legacy hardware and software infrastructure.

    Enterprise 2.0 companies (right) will struggle to make deliver big profits. Why? Workers (and consumers) are used to free apps. “The starting point has been set at free, and buyers will always have the option to try to exploit a free consumer-class service to solve an enterprise problem if the entry price gets too high,” says Forrester. If that scenario plays out you really have to wonder how enterprise 2.0 will generate $4.3 billion in spending by 2013.

     

    April 03, 2008

    10 Trends Marketers Should Know About Social Networking

    (* Source: Aki Spicer *)

     

    Aki gives a a good perspective on this topic. Read on...

    New Media Ad Spend up, But How Much?

    (* Source: eMarketer *)
     

    Ask 23 researchers the same question...

    US spending on online and mobile advertising rose to $29.94 billion in 2007, according to PQ Media's "Alternative Media Forecast: 2008-2012" report.

    The company included 18 digital and non-traditional media segments in its definition of alternative media.

    PQ Media put new media ad spending at 16.1% of total US advertising spending in 2007, up from 7.9% in 2002.

    “By 2012, we anticipate one out of every four dollars spent on advertising and marketing will be earmarked for alternative media,” said Patrick Quinn, CEO of PQ Media.

    There is general consensus among researchers that US ad spending outside the four dominant traditional media (television, radio, newspapers and magazines) continued to grow throughout 2007. PQ Media appears a little more bullish about total spending in 2007 than some other researchers.

    eMarketer tracks US online ad spending estimates and projections from 23 companies. Estimates of total US online ad spending in 2007 range from $10.9 billion (Universal McCann) to $30.5 (Veronis Suhler Stevenson).

    So PQ Media is at the high end of the range. However, assuming that the mobile portion of their 2007 estimate was at least $2 billion, their 2007 figure for US online ad spending is certainly not an outlier.

    Having examined the data from all the researchers, eMarketer estimates that US online ad spending was $21.1 billion in 2007.

     

    April 02, 2008

    What’s Holding Up Mobile Advertising?

    (* Source: eMarketer *) 


    Are mobile marketers moving ahead or merely spinning their wheels?

    ”2007 was not ‘the year of mobile marketing’ that it was advertised to be,” says John du Pre Gauntt, eMarketer Senior Analyst and author of the new report, Mobile Advertising: After the Growing Pains. “And 2008 won’t be either.”

    Even though mobile marketing and advertising didn’t break into the mainstream during 2007, with events such as the iPhone launch and other under-the-hood improvements, mobile marketers did take strides to move past the experimental stage of development.

    In fact, eMarketer forecasts that worldwide mobile advertising spending will reach $19 billion by 2012.

    ”The vast majority of the spending will be based on text-messaging campaigns,” says Mr. Gauntt, “with mobile display advertising and mobile search constituting the rest of the main market.”

    However, compared to other interactive platforms, mobile still remains extremely small in overall spending.

    ”A basic problem facing mobile marketing and advertising is that, while the business proposition cuts across many industries—telecom, technology, media, marketing, retail—it affects the economics of each industry differently,” says Mr. Gauntt.

    But that’s not all.

    “A clear bone of contention involves customer information,” says Mr. Gauntt. “All parties agree that better targeting will happen, given the personal nature of mobile phones, but the question of how to use customer information to improve ad targeting while respecting privacy remains elusive.”

    Assuming the sensitive issues surrounding customer data and location can be solved, there is still the matter of the true elephant in the room: the possibility of advertising revenue subsidizing basic mobile services such as voice, text or data.

    Telephia, now a part of Nielsen Mobile, recently reported the range of direct monthly charges levied on US mobile customers for different applications on top of mobile data access.

    ”It’s not lost on mobile users that they still pay for almost everything on mobile,” says Mr. Gauntt.

    Before mobile marketing can truly get moving, many obstacles will have to be overcome.

     

    Who's Spending on Social Networks?

    (* Source: eMarketer *) 

     

    Big spenders may be in the minority.

    While social networks are struggling with how best to monetize their millions of users, some marketers have yet to commit major budget to the channel.

    One-third of US marketers and agencies surveyed in an iMedia Connection poll in March said that they planned to spend $300,000 or less this year on social network marketing. The poll was conducted among attendees at the recent iMedia Breakthrough Summit.

    "At those amounts, social network spending may still be categorized as experimental for many marketers," said Debra Aho Williamson, senior analyst at eMarketer.

    Online Social Network Marketing Spending Planned this Year by US Marketers and Marketing Agencies, March 2008 (% of respondents)

    To be clear, the poll was not conducted among a representative sample of marketers. However, it is useful in a directional sense. The 29% of marketers polled by iMedia Connection who plan to spend $2 million or more will help social network ad spending add up.

    eMarketer predicts that US online social network ad spending will near $1.6 billion this year. The figure includes all forms of advertising appearing on social network sites, including branded campaigns as well as search, video, local advertising and ads delivered via ad networks.

    US Online Social Network Advertising Spending, 2006-2011 (millions and % change)

    "As in many other developing advertising markets, much of the spending on social networks is driven by leading-edge marketers who are willing to take risks," Ms. Williamson said.

    Estimates of the exact percentage of marketers using social networks vary by source and methodology.

    October 2007 studies by CoreMetrics, the IAB, Prospero Technologies and others found that anywhere from one-fifth to nearly one-half of marketers used social networks. Differences hinged on whether or not marketers were already using social networks or intended to use them, and if the marketers considered themselves to be digitally savvy or not.

    Comparative Estimates: US Marketers Using Social Network Marketing, 2006 & 2007 (% of respondents)

     

    March 19, 2008

    The Web in Charts—Google vs. Microsoft-Yahoo vs. China

    (* Source: Erik Schonfeld *)

     

    An excellent overview on the web today.

     

    Erik says...

    Today more than ever, the Web is a global game. Below are charts from a new State of the Internet report from comScore that paints a picture of global competition on the Web.

    In 1996, two thirds of all people online (66 percent) lived in the U.S. By last October, that had completely flipped, with 77 percent of the online population living in the rest of the world and only 23 percent in the U.S. The U.S. still has the largest total number of Web surfers (162 million a month), but China is catching up fast (with 96 million):

    comscore-dw-country.png

    In China, homegrown sites such as TenCent, Baidu and Sina all reach more native Web surfers than Microsoft, Google, or Yahoo:

    comscore-dw-china.png

    In fact, the leading Websites in many big markets such as Russia, Japan, and South Korea tend to be homegrown as well:

    comscore-global-leaders.png

    Social networks are the fastest-growing category of sites (nearly 60 percent annually), but they still lag in terms of penetration (less than 40 percent) behind photo sites, entertainment sites, search, and portals:

    comscore-quadrant-small.png

    The fastest growing of all social networks, of course, has been Facebook, which jumped from the second pack to where it is now running neck-and-neck with MySpace:

    comscore-dw-social-networks.png

    Drilling down into search, Google still dominates with 62 percent share worldwide:

    comscore-search-share.png

    And it dominates search even more in other countries than it does in the U.S., where it only commands a 53 percent market share (compared to above 90 percent in parts of Europe and Latin America):

    comscore-search-countries.png

    Looking at the efficiency of its search ads, Google puts up an ad against only about half of its searches, whereas Yahoo puts up an ad 75 percent of the time. Yet for those searches where an ad is shown, Google gets 0.24 paid click per search compared to 0.18 for Yahoo and 0.14 for Microsoft. (Search advertising on AOL and Ask are also powered by Google and they show the same or better clickthrough rates).

    comscore-paid-clicks.png

    For display ads, Yahoo and MySpace control the most market share, with 19 and 15 percent each, respectively. (Microsoft comes in a distant third with 6.6 percent):

    comscore-ad-share.png

    The report also gives an estimate of the unduplicated reach of Microsoft and Yahoo. A combined Microsoft-Yahoo would have 173 million unique visitors a month across the globe, a 10 percent share of all page views, 32 percent share of search, and 24 percent share of display ads:

    comscore-yhoomsft.png

    Both Microsoft and Yahoo each have about 260 million Webmail users (with duplication), with Google’s Gmail bringing up third place with 87 million (no wonder Google execs keep bringing up market concentration concerns in relation to mail and instant messaging):

    comscore-webmail.png

     

    March 17, 2008

    Google Sucks Life Out of Old Media

    (* Source: Henry Blogget *)

     

    Henry says...
     

    For the past few quarters, we've analyzed the amazing rate at which advertising spending is moving online. Now we're able to look at full-year 2007.

    Specifically, we analyzed the change in US advertising revenue at 17 major media companies from 2006 and 2007. The companies included Google (GOOG), Yahoo (YHOO), Time Warner (TWX), Disney (DIS), Viacom (VIAB), CBS (CBS), and Clear Channel (CCO). The companies span all the major advertising sectors: Online, TV, Print, Radio, and Outdoor.

    Highlights:

    • Total US ad revenue across all 17 companies grew 9% from 2006 to 2007, from $53 billion to $58 billion
    • Online ad revenue grew 28%, from $14 billion to $18 billion.
    • Offline grew only 3%, from $39.5 billion to 40.6 billion. This was helped significantly by the inclusion of affiliate fees and (and global revenue) at CBS, Viacom, and News Corp.
    • Online ad revenue grew by $4 billion.
    • Offline ad revenue--in all other media--grew by $1 billion.

    So advertising revenue is flowing online at a frantic rate. That's the whole story? No. Let's look at how that online revenue breaks down.

    • Online ad revenue grew 28%, or $4 billion.
    • Online ad revenue at Google grew 44%, or $2.7 billion.
    • Online ad revenue at Yahoo, Microsoft, and AOL grew only 15%, or $1.3 billion.
    • Google captured 2X as much revenue as its closest three competitors combined.

    It is true that perhaps a third of Google's growth came from AdSense revenue, which is placed on third-party sites--so other companies are benefiting from this growth. But the growth on Google's properties alone still vastly exceeded the growth on AOL, Yahoo, and Microsoft.

    Another fun stat:

    • The year-over-year growth of revenue on Google.com (US)--approximately $2 billion--was more than twice as much the growth of ad revenue in all of the offline media companies in this sample combined. This is such an amazing fact that it bears repeating: A single media property, Google.com (US), grew by $2 billion. All the offline media properties owned by the 13 offline media companies above, meanwhile--all of them--grew by about $1 billion.

    For supporting details, please see our SAI Advertising Share Shift spreadsheet.  TechCrunch's Erick Schonfeld runs some cool graphics on the numbers.

     

    March 12, 2008

    Internet Users Think It's All About Them

    (* Source: eMarketer *) 

     

    Just what is "age-appropriate"?

    The majority of US Internet users think the Internet speaks directly to their age group.

    Burst Media said that more than one-half of respondents to its February 2008 survey thought that online content was focused on them.

    US Adult Internet Users Who Believe Online Content Is Focused on Own Age Group, by Age, February 2008 (% of respondents in each group)

    Respondents over age 44 were far less likely to say that online content focused on them.

    Burst also found that starting at age 35, respondents felt that online ads were aimed at younger Internet users.

    US Adult Internet Users Ages 35+ Who Believe Online Advertising Is Focused on Younger Age Group, by Age, February 2008 (% of respondents in each group)

    Burst concluded that content providers and advertisers were missing an opportunity to target Internet users over the age of 34.

    "You may have opportunities to expand content offerings to segments that currently see themselves as under-served by the Internet," Burst researchers wrote. "The 55 years and older segment is rapidly replacing other media as the primary source for news, entertainment, and information."

    The company also recommended that advertisers "utilize creative that is age-appropriate in both design and messaging."

    That is always good advice, but the study raises at least two issues of equal importance.

    For one, "online content" is a generic term that does not reflect the quantity or range of material housed on the Web. It also ignores the fact that Internet users invariably deliberately search for material that is of interest.

     

    March 05, 2008

    Let the Video Game Ads Begin!

    (* Source: eMarketer *) 

     



    Pow! Bam! Whap! Watch out! Here comes a hot new ad space!

    Video-game advertising comprises a number of different segments, and they are all seeing plenty of action.

    Overall, eMarketer projects that US in-game advertising spending will increase from $295 million in 2007 to $650 million in 2012.

    In-game advertising spending is buoyed by a vibrant video game industry that is enjoying unprecedented growth. eMarketer projects that video game software and hardware sales will increase to $21 billion in 2012.

    ”At a time when other sectors of the digital entertainment industry are struggling with lagging sales and rampant piracy, the US video game business is booming,” says Paul Verna, eMarketer Senior Analyst and author of the new report, Video Game Advertising report.

    As evidence of the vitality of the game industry, an average of nine games were sold every second of every day in 2007, according to the Entertainment Software Association (ESA).

    ”To compare video games to other media,” says Mr. Verna, “the top-selling video-game title of the year, ‘Halo 3,’ took in more revenue on its first day of sales than the biggest opening weekend ever for a movie, ‘Spider Man 3,’ and even the final Harry Potter book’s first-day sales.”

    In addition, comScore reported that video games, consoles and accessories was the top e-commerce growth category in the US in the second and third quarters of 2007, as well as during the peak holiday shopping period of the fourth quarter.

    ”The biggest online retailer, Amazon.com, reported its best holiday season ever in 2007 and attributed its success to the Nintendo Wii console,” says Mr. Verna.

    Long gone are the days when video games were the domain solely of teenage boys. The category is hot—because eyeballs of all ages are there.

    ”Today, avid and casual gamers fall into a broadening array of demographic profiles,” says Mr. Verna. “They might include middle-aged men who live out their latent rock and roll fantasies by playing ‘Guitar Hero,’ married women who get together with their friends to play Wii Table Tennis or retirees who play online board games with their grandchildren.”

    It is no wonder that advertisers want to play, too.

     

    February 28, 2008

    Report: Internet Ad Revenues Up 25% in 2007 to $21.1 Billion

    (* Source: Mark Hefflinger *) 

     

     

     

     

     

    Internet advertising revenues from 2007 are expected to come in at $21.1 billion, in a year that saw record revenue levels in all four quarters that propelled the market up 25% over 2006's record $16.9 billion, according to data from the Internet Advertising Bureau (IAB) and PricewaterhouseCoopers. Still, the gain of $4.2 billion in revenue in 2007 was still less than the $4.3 billion in growth, and 35% revenue increase registered between 2005 and 2006.

    The report estimates that fourth quarter 2007 Internet ad revenues reached a record $5.9 billion -- a 13% increase over the third quarter of 2007 and 24% increase over the fourth quarter of 2006.

    "The continued record growth evidences the importance and uniqueness of interactive media to both consumers and the marketers that are trying to reach them," said David Silverman, a partner at PricewaterhouseCoopers.

    February 26, 2008

    Online Video: A Changing Picture

    (* Source: eMarketer *) 

     

    Coming soon to a screen near you: Convergence.

    The term “convergence” may sound retro, a notion tossed around in the 1990s that never really came to pass. But don’t be fooled.

    Today, the bulk of video consumed online is snackable video—bite-sized entertainment—rather than a complete meal of full TV episodes or full-length movies.

    Types of Online Video Content that US Online Video Viewers Watch Monthly or More Frequently, 2007 (% of viewers)

    The most popular online video content, watched by 40% or more of the US online video audience, consists of short pieces of five minutes or less: news clips, jokes, movie trailers, music videos, clips from TV shows and entertainment news.

    ”As technology problems are solved, however, making the computer-television connection more viable and pleasurable for the average consumer,” says David Hallerman, eMarketer Senior Analyst and author of the new report, Online Video Content: The New TV Audience, “online video content will expand in both length and breadth, and professionally-produced material will account for a large part of the menu.”

    It hasn’t happened yet, but full-blown convergence between television and the Internet is on the way.

    ”The trend toward greater video convergence is being driven by factors such as broadband, digital TV and, ironically, the fragmentation of the audience,” says Mr. Hallerman. “Fragmentation is forcing traditional television players, the networks and studios, to reach out where the audience lives.”

    And, increasingly, the audience’s entertainment life is found on the Internet.

    A survey of viewers by TNS uncovered a number of reasons for watching less television.

    Reasons that US Online Video Viewers Watch Less TV* Compared with a Year Ago, July 2007 (% of respondents)

    According to the most recent “The State of the Media Democracy” report, from Deloitte, most US consumers would like to be able to easily connect their home TVs to the Internet to view video, with younger users the most keen to connect.

    Attitudes of US Internet Users toward Digital Entertainment, by Age, October 2007 (% of respondents*)

    ”Unfortunately, ‘easily’ is not readily achieved at this point,” says Mr. Hallerman.

    Among the households watching video on their computers, the vast number still watch on the Web, using their browsers, while less than 10% use some kind of TV connection, according to the “Digital Content Unleashed” report from ABI Research.

    Methods Used by US Internet Households to Watch Video via PC, Q2 2007 (% of respondents)

    ”People lean toward the Internet over TV when it comes to elements such as convenience, control and the ability to easily find enjoyable content,” says Mr. Hallerman. “TV video content wins out for relaxation, sharing the experience with friends and family and less annoying advertising than online.”

    The technical and viewer preference obstacles to convergence are many, and they won’t be overcome easily or quickly.

    ”Surveys have found that already roughly half of all US consumers who watch video watch at least some of it online,” says Mr. Hallerman. “That percentage isn’t going down, and the desire for convergence isn’t going away.”

     

    February 25, 2008

    Is TV Time Caught in the Web?

    (* Source: eMarketer *)



    Avoiding the wrong conclusions on Web usage.

    Ever since US Internet usage became widespread, marketers have been tracking online usage to see if Web time was coming at the expense of TV time.

    Now, IDC has found that Internet is the medium on which US online users spend the most time--32.7 hours per week, almost twice as much as they spend watching television. The data was collected in September and October 2007.

    "The time spent using the Internet will continue to increase at the expense of television and, to a lesser extent, print media," said Karsten Weide, program director at IDC. "This suggests that advertising budgets will continue to be shifted out of television, newspapers, and magazines into Internet advertising."

    Average Time per Week that US Internet Users Spend with Select Media, September-October 2007 (hours)

    This sounds like the trumpet of doom being sounded for TV viewing and the ad dollars that go with it.

    But that's not the whole picture.

    The press release accompanying IDC's findings said that the company used a sample of "US residents 15 years of age or older who frequently use the Internet." Since the release did not state what this group's TV viewing habits were in the past, the only conclusion that can be drawn is that this group of heavy Web users is online for more time than they watch TV.

    The study makes no mention of multitasking.

    IDC's findings of time spent online do agree with other studies. comScore Media Metrix found that Internet users spent an average of 29.34 hours online from October 2006 to October 2007. The company surveyed a more general online population than IDC did, not just frequent Internet users.

    During September and October 2007, when the IDC study was conducted, US Internet users surveyed by comScore Media Metrix tallied an average of 29.51 hours online.

    Time Spent Online by US Internet Users, October 2006-October 2007 (millions of total minutes per month and average minutes per user)

    The USC Annenberg School Center for the Digital Future put time spent online by US Internet users at an average of 15.3 hours weekly in 2007. USC's findings were specific to home usage, and did not include work or school usage.

    USC said that it did not subtract time spent at home doing work, since it said that time spent for personal online usage at work balanced it out.

    How do IDC's heavy Internet user media usage numbers compare with media usage by the general population?

    Forrester Research examined time spent by US adults on various media in 2007. The research company found that, including personal and work usage, time spent online still trailed time spent watching TV.

    Although TV ad spending as a percentage of all media ad spending trailed TV viewing time as a percentage of time spent with all media slightly, the corresponding difference between time spent online and Internet ad spending was still profound, at nearly 4 to 1.

    Share of Time in a Typical Week that US Adults Spend with Select Media* vs. Share of US Advertising Spending by Media, 2007

    Comparing the IDC and Forrester data suggests that each set of findings should be read for what they are. In IDC's case, the notion that heavy Internet users spend much more time online than on TV is a cue to marketers targeting such users.

    The Forrester numbers provide a reality check, however, suggesting that TV ad spending is not set for an immediate exodus to the Web. Online ad spending still greatly trails online usage as a percentage of time spent compared with other media, but TV is still the media of choice for US consumers as a whole.

     

    February 21, 2008

    162 Million Internet Users in China

    (* Source: Tangos *) 

     

    Tangos reports... 

    According to the latest report by China Internet Network Information Centre (CNNIC), at the end of June 2007, Chinese Internet users has reached 162 million, which means an increase of 25 million in last six months, the biggest half-yearly increase ever. But it may because CNNIC report change the definition of Internet users, in all previous reports, Internet user means Chinese citizen aged 6 and above who averagely use the Internet at least one hour per week. However, in its latest report, Internet users are Chinese citizens aged 6 and above who use the Internet in last half year.

    The following are my quick thoughts on the latest report:

    • Mobile Internet will become more and more important, over 44 million users use mobile handsets to access Internet, an increase of 27 million (159%) in last six months.
    • Over half of all Internet users(51.2%) are under age 25. The Internet penetration rate for users aged between 18 to 24 is 43.4%. Internet has become their lifestyle, that’s also part of the reasons that QQ and 51.com are so popular in China.
    • The percentage of Internet users with high school education or below increased from 48.2% in half year ago to 56.1%. The percentage of users with an income below 1000 yuan increased from 47.6% to 51.7%. You need to understand these group of young users to become leading player in China’s Internet market.
    • Over 37% users, increased from 32.3%, access Internet in Internet cafe. It is said that 51.com is very popular among Internet Cafe users
    • IM is more important in China than email for communication. More netizens use IM than email (69.8% vs. 55.4%), while over 90% Internet users use email in US. IM usage rate is even higher (74.6%) among users under age 25, while the email usage rate is only 46.6% among them.
    • Online entertainment demand is the most important demand among Chinese yougsters(under age 25), with 91.4% of them used online music, 79.6%% used online movies, and 67.1% played online games.

    Well, from this data, you may find the characteristics of Chinese Internet is quite different from those of US, you should study the report in detail to understand Chinese Internet users better. The full report in PDF file can be downloaded (English version report) here.

     

    February 18, 2008

    500 Million Internet Users in Asia-Pacific

    (* Source: eMarketer *) 

     

    According to recent estimates there were 6.6 billion people in the world in 2007. Of that number, 1.15 billion, or 17.5%, were regular Internet users. By 2012, eMarketer projects that over 1.7 billion people worldwide (24.5%) will access the Internet at least once per month.

    This year will see China overtake the United States as the most populous Internet nation in the world and the Asia-Pacific region will top 500 million Internet users.

    Internet Users Worldwide, by Region, 2007-2012 (millions and CAGR*)

    By 2012, nearly 50% of the world’s Internet population will live in the Asia-Pacific region. The share of the world’s Internet users in Europe and North America will fall, though absolute numbers will continue to rise in both regions, as the share of users in Latin America and the Asia-Pacific region both grow.

    Internet Users Worldwide, by Region, 2007 & 2012 (% of total)

    The Netherlands and the Scandinavian countries lead the world in terms of Internet penetration, and reached something of a saturation point around 80% of the population in 2007.

    Countries such as China, Russia, India, Brazil and Mexico are relatively immature Internet markets and will be the primary drivers for worldwide Internet user growth over the next five years.

    Internet Users and Penetration in Select Countries Worldwide, 2007 (millions and % of population)


     

    Web Widgets and Applications:

    (* Source: eMarketer *) 

     

    So far, widgets and applications are garnering far more attention than actual ad dollars. Although consumers are increasingly using them, eMarketer estimates that US companies will spend only $40 million in 2008 to create, promote and distribute widgets, up from $15 million in 2007.

    The Web Widgets and Applications report tracks the trends that are driving this unique and intriguing, but not yet lucrative, area of Internet development.

    Widgets are popping up everywhere online. Since Facebook opened up to third-party applications in May 2007, nearly 15,000 applications have been developed. Overall, some 100,000 developers are working on widgets and applications worldwide.

    Widgets are new, hot and fun. But there are already raising concerns, including “application burnout,” measurement difficulties, distribution challenges and deceptive techniques used by some widget developers to increase their installation rate.

    The widget and application business can really grow—it has some growing up to do.

    US Web Widget and Application Advertising Spending, 2007 & 2008 (millions and % of total social network ad spending)

     

    More here 

    January 28, 2008

    Social Networks Straddle Hype and Reality

    (* Source: eMarketer *) 

     

    Either way, marketers are getting prepared.

    Social media network growth may be overhyped.

    Nearly seven out of 10 senior media executives surveyed in December 2007 by AdMedia Partners said they thought so.

    However, a majority of respondents said that growth predicted for mobile content, integrated ad networks and gaming was accurate.

    Attitudes of US Senior Media Executives toward Perceived Growth Opportunites for Select Digital Media, December 2007 (% of respondents)

    Part of an overall study on media company M&A prospects for 2008, the findings were optimistic, at least in December.

    “Eighty percent of respondents expect their own organizations to complete at least one media acquisition or divestiture in 2008,” said Mark M. Edmiston, managing director of AdMedia Partners.

    Although buzz can be measured in some ways, hype is a subjective concept. Marketers preparing to use social media are not holding back because the tactic is getting too much press.

    Still, social media networks are not used universally by most marketers yet.

    A study conducted in the third quarter of 2007 by Coremetrics indicated that while the majority of responding marketing professionals were not planning to implement social media tactics in the next 12 months, about a fifth were.

    About a quarter of those surveyed said they planned to use some type of user-generated content or blogs as marketing tactics.

    Social Media Marketing Tactics that US Marketing Professionals Plan to Implement, by Timeframe, Q3 2007 (% of respondents)

    Marketers have been more likely to engage consumers with Web sites or consumer feedback through social networking, according to a spring 2007 report from public relations agency Manning, Selvage & Lee conducted by PR Week and Millward Brown.

    New Media/Consumer-Generated Media Tactics Used by US Marketers, April-May 2007 (% of respondents)

    “Marketers who think that using a Web site or asking for consumer feedback on a Web site represents cutting-edge new media tactics are missing tremendous opportunities to build their brands,” said Mark Hass, global CEO of Manning Selvage & Lee.

     

    January 25, 2008

    Word of Mouth Works Worldwide

    (* Source: eMarketer *) 

     

    The unbiased opinion is trusted around the globe.

    There are more marketing channels aimed at consumers than ever. Yet more than three-quarters of consumers surveyed worldwide find that consumer opinions are the most effective form of advertising, according to a Nielsen study.

    Nielsen surveyed Internet users in 47 markets in Europe, Asia Pacific, the Americas and the Middle East on their attitudes toward many types of ads, including television, branded Web sites and consumer-generated content.

    "The fact that consumers think opinions posted online are as trustworthy as brand Web sites speaks to the power of online reviews and recommendations," said Debra Aho Williamson, senior analyst at eMarketer.

    "It also means that marketers need to focus as much attention on what consumers say about their brands online as they do on creating the brand Web sites themselves," Ms. Williamson said. "The easiest thing to do is to make consumer feedback an essential part of every brand Web site."

    A similar study conducted by GFK Roper Consulting on the trustworthiness of sources used to make purchases found that consumers rated word of mouth highest.

    In the US, more than nine in 10 respondents to a DoubleClick survey said that a friend's recommendation was the most important influence when it came to buying a product or service.

    "In all these studies, word of mouth has more of an impact than traditional forms of advertising," Ms. Williamson said. "Having a word-of-mouth marketing strategy is becoming essential for marketers."

     

    January 15, 2008

    3 Hidden Trends in 2008

    (* Source: eMarketer *) 

     

    Business statistics can often reveal a great deal of information about a market or trend. A single number, like a picture, can be worth a thousand words. Take 9.3%. That figure represents eMarketer’s prediction for the share of total US media spending going to the Internet this year (in 2007, the share was only 7.4%).

    US Online and Total Media Advertising Spending, 2006-2011 (billions and % of total media spending)

    In absolute terms, 9.3% translates into $27.5 billion being spent on various forms of Internet advertising in 2008, according to eMarketer projections. That number, in turn, reflects a variety of trends and industry developments that are expected to take place. For example, advertising on social networks and online video are both projected to grow at double-digit rates this year.

    US Online Social Network Advertising Spending, 2006-2011 (millions and % change)

    US Online Video Advertising Spending, 2001-2011 (millions)

    But while video and social networks are among the hottest new ad formats today, they will account for only $2.9 billion, or about 10% of total online advertising dollars projected for 2008.

    I believe that these trends, while important, are superseded by three deeper, more fundamental transformations taking place in the media world. These transformations aren’t so easily captured by numbers.

    The first of these transformations starts with media fragmentation, which, because of the Long Tail effects of the Internet, is expanding exponentially. However, we are now learning how to harness media fragmentation to serve the needs of advertisers, publishers and, yes, even consumers.

    Over the past year, we have seen significant consolidation and simultaneous expansion among the online ad networks. Ultimately, as these ad networks continue to grow and become more sophisticated in their ability to target specific consumer groups, they will allow advertisers to reach large audiences that are stitched together from hundreds or thousands of diverse Web sites. Eventually, advertisers will be able to have their cake and eat it, too: They will enjoy precise targeting of ads without sacrificing reach.

    As Adam Gerber of Quantcast has said, in the future, online media buying will be about "the re-aggregation of a fragmented audience that's actually watching different things."

    The second transformation is that the Internet is becoming the central hub of most media and marketing campaigns—and for good reason. Not only is the Internet now used extensively by every major demographic group, and for a variety of purposes including information, communication and entertainment, but it also allows for a two-way interaction between consumers and marketers that is not found in any other medium. Just as important, the Internet can provide a wealth of measurement metrics to help marketers justify and fine-tune their integrated media plans.

    But it is the third transformation that will have the greatest effect since it transcends the Internet and affects all media.

     

    December 15, 2007

    The Promise of Social Network Advertising

    (* Source: eMarketer *) 

     

    “But if social network marketing delivers on its promise of peer recommendations the flow of advertising dollars will turn into a flood,”  I like that word flood and it's not just online youth that are engaged.  Most people I know on Myspace/ Facebook are in their 30s. 

     

    How much can social networks net?

    Social networking is an Internet success story.

    This year, 37% of the US adult Internet population used online social networking at least once a month. That figure will rise to 49% in 2011.

    US Adult Online Social Network Users, 2006-2011 (millions and % of adult Internet users)

    ”The continued growth of social networking seems assured,” says Debra Aho Williamson, eMarketer Senior Analyst and author of the new report, Social Network Marketing: Ad Spending and Usage, “unless teens stop social networking as they become adults.”

    Don’t bet on that.

    Currently, 70% of all US teens visit social network sites on a monthly basis.

    US Teen Online Social Network Users, 2006-2011 (millions and % of teen Internet users)

    “By 2011, one-half of all online adults and 84% of online teens in the US will use social networking each month,” says Ms. Williamson. “There is little to suggest that this activity will go away.”

    When it comes to translating eyeballs into advertising revenues, eMarketer projects that worldwide online social network ad spending will grow from $1.2 billion in 2007 to $2.2 billion in 2008, 82%.

    Worldwide Online Social Network Advertising Spending, 2006-2011 (millions and % change)

    Worldwide spending will top $4 billion in 2011.

    In the US, spending is projected to rise to $1.6 million in 2008, from $920 million in 2007.

    ”MySpace and Facebook together receive more than 70% of all US social network ad spending,” says Ms. Williamson. “And they are hard at work to convince marketers to allot more of their budgets to social network advertising.”

    The advertising offerings of the two social network giants are becoming more diversified, and now include not only profile pages but search, display ads, widgets and more.

    “But if social network marketing delivers on its promise of peer recommendations the flow of advertising dollars will turn into a flood,” says Ms. Williamson.


     

    November 27, 2007

    Free Internet Marketing Related Ebooks

    (* Source: Caroline Middlebroke *)

     

    Thanks for sharing your internet marketing FREE booklist, Caroline.

     

     

    1. Adsense Arbitrage, Brad Callen, 40 pages
    2. Authority Black Book, Jack Humphrey, 64 pages
    3. Bending the Web, Jack Humphrey, 30 pages
    4. Blog Profits Blueprint, Yaro Starak, 55 pages
    5. Buying and Selling Domains for Profit, Joel Comm, 33 pages
    6. Google Adwords Made Easy, Brad Callen, 85 pages
    7. Instant List Profits, Fabio Marciano, 126 pages
    8. Internet Business Manifesto, Richard Schefren, 29 pages
    9. Keyword Research Guide, Wordtracker, 52 pages
    10. Killer Flagship Content, Chris Garret, 17 pages
    11. Marketing Pilgrim Essays, Various Authors, 163 pages
    12. Marketing Wisdom for 2007, Marketing Sherpa, 56 pages
    13. Social Media Daily, Michelle Macphearson, 26 pages
    14. Teaching Sells, Brian & Tony Clark, 22 pages
    15. The IM-Myth, Russel Brunson, 44pages
    16. The Internet Money Tree, Joel Comm, 15 pages
    17. The Resource Report, Mike Filsaime, 37 pages
    18. Your Online Money Factory, Kevin Riley, 23 pages
    19. Warrior Tips v3, Various Authors, 133 pages
    20. Web Traffic Orgasm: A Case Study, Dean Hunt, 20 pages
    21. Zero Dollars, a Little Talent, and 30 Days, Jennifer Laycock, 143 pages

     

    November 26, 2007

    Alexa’s Make Believe Internet: Be Warned

    (* Source: Techcrunch *)

     

    I've been using results from Alexa for yonks... if this post is right, then maybe some caution should be exercised. Be warned. 

     

    Amazon’s Alexa traffic reporting service has little credibility left among people who follow traffic trends. Most analytics services, like Comscore, don’t measure small sites well, but they tend to get it right for the larger sites. Alexa seems to get everything wrong, no matter how large or small the site.

    Example: In August Alexa said that YouTube passed Google itself in total page views. They were wrong, but their data continues to perpetuate this alternate reality.

    Now, another embarrassing error. Alexa says that Facebook, on a steady growth curve for the last two years, now has a larger audience than MySpace. This isn’t as ridiculous as the YouTube/Google error, but it’s still way off. Comscore says that worldwide MySpace uniques are 109 million/month, whereas Facebook is at 86 million. Compete.com, which measures traffic using similar techniques as Alexa, stills says that MySpace is larger than Facebook.

    November 21, 2007

    For Casual Gaming, Ads Are Better Than A Price Tag

    (* Source: Techcrunch *) 

     

    Casual gaming is getting bigger everytime I look at it.  Here is another article... 

    neoedge.png

    Nick Gonzalez says...

    Casual gaming is a big business. A video games analyst at IDC, Schelley Olhava, estimated 2.6 million casual games were purchased ($52.7 million) last year. But in game advertising firm NeoEdge says they can triple the revenue of these games by serving ads instead of charging. Their rich media ads are served as pre-roll, post-roll, or interstitial advertisements in games. Today they’ve taken the system, Neo ARM, out of private beta and opened it to all developers.

    MochiAds is another casual gaming advertising system we’ve covered in the past. Unlike MochiAds, NeoEdge doesn’t rely on developers to insert ads through a self-serve toolkit, but instead adds the advertising code to a developer’s game themselves (a potential bottleneck). Revenue from the ads are split about 50-50. NeoEdge says they can integrate with more formats than just flash games (i.e. download games), although flash appears to be format affecting most developers. Their system delivers the ads dynamically from their servers over the internet, making it possible to target ads based on demographic info provided by publishers.

    But 100% free doesn’t seem to be the whole story. Long before social networks casual gaming sites discovered the value of micro-transactions. King.com collected $27 million from gaming micro-transactions last year. Nexon made $250 million in revenue in 2005, mostly through micro-transaction game upgrades. Kongregate is launching their own micro transaction system for game developers as well. A blended monetization model between ads and micro-transactions seems the best strategy for getting the most money out of visitors.

     

    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.

    Facebook Traffic Flattening; MySpace Hits Record

    (* Source: Adam Ostrow *)

     

    I've been hearing how Facebook is about to catch Myspace.  Have a look at these latest numbers from comScore. 

    Adam says...

    We got a hold of some comScore numbers due out later this week reporting traffic for the top social networking sites in October. Facebook bounced back from the seasonal downturn in September, showing 7.5% month-over-month growth with 32.9 unique visitors for the month. However, that’s still down from the 33.7 million unique visitors reported in August, which indicates traffic growth may be starting to level. However, Facebook traffic is still up a robust 117.8% since October of last year.

    Meanwhile, MySpace hit a new all-time high with 71.9 million unique visitors in October. While the site also had a seasonal dip in September, unlike Facebook the total was up from August, when the company had a reported 68.4 million uniques. On the plus side for Facebook, users spent 9.3% more time on the site in October than they did in September, compared to a 2.2% increase for MySpace.

    What’s to make of all this data? First, MySpace still has a healthy lead in terms of overall traffic in the social networking space. Second, it will be worth keeping an eye on Facebook numbers over the next couple months to see if there is indeed a flattening going on. While looking at the numbers from last year you can see there is seasonal weakness to account for, the fact that MySpace is up from August and Facebook is not may prove significant if the trend continues another month or two. All of Facebook’s new features and applications also appear to be keeping users on the site longer, which will in turn help them sell more advertising.

     

    INTERNET ADVERTISING REVENUES IN Q3 ’07 SURPASS $5.2 BILLION, SETTING NEW HIGH

    (* Source: IAB.net *) 

     

    Industry Maintains Record-breaking Trend; 2007 Q3 Revenues Up Over 25% from 2006 Q3

    The Interactive Advertising Bureau (IAB) and PricewaterhouseCoopers LLP (PwC) today announced that Internet advertising revenues exceeded $5.2 billion for the third quarter of 2007, representing yet another historic high for a quarter and a $1.1 billion increase, or 25.3 percent, over Q3 2006. The results, published in the IAB Internet Advertising Revenue Report, are nearly 3 percent higher than Q2 2007, itself the last record-setting quarter. All three quarters in 2007 have set new highs—Q1 at $4.9 billion, Q2 at $5.1 billion, and now Q3 at $5.2 billon. Revenues for the first nine months of 2007 totaled $15.2 billion, up nearly 26 percent over the $12.1 billion recorded during the first nine months of 2006.

    "The continued robust growth of the industry indicates that marketers increasingly understand and appreciate the benefits of interactive advertising," said Randall Rothenberg, President and CEO of the IAB.

    "Marketers large and small have come to accept digital media as the fulcrum of any marketing strategy."

    "Internet advertising revenues are on an annual run-rate exceeding $20 billion, further demonstrating the industry has truly come into its own," said Peter Petrusky, director, Entertainment, Media & Communications Practice, PricewaterhouseCoopers. "The emergence of new platforms, including broadband video, rich Internet applications, mobile, and social media promise to deliver new benefits for consumers, and create exciting new venues for marketers to realize value in digital media."

    "The results of the survey continue to underscore the value that interactive advertising brings to the marketplace, as marketers and agencies build on established guidelines and best practices to control costs and maximize returns from their growing interactive budgets," added David Silverman, partner, Assurance, PricewaterhouseCoopers.

     

    November 12, 2007

    IBM: The End Of Advertising As We Know It

    (* Source: Duncan Riley *) 

     

    ibm.jpg 

     

    Duncan says... 

    IBM released an interesting new report earlier this week that predicts the end of advertising as we know it within 5 years.

    To quote IBM

    Traditional advertising players risk major revenue declines as budgets shift rapidly to new, interactive formats, which are expected to grow at nearly five times that of traditional advertising.

    To survive in this new reality, broadcasters must change their mass audience mind-set to cater to niche consumer segments, and distributors need to deliver targeted, interactive advertising for a range of multimedia devices. Advertising agencies must experiment creatively, become brokers of consumer insights, and guide allocation of advertising dollars amid exploding choices. All players must adapt to a world where advertising inventory is increasingly bought and sold in open exchanges vs. traditional channels…

    The report observes four change drivers tipping the advertising industry balance of power:”

    • Control of attention,
    • Creativity,
    • Measurement, and
    • Advertising inventories

    Consumers’ attention has shifted, with personal Internet time rivaling TV time. Consumers have tired of interruption advertising, and are increasingly in control of how they interact, filter, distribute, and consume their content, and associated advertising messages. IBM’s survey findings demonstrated that half of DVR owners watch 50 percent or more of programming on re-play, and that traditional video advertising doesn’t translate online: 40 percent of respondents found ads during an online video segment more annoying than any other format.

    Amateurs and semi-professionals are increasingly creating low cost advertising content that threatens to bypass creative agencies, while publishers and broadcasters are broadening their own creative roles. Advertisers are demanding accountability and more specific individual consumer measurements across advertising platforms. Self-service advertising exchanges are attracting revenues that were once exclusively sold through proprietary channels or transactions.

    The Full report here (pdf) makes for interesting reading, particularly for anyone working in an advertising related business. A lot of it states what many of us already know, but it doesn’t hurt to have this validated in writing.

     

    My Facebook Ad: A User Tells

    (* Source: Fred Wilson *)

     

    What is this Facebook Ad system is what i'm hearing a lot of these days.  Here is a Fred, a VC commenting on it from his personal view. 

    Fred says...

    Thanks to everyone who commented and emailed me after my post yesterday afternoon. I am indeed dense. The social advertising system on Facebook is up and running, I just couldn't find it.

    Fb_ad_2 Here is my ad. It took me all of a minute or two to create it. I am targeting it at facebook users who have an interest in technology. If you click on the ad, you go to the Union Square Ventures facebook page. I am paying $0.10 for each click and have a cap of $10/day. That is similar to the rates I pay on Google adwords for my avc blog ads.

    Just to be clear, I don't really see the value in running Facebook ads for the Union Square Ventures page on Facebook or Google ads for my blog. But I don't understand technology by reading about it. I understand technology by using it.

    Facebook says that there are 17,291,140 people who will see ads on Facebook. The only targeting they apply to get that number is 18 years and older. That's an interesting number in its own right.

    Fb_ad_page_numbers_2

    When you add targeting, the number of people you'll reach goes down. I added the keyword technology to my campaign and the size of the audience I can reach dropped to 32,140 people. That's way less than the number of unique visitors that this blog sees every month.

    Fb_tech_numbers

    I wonder how the keywords are mapped to pages. I just added the word technology to my personal interests in my profile to see if that would target my ad to me. It did not.

    You can also use a Facebook ad to send traffic to pages outside of Facebook. I am going to set up an identical ad to see how that performs versus driving traffic to Facebook pages.

    I think this advertising system on Facebook has great promise. It would be even better if there is an API into the system so that third party advertising systems (like Clickable) could be used to purchase and target Facebook ads. It would also be interesting if I could run Facebook ads on my blog like I run adsense. I suspect all of that is coming if it isn't here already.

     

    November 09, 2007

    25 Tools For The Independent Musician


    (* Source : Mashable *)

    Sean P. Aune says : 

      musicianssrinfo.PNG

    Think the music industry is dying, and that it’s time to go independent? Or have you always favored smaller, independent record companies over huge bureaucratic institutions? Don’t worry, even if you don’t have dozens of spin doctors working for you, you can still promote your indie band online. We’ve got 25+ tools to help you do just that.

      amist

    AmieStreet.com - A social network and music marketplace for indie artists. They give the artists 70% of the sale.

    AnyGig.com - A place for musicians to get listed for small gigs, or find venues to play at.

    Artistopia.com - An online venue for performers to give themselves an online presence with a profile and display their work.

    BandBuzz.com - A social network where artists can set up a profile, upload their music and get reviewed and recommended by users.

    BandChemistry.com - A site for musicians to find new members for their group or form a whole new band.

    Bandwagon.co.uk - A social network for lovers of indie music where the bands can sell mobile content such as ringtones and wallpapers.

      ChampionSound.com

    ChampionSound.com - Free mailing list manager for artists, promoters, and venues.

    Elisteningpost.com - A way for musicians to upload their music and sell it just about anywhere they want such as MySpace and Facebook.

    FireGigs.com - A site with the aim of promoting unsigned bands by arranging to get their music to be played in the background at cafes, coffee shops and more. Also promote you through a Facebook app and MySpace widget.

    Fuzz.com - Lets performers upload their music sell it, as well as manage mailing lists and more.

    HumbleVoice.com - A place for all types of independent artists, including musicians, to upload their work and promote it.

    iJamr.com - Indie musicians upload their music and bloggers can display your songs on their sites for free, and if a sale is made, they blogger gets a cut.

    Indistr.com - A company letting independent artists sell their music directly to the public and the musicians receive 75% of the sale.

    mTraks.com - An online marketplace and network for indie artists to promote and sell their music.

      mubito.com

    Mubito.com - Allows you to set up a band website easily and sell MP3s. Two levels of stores with one of them being free.

    Musicane.com - Promote and sell your music and ringtones.

    MusicNation.com - A community of musician profile pages that engage regularly in competition for various prizes.

    Panjea.com - Bring all yourclips from the web together and put them in to one player so they take up less space on your page, so you can promote all your music easily.

    PocketFuzz.com - A place for musicians to sell ringtones of their works and notify their fans of news via mobiles.

    Popfolio.net - A music widget provider for blogs that lets independent musicians upload their songs for inclusion, and possible sales.

    PumpAudio.com - A service for indie artists to get their music licensed for television and film.

      ripple9.com

    Ripple9.com - A site to help bands promote themselves on mobile devices to their fans. New sign-ups are frozen while they are being purchased by Google.

    Scriggleit.com - Software you can use on a laptop at your merchandise table so people can sign up for your mailing list.

    SessionSound.com - A site for independent musicians to try to stay indie by selling their music online.

    Sonicbids.com - Allows you to construct a low cost electronic press kit that can be constantly updated so the recipients always get the latest version.

    Unsigned.com - A site for unsigned bands to put up a profile page and host a playlist of MP3s to attract new listeners.

    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

     

    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.

    Humane Society Taps There.com To Reach Gen-Y


    (* Source : Tameka Kee *)

    THE HUMANE SOCIETY OF THE United States (HSUS) has partnered with Makena Technologies to launch an interactive campaign at There.com. HSUS will use branded virtual and real world merchandise, as well as live events to raise awareness and funds in the fight against animal cruelty.

    The effort is a departure from HSUS' typical marketing campaigns, which are geared toward the 50+ demographic. By establishing a presence in There.com, the organization is aiming squarely at the 20- to-30-year-old market.

    There.com members can purchase HSUS merchandise for their avatars--and even acquire the corresponding real-life version at the HSUS storefront, connecting real merchandise to virtual sales.

    "We are always looking for new ways to celebrate animals and confront cruelty; and working with There.com to take animal protection into the virtual world reaches a new audience with a message of compassion," said Wayne Pacelle, president and CEO of The Humane Society of the United States.

    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 24, 2007

    MySpace to Launch New Gaming Section


    (* Source : Adam Ostrow *)

    MySpace is set to launch a new casual games area on the site early next year, reports The Wall Street Journal. The games will be provided by Oberon Media, a company that specializes in developing private label gaming sites for major Internet brands including Yahoo and Microsoft.

    Overall, it’s not an unexpected move from MySpace, who has arranged similar deals with other companies to power different sections of the site, such as Simply Hired for MySpace Jobs.

    With other recently launched sections including News, Sports, and Weather, it’s clear that MySpace is taking a very 90s approach to development, looking to turn its social network into a portal in hopes of keeping people on the site as long as possible. However, the completely stagnant News area and poor integration of other new features raises some questions as to whether this strategy has any chance of working.

     

    WSJ: Advertisers Should Look to Other Virtual Worlds


    (* Source : Virtual World News *)

    "People have been ignoring the fact that there are 12 other virtual worlds out there that have hundreds of thousands of visitors," says Jonathan Nelson, special adviser to Omnicom CEO John Wren. "My bet is this stuff is here to stay." Omnicom recently took a significant stake in Millions of Us, and the Wall Street Journal story gives a fair amount of time to Millions of Us projects. The main point, and one that  developers like Millions of Us have been touting for a while now, is that virtual worlds are prime for advertising, but Second Life isn't the only or even the best option out there. Based on Comscore figures for the month of September, Second Life ranked at the bottom of 12 worlds in numbers of unique visitors. And, yes, the number (235,000 for last month) is drawn from users accessing the software for the world, not just visiting the website. Even the rapidly declining Millsberry.com--down 17% from last year, but still at #5--saw 2.5 million unique users.  Webkinz led the pack with 6 million unique users. [via WSJ.com]

    [Many Lives]

    October 23, 2007

    Glam vs. Geek?


    (* Source : Newsweek *)

    Brian Braiker says :

    Photo illustration: Newsweek.com; photos: istockphoto.com
     
    Fighting for members, MySpace tries to outcool Facebook

    Do you Facebook or MySpace? Increasingly, membership in one social network does not necessarily rule out the appeal of belonging to the other. Of course, each company wants you visit their site more often than the other (if not exclusively)—all the more reason to differentiate. To that end, MySpace, the 800-pound News Corp.—owned gorilla, made three major announcements this week—two of which served to underscore a deepening fundamental difference in philosophy from its closest rival, Facebook. "MySpace is Hollywood and Facebook is Silicon Valley," says David Card, a senior analyst for Jupiter Research. Or you could put it this way: MySpace is glam; Facebook is geek. Not that there's anything wrong with either.

    MySpace announced Tuesday that it has forged a splashy licensing agreement with Sony BMG—the world's second largest label—for access to streaming videos, music and other content. The partnership calls for the social-networking giant and the music studio to share advertising revenue. And in a bid to conquer the social-networking world beyond U.S. borders, MySpace will soon be offering its 110 million active monthly users free voice chats via a new partnership with Skype (220 million strong, mostly outside of the States). In a new service called MySpace IM with Skype, the Internet phone company will enhance the MySpace instant messaging service with new free VoIP capabilities starting November. (The companies will split the revenue, but specifics of the arrangement were not disclosed.)

    These moves stand in direct contrast to Facebook, which instead of teaming with major media players to build services for its network of 47 million active users, allows third-party developers to build applications. A staggering 6,000 applications have been built for Facebook just this year. "We are not a media company," Mark Zuckerberg, the wunderkind brains behind Facebook, announced at the Web 2.0 Summit in San Francisco this week. Analysts are inclined to agree. "I think there's a core philosophical difference, but [it's] the same revenue engine at the end," says Jupiter's Card. That engine, of course, is advertising. But with its Skype and Sony BMG announcements, original programming and hosting concert tours, MySpace seems to be morphing into an entertainment portal where everyone is in your extended network (and a potential audience member).

    More here