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January 13, 2010

Google Nexus One: The "F**k You iPhone" Phone

(* Source: Goldman *)

 

Landline TV is a New York-based production company that specializes in comedy. Here is their version of how Google's new phone destroys the competition by systematically terrorizing iPhone's users.

December 14, 2007

Dancing Elves Top the Charts.

(* Source: Mashables *) 

 

I got sent this by my friend Simon last week and thought nothing of it and sent it on to a couple fo friends (you know who you are little elfs).  It just shows that creative 'avatar yourself' content is still pretty compelling & viral in this web1.0 email space and with a little contribution from web2.0.  Wonder how it will be like next year when virtual worlds take more stage space.  Elf Youself 3.0? Can't wait... maybe.

 

elfyourself-logo.png

Kristen said...

 
OfficeMax got it right last year when they
launched the Elf Yourself campaign during the holiday season. The site that lets you turn yourself into a dancing elf was a big hit, and OfficeMax has brought it back for an encore this year. Hitwise reports that Elf Yourself has become the top-ranked site in the Humor category, and has held its ranking for the last three weeks. An 89% increase in traffic took place for the week ending December 8, 2007, from the prior week.

officemax-elfyourself-s.png

What’s interesting is the demographic that’s found this site to be most amusing. Thanks to the viral nature of email, and office workers being the target demographic, 62% of the traffic to Elf Yourself for the week ending December 8 came from web-based email services and the majority of the site’s visitors were aged 55 and over.

Looks like plenty of employees are staying on task while working in the office this holiday season. If your employees are going to waste time on the web, wouldn’t you want it to be for a dancing elf? Get in the holiday spirit! Is this the ultimate viral marketing campaign? The quick (once you get past the initial load time) and easy custom options make for high user engagement, and you even get OfficeMax coupons and promos when you’re done.

So what’s with the viral essence of email marketing? It still works beautifully, when you’ve got a compelling piece of content. The easiest way to share things with friends (email) has tapped 62% of the incoming traffic for Elf Yourself, with 35% coming from Yahoo alone. 19% hails from Windows Live, while MySpace and Facebook lent 5% and 2% respectively. Is this promising for Yahoo or Google, considering their evolving hopes for Inbox 2.0? It sure doesn’t hurt.

But what about OfficeMax? Does this type of marketing convert into good customers? This is the second year that OfficeMax has rolled out the Elf Yourself campaign, so it must be doing some good. Others have taken to this concept for temporary promos as well–SimpsonizeMe, for instance. Even YouTube is hoping to get a viral boost out of the holiday season, with templated sending options for video clips. See here for more holiday fun.

    hitwise-elfyourself.png
    hitwise-elfyourself-2.png

 

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

Why You Need to Make a Facebook Fan Page for Your Website NOW!

(* Source: Dave Rigotti *)


A first take for Marketers on Fan pages on Facebook by Dave. Try it...
 
 
Dave says...
 
When Facebook announced the Fan pages, there were a number of mixed reviews.  Some where hailing it and its integration to the new advertising platform and some hated it – claiming it was turning Facebook into Myspace.  Whatever your stance is, here are 6 reasons you need to make a Facebook page for your website or company now.

1. Pages are public.  Most of Facebook is behind a login, preventing search engines from indexing.  However, some Fan pages are not behind a login and thus search engines can index the page.  Hopefully, people will stumble on the result in SERPs, visit the Facebook page, and then get to your site via the link (see reason #2).

2. Pages include links.  Because the pages are public, you can get some nice facebook.com link credit.  You can’t use an anchor text, but hey, it’s free.

3. Send “updates to fans”.  One of the greatest features is that you can send “updates” to fans whenever you want.  It’s a nice way of building a database of interested users.  Send messages about new products, updated website, etc.

4. You control the page.  Making the page before a Fan or a competitor is critical.  You want to be able to send the messages, edit or remove sections, and control the information to an extent.

5. News feed.  When a someone joins a Fan page, it’s published in their News feed for all their to read (unless they have turned this off).  It makes someone joining your Fan page somewhat viral.

6. It’s free and easy.  Making a Fan page takes just a few minutes – add some information, URL, and upload the logo and you’re done.  You can make your page
here.


 

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 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 30, 2007

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


(* Source : Webware.com *)

Jessica Dolcourt says :

RapHappy

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

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

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

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

Originally posted at Webware.

October 29, 2007

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

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

Artists Create New Music Revenue Models


(* Source : David Fischman *)

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

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

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

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

More here 

October 22, 2007

Over 6 million song plays on Ckrush through September


(* Source : Minic Rivera *)

ckrush.png

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

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

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


(* Source : Dennis Bouchand *)

iamlegend.png

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

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

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

 

October 18, 2007

Even Free Can’t Compete With Music Piracy


(* Source : Nick Gonzales *)

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

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

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

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

Disney Launches 10-Week Online Treasure Hunt


(* Source : Karl Greensberg *)

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

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

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

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

(* Source : Riley Bane *)

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

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

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

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

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

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

October 17, 2007

MySpace in ad-supported music deal with Sony BMG


(* Source : Reuters *)

 Yinka Adegoke says :

Photo

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

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

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

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

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

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

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

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

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

October 16, 2007

The New Advertising Outlet: Your Life


(* Source : NYTimes *)

Louise Story says :


Rob Bennett for The New York Times

Joggers in the Nike Running Club in Manhattan last month. Nike is spending more of its advertising dollars on services for consumers like workout advice, online communities and races.

STEVE SAENZ used to run a 10K race in 36 minutes. But last spring — 20 years, 2 children and 50 pounds later — he found himself seriously out of shape. A new Web site from Nike, he says, has brought him back on track.

Since April, Mr. Saenz, 53, has been running with a Nike+, a small sensor in his running shoes that tracks his progress on an Apple iPod he carries. After each run near his home in Louisville, Ky., he docks the iPod into his computer and posts details of his run on the Nike+ Web site. There, he has made friends with other runners around the world who post running routes, meet up in the real world and encourage one another on the site.

Nike’s famous swoosh is there all along. For Nike, this is advertising.

“It’s a very different way to connect with consumers,” says Trevor Edwards, Nike’s corporate vice president for global brand and category management. “People are coming into it on average three times a week. So we’re not having to go to them.”

The success of Nike+ is bad news for the traditional media companies that have long made money from Nike’s television commercials and glossy magazine ads.

Last year, Nike spent just 33 percent of its $678 million United States advertising budget on ads with television networks and other traditional media companies. That’s down from 55 percent 10 years ago, according to the trade publication Advertising Age.

“We’re not in the business of keeping the media companies alive,” Mr. Edwards says he tells many media executives. “We’re in the business of connecting with consumers.”

Mr. Edwards may be more blunt than most. But many large marketers are taking huge chunks of money out of their budgets for traditional media and using the funds to develop new, more direct interactions with consumers — not only on the Internet, but also through in-person events.

Adventurous companies like Nike have been experimenting with these alternatives since the 1990s. But now, even the most conventional marketers are making these alternatives a permanent — and ever bigger — part of their advertising budgets.

Last year, Johnson & Johnson decided to boycott the so-called upfronts, an annual event when advertisers get together with television executives to negotiate for commercial time. In August, General Motors said that 2008 would be the last year for its longtime sponsorship of the Olympics. In May, A. G. Lafley, the chief executive of Procter & Gamble, told financial analysts that the company would spend less on traditional media and more on its Web site, in-store advertising and promotional events.

“If you step back and look at our mix across most of the major brands,” Mr. Lafley said, “it is clearly shifting.”

More here 

 

Avatars Everywhere: 27 of the Best Avatar Makers


(* Source : Jordan Chark *)

    avatarroundup.PNG

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

    weblin.jpg

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

    meez1.jpg

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

    secondlife.jpg

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

    mypictr.jpg

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

    gizmoz.jpg

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

    wii.jpg

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

    simps.jpg

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

    gickr.jpg

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

    grava.jpg

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

    imvu.jpg

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

    fix8.png

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

    zwinky.jpg

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

    caric1.jpg

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

    faketown.jpg

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

    doppelme.jpg

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

    sitepal.jpg

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

    gaia.jpg

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

    imbee.jpg

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

    myrl.jpg

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

    kaneva.jpg

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

    blogscoped.jpg

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

    moji.jpg

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

    frenzoo.jpg

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

    clickbeurs1.jpg

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

    mrpicasso.jpg

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

    robbierock.jpg

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

    weeworld.jpg

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

    voki.jpg

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

Honorable Mention

    wow.jpg

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

fix8 Lands $3M for Webcam Avatars


(* Source : Kristen Nicole *)

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

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

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

China plans virtual world for commerce


(* Source : Rachel Konrad *)

SAN JOSE, Calif. - Your favorite pants are fraying? You may soon be able to order replacements directly from the factory where they were made, according to the chief scientist of an ambitious Chinese Internet project.

China's government is building a vast virtual world dubbed Beijing Cyber Recreation District, which founders say will help the manufacturing superpower evolve into an e-commerce juggernaut.

Some supply-chain experts say the project is impossibly grandiose in its goal to provide direct links between tens of thousands of Chinese manufacturers and millions of individual customers around the world. But every "Made in China" label eventually could include a Web site where customers could order more — and Chinese factories would produce custom-made goods and send them directly to consumers' homes, mused Chi Tau Robert Lai, chief scientist of the virtual world.

The 3D world is supposed to be the online counterpart to the China Recreation District, a theme park, mall and playground being built in a former steel plant in Beijing for the 2008 Olympics.

Some Chinese-language Web sites of the CRD are already up, but most of it — including the first direct links to manufacturers — won't come until the second half of next year at the earliest, Lai said.

In addition to connecting factories with people outside China, the project will allow businesses outside China to tap the nation's burgeoning middle class, he said.

"This makes you have to think of China in a different way," Lai said Thursday evening at the Virtual Worlds Conference & Expo in San Jose. "We are stepping back and trying to blend the human and the computer to touch everything associated with people's lives."

More here 

 

"CSI" gets a Second Life with integrated episodes


(* Source : Reuters *)

David Ward says :

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

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

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

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

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

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

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

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

Reuters/Hollywood Reporter

 

October 12, 2007

Virtual Worlds Conference: Demographics And Numbers


(* Source : Worldsinmotion.com *)

Posted by Leigh Alexander :

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

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

Finding New Markets, Developing Existing Ones

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

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

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

Engaging New Users

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

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

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

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

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

Chris Woodard contributed to this report.

More here 

Gigya Offers Widget-Tracking Network


(* Source : Mashable *)

Kristen Nicole says :

Gigya is creating an updated version of its online widget tracking service that will allow developers and web publishers to define and track any type of activity within widgets. Used in conjunction with Gigya’s Wildfire, developers can track widget performance in a more extensive manner, from its initial installation on a user’s page, to the clicking of a link within a widget and the viewing of a widget’s video.

This will, of course, enable you to better lay out your widget strategy, see how widgets are being used across platforms and social networks, and more easily respond to the market. In setting all of this up for your Gigya widgets, you can even choose your own name for various actions, so you’re tracking widgets in a way that makes the most sense for you and your distribution purposes.

Gigya’s Wildfire tool was launched in recent weeks to let developers create applications for use on Facebook. With MySpace and other networks getting ready to open their platforms as well, tracking tools for widgets and applications will become more important, especially as metrics move to become more inclusive of widget distribution, which is when advertising potential comes into play as well.

 

Music Gifts Facebook App Sends the Real Thing


(* Source : Kristen Nicole *)

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

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

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

Youth-Targeted Virtual Worlds Encourage Toy Buying


(* Source : Marketing Vox.com *)


MyePets: So cute it's sickening

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

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

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

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

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

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

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

October 11, 2007

And The Walls Came Tumbling Down: Madonna Dumps Record Industry


(* Source : Techcrunch *)

Duncan Riley says :

madonna.jpg

Since reporting Monday that Nine Inch Nails had dumped its record label and was to offer future albums direct to the public, Oasis and Jamiroquai have also joined the move away from the record industry, but the biggest announcement of all is news today that Madonna has dumped the record industry.

According to reports, Madonna has signed a $120million deal with L.A. based concert promotion firm Live Nation to distribute three studio albums, promote concert tours, sell merchandise and license Madonna’s name.

Whilst the deal differs from Nine Inch Nails in that Madonna is not offering direct-to-public albums, Live Nation isn’t a record company. The deal shows that even for a world famous act, a record company is no longer required in the days of digital downloads and P2P music sharing.

The only real question now is how fast will the music industry model come tumbling down. When Radiohead led the way in offering their music directly to fans many predicted that the move was the beginning of the end; Madonna may well be the tipping point from where we will now see a flood of recording artists dumping record labels and where todays model will shortly become a footnote in Wikipedia.

October 10, 2007

More Bands and Musicians Giving Away Free Downloads


(* Source : Kristen Nicole *)

    radiohead.png

Bands Jamiroquai and Oasis may be following Radiohead’s lead to let fans download new music from the band’s latest album for free, if they visit the site for the radio station XFM. With no contracts to labels, Jamiroquai and Oasis could be considering this move, which often gains a good amount of traction from the fans and spurs the viral growth of their content.

The success of Radiohead’s promotion is cited as the cause for people to pre-order the band’s box set, which costs about $80 and includes vinyl records, a CD and artwork. The hope is to make money on the peripherals, which still come at a premium. That means Radiohead is looking to make money from concert ticket sales, and other merchandise. We’ve already seen Throwdown’s opinion on the matter. And while the concept of giving away something for free isn’t new, it does look to be gaining steam.

[via the telegraph]

 

Mixaloo: Share Mixtapes and Make Money While Doing It


(* Source : Techcrunch *)

 Mark Hendrickson says :

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

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

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

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

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

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

October 09, 2007

Microsoft's Massive In-Game Reach


(* Source : Emarketer *)

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

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

eMarketer: How do you see the market right now?

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

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

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

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

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

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

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

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

More here 

 

SceneCaster Officially Launches on Facebook

( Press Release via Virtual World News *)


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

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

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

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

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

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

About SceneCaster

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

 

Seeking Truly Mobile Music


(* Source : Jason Fry *)

New Efforts Try to Make It Easy

To Buy and Share Music Wirelessly

Last week Starbucks began testing a new service letting those with iTunes on their laptop, or carrying an iPhone, identify and download songs playing in the ubiquitous coffee bars.

In recent weeks we've heard Apple tout its new iTunes Wi-Fi Music Store. We've seen Microsoft show off improvements to its Zune music player, talk up the player's ability to share music, and unveil Zune Social, a new community site. Cellular-service providers such as Sprint Nextel, Verizon Wireless (a Verizon/Vodafone joint venture) and AT&T continue to sell songs over the air and experiment with various music-related offerings. And what about services that recommend and stream music, from Pandora to Rhapsody?

There's a flurry of activity around a common theme: making digital music truly mobile, instead of contained in music players that get topped up at desktop PCs. But what will be the effect of this newfound musical mobility? Could it mark a substantive change in the digital-music experience? Or will wireless buying and sharing remain mere offshoots of the familiar PC/MP3 player ecosystem?

Currently, both buying and sharing are largely restricted to the PC. Music players with wireless capabilities – such as Sandisk's Sansa Connect -- are fairly new. Meanwhile, the cellular-service providers' efforts have largely been stillborn -- because until fairly recently they wanted to charge as much as $2.50 for a download, despite the fact that iTunes had made $1 a de facto standard. Why the high prices? A number of reasons, from the record industry's desperation for an alternative to the iTunes model to infrastructure costs that cut into already razor-thin margins on downloads. Wireless carriers were stuck with a bad choice between a low-margin business or a low-volume one.

The carriers have accepted 99-cent downloads and tried to escape the low-margin trap by expanding their musical offerings to include access to streaming music, ringtones and ringbacks, music videos, the ability to "sideload" digital music from PCs to phones and even services that "listen" to snippets of music and identify the song.

More here 

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


(* Source : Rafat Ali *)

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

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

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

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

October 04, 2007

Why Virtual Worlds Are Overtaking the Game Industry


(* Source : Virtual World News *)

CVSherman says :

The bar for online gaming has been raised, with community becoming as important as gameplay. Virtual worlds and Web 2.0 habits are driving users to worlds that support socializing instead of questing and user-created content instead of magic. World of Warcraft may have nine million subscribers, but Habbo Hotel has 7.5 million users per month, and it's growing. BarbieGirls.com grew at over 40,000 new members per day to reach four million registered users after only three months of its public beta. Gartner Research predicts that 80 percent of the online population will be involved in non-gaming virtual worlds by 2011.

"The game industry may have created the idea of online entertainment, but the days of orcs and elves ruling the online space is drawing to a close," said Christopher Sherman, Executive director of the upcoming Virtual Worlds Fall Conference and Expo taking place October 10-11 at the San Jose Convention Center. The show is attracting big wigs from across the entertainment industry.

"There will always be a place for platforms that just want to allow users to play a game together, but now interaction is key. Community is key," said Sherman who jumped from the game industry to the virtual worlds industry late last year. "The content revolves around and facilitates the community. Treating the online environment like less of a game and more of community or virtual world is key. Major media companies are now looking at anything they do as online entertainment - with a virtual world tied to it."

Case in point: Raph Koster, the former Chief Creative Officer of Sony Online Entertainment, recently took the wraps off of his stealth startup Areae with the announcement of Metaplace. Metaplace is designed to provide an easy-to-use interface allowing users to create virtual worlds that can run anywhere and do anything.

Said Sherman of the announcement, "Whether or not Metaplace is successful, the wake-up call for the game industry has been issued."

Virtual worlds like Kaneva strive to provide activities for their users, including games. Developers like Trilogy Studios, who created a Virtual MTV environment, have a background in next-generation console games like Medal of Honor and The Chronicles of Riddick. It shows in their products. MTV's Virtual Pimp My Ride lets users build experience points while socializing.

More here

 

Branding in Tween Worlds

(* Source : PSFK *)

Alisson  Mooney says :

 dkny2.jpg

Kids are consumers (virtually)! That was the message on the “New School” panel at the YPulse Tween Mashup on Friday. Speakers from Stardoll, WhyVille, and Cartoon Doll Emporium all recounted that young users of their virtual worlds wanted brands brought into their online environments.

Mattias Mikshe, CEO of Stardoll, said that users were begging for real world brands (“everything from Gap to Gucci.”) This is what led them to create “StarPlaza,” an in-world mall stocked with virtual brands (they now have 9). LVMH-owned Sephora and DKNY just became the first real world brand to set up shop there (featuring the same items as the stores). Cartoon Doll Emporium, a similar “paper doll” site, is also working with offline brands.

The virtual world meets social network WhyVille has 3,000 different lines of clothing—by 3,000 different girls. CEO Jim Bower says they want to have a Whyville store with the designs from 12 year olds. But kids in WhyVille aren’t immune to brand fever: one group of kids actually created M&Ms costumes for their avatars. Over in WeeWorld, users “consistently asking for brands to better express themselves,” says Marketing and Editorial Director, Maura Welch. “By choosing to wear the assets,” she says “the users are endorsing the brands to their friends.” According to the site’s latest food and drink survey, users’ WeeMees (avatars) were jonesing for some Sprite, Gatorade and Cheerios. As it is, they can already pimp themselves out in Armani sunglasses while they pop Skittles.maura.JPG

According to Mikshe, the kids can “distinguish between being marketed to and adding value.” Or maybe the marketing has just done its job. The demand is there for the brand names, creating a pull rather than a push scenario. And now that these brands can provide utility online, they are becoming more and more integrated into the lives of young consumers.

Ypulse Tween Mashup

Turner Partners With Kaneva On Virtual World Extensions


(* Source : MediaPost.com *)

Laurie Petersen says :

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

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

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

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

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

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

 

How Last.fm plans to empower young musicians


(* Source : Release *)

Jemima Kiss says :

Last26Sep2007-1

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

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

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

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

 

Digital Music and the Museum Model


(*Source : Emarketer *)

Paul Verna says :

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

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

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

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

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

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

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

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

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

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

 

October 03, 2007

Exclusive: Missy In The Mix With Doritos Campaign


(* Source : Billboard.com *)

Michael Paoletta says : 

Missy Elliott

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

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


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

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

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

More here 

A Brave New World for TV? Virtually


(* Source : New York Times *)

David Itzkoff says :

Sundance Channel

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

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

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

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

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

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

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

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

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

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

More here 

 

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

(* Source : THe Guardian *)

Owen Gibson says :

Radiohead1Oct2007

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

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

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

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

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

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

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

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

More here 

 

October 02, 2007

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


(* Source : Worldsinmotion *)


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

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

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

More here

Xivio Launches Democratic Content Rating


(* Source : Virtual World News.com *)

CVSherman says :



 

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

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

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

More
here

October 01, 2007

Your Life: Streaming Live!


(* Source : David Fishman *)

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

Leave Brit Alone

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

BlogTV

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

YourTrumanShow

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

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

September 28, 2007

EA Launches The Sims on Stage Beta


(* Source : Leigh Alexander *)

Launches The Sims on Stage Beta

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

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

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

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

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

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

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

 

Club Marian Launches


(* Source : Worlds in Motion *)

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

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

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

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

September 27, 2007

Starbucks to give away music as new service starts


(* Source : Reuters *)

Starbucks on Monday said it will give away millions of songs via downloads starting next month, as it launches a wireless music service with Apple. From October 2 to November 7 at more than 10,000 U.S. Starbucks locations, customers can receive "Song of the Day" cards redeemable on Apple's iTunes store for a complimentary song hand-selected by Starbucks Entertainment, the company said.

Starbucks said it will give away 1.5 million downloads per day for a total of more than 50 million free songs. Customers will have until the end of the year to redeem the song on iTunes. Earlier this month, Apple and Starbucks said they had reached a deal to allow people to buy songs wirelessly from Apple's iTunes music store in Starbucks coffee shops without paying Wi-Fi connection fees. The service is to debut at more than 600 Starbucks stores in New York and Seattle on October 2, and will be expanded to other major U.S. cities later this year and next.

Like Amazon's DRM-Free Music Downloads? Thank Apple


(* Source : Wired *)

David Kravets says :

Amazon's Tuesday launch of a DRM-free music store with some 2 million tracks represents the music industry's clearest repudiation yet of the elaborate copy-protection schemes it once staked its future on. And though it may not be obvious at first, it's Apple we have to thank.

Along with thousands of independent labels, major music producers Universal Music Group and EMI have signed on to sell songs on Amazon's new service, representing half of the "Big Four" music publishers. True, both Universal and EMI had already experimented with DRM-free downloads, but there are signs that the rest of the industry will soon follow.

Edgar Bronfman, Jr., the Warner Music Group chairman, told Goldman Sachs investors in New York last week he was considering removing DRM from Warner's music downloads -- this just months after suggesting Warner would never abandon DRM. He blamed Apple for the apparent change of heart.

"We need some online competition" for Apple's iTunes Music Store, Bronfman said. He conceded the iPod is "the default device" and iTunes the "download model."

DRM -- digital rights management -- allows downloads to expire, or to be shared and played only a limited number of times or on certain devices.

The self-created headache for the industry is that the highly popular iPod and new iPhone only play music protected by Apple's proprietary FairPlay DRM solution or music that isn't protected at all. And Apple chairman Steve Jobs has repeatedly balked at licensing FairPlay for use on competing download services or devices.

That meant music companies had to choose between using iTunes or going DRM-free. The industry stood by and allowed most of its music-download sales to come from Apple. Recognizing opportunities lost to Apple's dominance, the music industry is moving toward throwing DRM overboard in a bid to open up new retail markets and promotional opportunities.

"As a consumer, when you buy a slice of bread you want to know you could put it in any toaster," said Jeanne Meyer, a vice president at EMI, in an interview ahead of the Amazon announcement.

Phil Leigh, an analyst with Inside Digital Media, put the industry's predicament in layman's terms.

"As long as the iPod is dominant, they're going to have to reconcile themselves with dealing with what the consumer wants: something that will play on the iPod," Leigh said. "The smartest thing they can do is sell music without DRM. It's not as though DRM is stopping pirating in other ways, anyway."

The irony of the industry's predicament was not lost on Steve Jobs, Apple's chairman. Jobs described the industry's sagging business model as self-created by EMI, Sony BMG, Universal Music Group and Warner Music Group, the so-called "Big Four" leaders of sales and label ownership, with control of 70 percent of the world's music distribution market.

More here 

Imeem Partners with Sony BMG to Legally Stream Music


(* Source : Adam Headstrow *)

Imeem, the service that offers a widget for sharing your music playlist, has reached a deal with Sony BMG to legally offer their music to users. In exchange for allowing Imeem users stream Sony BMG music in their widgets, the record label will get a cut of the advertising revenue. Imeem previously signed a similar deal with Warner Music, after the record company first tried to sue them.

Additionally, the company is reportedly in talks with Universal Music Group and EMI Group about similar content deals.

[via Forbes]


imeem

 

Zlango Launches Web Play


(* Source : Techcrunch*)

Roi Carthy says :

zlango_composer.png

Last we heard from Zlango the company had announced a $12 million in funding from Benchmark Capital and Accel Partners. Today Zlango is announcing its first major foray in the Web space.

For those of you unfamiliar with Zlango, the company created a new language based on slightly over 200 icons in categories such as People, Actions, Places and Feelings. The Zlango offering was originally aimed at injecting life and excitement into the ever popular but boring SMS, however, the company’s jump into the Web space indicates an understanding that engaging users requires Zlango to extend itself beyond a pure mobile play.

Today’s launch kicks off Zlango’s roll out of a number of social-oriented features. Two of the most notable features available today are:

  • Zlango Composer – A Flash driven composer featuring an on-the-fly “Text to Zlango” translator (see screenshot), making it a snap to create fun messages. Messages can be shared, emailed or embedded across a number of social sites (thanks to integration with Gigya).
  • zMess – Zlango’s version of a micro-blog. This is an area for users to view public messages, or private ones with groups of friends. Unfortunately, support for threaded comments is not included.
By year’s end Zlango intends to add support for user generated content, allowing users to add their own icons, contribute content (videos and books), as well as generate personalized merchandise (t-shirts, caps, etc.). Also on the horizon are an API, browser extensions and a Facebook app.

On the business front, the most notable achievement of the year is a partnership with Nokia to preload the Zlango into handsets. Zlango is now also deployed at all three Israeli operators, and has inked deals with operators in the Philippines, Ukraine, Malaysia, Finland, and Indonesia.

 

Google Prepping A Second Life Competitor?


(* Source : Duncan Riley *)

google3.jpg

 

 

 

 

Rumors of a Google powered virtual world based on Google Earth surfaced in January; today there is word that Google may be testing their virtual world at Arizona State University (ASU).

According to Google Operating System, ASU students have the opportunity to test a new product “that will be publicly launched later this year” by “a major Internet company” that is related to social networking, 3D modeling and video games. The questionnaire attached to the application process asks would be testers if they have a Gmail account, and if not would they be willing to get one. The product’s name is shown as “My World.”

Google’s Sketchup service already provides the tech to do 3D modeling and could also be used to create avatars.

We know for certain now that Google has big plans for social networking, from SocialStream to Google’s planned November 5 launch of the mother of all open social networking platforms. Whether the planned service will be a true Second Life competitor is still to be seen, however I suspect that if Google is prepping a virtual world it will be closer to IBM’s Virtual World chat platform than Second Life. To deliver a full UGC world is a not an easy step where a basic 3D world which builds on Google Earth, SketchUp, and existing Google social networking platforms including Orkut would seem more likely.
myworld.png

Donna Karan, Sephora to sell in Stardoll Web world


(* Source : Reuters *)

Michele Gershberg says :

Photo

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

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

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

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

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

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

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

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

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

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

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


 

Armani looking good in Second Life


(* Source : Michael Estrin *)

Now that fashion designer Giorgio Armani has opened a store in Second Life, there really is no excuse for a poorly dressed avatar.

According to a Reuters report, Armani's Second Life store will allow residents to purchase virtual clothing using the site's Linden Dollar currency. Second Life residents also can purchase real clothing with U.S. dollars by going from Armani's virtual store to his website.

Armani, who will attend his store's virtual opening by sending a well-dressed avatar, joins a slew of companies that have embraced Second Life as a marketing tool. Most recently IBM opened up a customer service center in the virtual world, while HBO has mined the site for content by optioning a Second Life film.

With growing interest in virtual worlds coming from brands, Google has taken notice. Early this week, rumors surfaced that Google may be working on its on virtual world to rival Second Life.

September 26, 2007

Piczo Zone: Better User Profiling Through Viral UGC


(* Source : Michael Arrington *)

Social network Piczo has released a new feature into private beta: Piczo Zone. It’s being tested by a small group of users now and will be released generally in a few weeks.

What is it? Product Evangelist Keith Crowell says its a way for users to decorate their profile pages in much the same way as teenagers decorate their rooms - with posters, music, etc. Users take (or create) images, videos, style sheets or just about anything else and then add it to their profile. Each content item also includes descriptive data and tags. When someone creates something (say an image showing a band or artist name), any other user can add it to their profile as well. All of the “stuff” created in the Piczo Zone will then spread virally as the more popular items gets added by more and more users.

Users like this stuff - they can see what the popular kids (however defined) put on their profiles and then add the same things to their own. For now users can’t add stuff that they see directly from their friends’ profiles, but software engineer Devon Boyle says they’ll add that functionality shortly.

Users Love This Stuff. But So Do Advertisers

But there’s another reason this is important: user profiling for advertising. As users add artists/bands, popular movies and well known brands (nike, whatever) to their profiles they build an extremely detailed demographic and psychographic profile of themselves that can be used for far more targeted advertising. As an example, a music label could focus advertising around a new album release to users who’s added certain similar bands and artists to their profile. It’s highly likely that the advertising will be aimed at people who are likely to buy, and ad rates increase dramatically.

The content can also be used to predict new trends far before traditional methods. Users will create their own images for a popular local indie band, for example. As more and more users add the image, someone with access to aggregate data will be able to see what’s going to become mainstream well before it actually does. Since Piczo’s users, mostly teenagers, are the trendsetters, it’s a particularly powerful tool.

Piczo isn’t the first social network to experiment with something like this. In July we wrote about a similar product called HotLists released by HotOrNot. HotLists are made up only of images, but like Piczo users create them themselves and they spread virally as users add them from the profiles of people they view. Users immediately took to the idea, adding brands, movies, artists and other things that they identified with to build out their profile. And HotNorNot now has much deeper user information to aim advertisement at. Everyone wins.

September 24, 2007

Myspace Offers Ad-Supported Mobile Version


(* Source: Larry Gentille *)

LOS ANGELES | The social networking Web site MySpace is launching a free, advertising-supported cell phone version Monday as part of a wider bid by parent News Corp. to attract advertising for mobile Web sites.

Fox Interactive Media, which oversees News Corp.'s Internet properties, said it also plans to roll out versions of FoxSports.com, the gaming site IGN, AskMen and its local TV affiliates in the coming months that will work on cell phones that can access the Internet.

The company said it also plans to offer a mobile version of its Photobucket picture sharing site in coming months.

The company already offers premium, subscription-based versions of MySpace through AT&T Inc. and Helio wireless services. Those versions include special features integrated into specific handsets, such as uploading cell phone photos directly to a user's profile page.

The new version set to launch Monday will work on all U.S. carriers and will allow users to send and receive messages and friend requests, comment on pictures, post bulletins, update blogs, and find and search for friends.

The company said advertisers have become more interested as the quality of the mobile Web experience has improved.

"Accessing the Internet from your mobile phone will soon be as common as text messaging and voice calling," said John Smelzer, senior vice president of mobile at Fox Interactive.

Initially, advertising will taker the form of sponsorships and banner ads that can be clicked on.

Eventually, Fox Interactive will seek to sell more targeted advertising, using registration data from cell phone carriers. The company also hopes to send local ads based on a user's location using GPS data sent by the phones.

"Over time, the most targeted ads will be on mobile," Smelzer said.

MySpace recently announced plans to sell targeted ads using personal information culled from each user's profile and blogs.

The new mobile sites will be tailored to the small screen on most handsets, Smelzer said.

FoxSports, for instance, will allow users to check scores and perform other core tasks, but will not have the video and photo offerings of the subscription version.

Smart phones with larger screens can already access full versions of Fox's Web sites.

Virtual worlds opened up to all


(* Source : BBC News *)

Jonathan Fieldes says :

Screen shot from Metaplace
The tool could be embedded in blogs as well as used in gaming

Metaplace demo
A free tool that allows anyone to create a virtual world has been launched.

Users of Metaplace, as it is known, can build 3D online worlds for PCs or even a mobile phone without any knowledge of complex computer languages.

The web-based program is the brainchild of Raph Koster, one of the developers of massively multiplayer online games such as Ultima Online.

Users make the virtual spaces from simple building blocks.

The results, which could be used for gaming, socialising or e-commerce, can be embedded in a webpage, facebook profile or blog.

"We are out to democratise virtual worlds and bring them to absolutely anybody," said Mr Koster, founder of Areae, the company behind Metaplace.

"You can come to the site, press a button and have a functioning virtual world that supports multiple users in about 30 seconds."

Web puzzle

Screen shot from Second Life
Second Life is one of the most popular virtual worlds

There are already a number of popular virtual worlds such as Second Life, There and Entropia Universe. In addition there are games worlds such as World of Warcraft (WOW).

Most of these require a person to download specialist software or buy a game and there are no links between the different universes.

"They're all walled gardens," said Mr Koster.

In contrast, Metaplace is entirely web based and connections can be made between all of the different worlds.

"We modelled this on the web," said Mr Koster. "You can think about each world being a webpage and every object within in it is a link."

Users can create the worlds using different methods.

People with no programming background can use the graphical interface and choose worlds from a number of templates, such as a shop or a puzzle game.

They can also clone worlds developed by other Metaplace users.

More competent visitors to the site can build a world from scratch using the tool's own programming language known as metamarkup.

The language is "platform agnostic", according to Mr Koster, which means that it can be used to create worlds which can run on anything from a powerful PC to a mobile handset.

User control

Screen shot from Metaplace
We want to see 10,000 virtual worlds so that lots of wild and crazy stuff gets made because that is the only way it will advance as a medium
Raph Koster, founder, Areae
Mr Koster believes the tool will be used to create a wide variety of different virtual worlds including chatrooms, games similar to WOW, or teaching environments.

"Others may want to make a book club that is integrated with Amazon where people can get together and chat every Thursday night about a book but they can actually see the pictures of the books on the wall, click on them and buy them," said Mr Koster.

"The applications are pretty open."

When complete, each world is given its own page on the Metaplace website.

 More here

 

September 21, 2007

ReverbNation Launches New MySpace Widget


(* Source: Mashable *)

    reverbnation-s.png

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

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

 

Hail to the Halo


(* Source : John Conroy *)

Published: September 19, 2007

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

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

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

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

More here 

Meez Parent Company Raises $500,000


(* Source : Adam Ostrow *)


Donnerwood Media, the parent company of the Meez virtual avatar service, has raised $500,000 from Battery Ventures. Meez allows users to create custom avatars that can then be shared in IM and on most social networks.

Earlier this week the company announced a partnership with Vringo to create avatar ringtones. Meez previously raised $4.3 million, and we profiled the company last August.

[via]

meez

 

Music News Toolbox: 50+ Links For Discovering New Music


(* Source: Mashable *)

Sean P. Aune says :


    Music Discovery

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

Music Discovery Sites

    OneLlama.com

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

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

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

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

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

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

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

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

    Finetune

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Purevolume

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

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

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

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

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

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

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

Music News

    MusicPortl.com

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

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

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

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

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

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

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

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

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

    Music news

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

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

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

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

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

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

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

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

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

    Phoenix

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

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

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

Think MTV: Activism Community Powered by Viacom Flux

(* Source : Adam Ostrow *)

MTV is launching a new social networking site later today, Think MTV. While most notable for being the first major initiative launched by Viacom using Flux (the platform technology the company acquired from TagWorld), the network itself will feature tools for users to rally behind major causes, such as improving education and AIDS research.

Currently, the MTV Think site features a variety of content for different causes such as top ten ways to help and public service announcement videos from celebrities. MTV has partnered with high-profile non-profits like the Bill & Melinda Gates Foundation and the Case Foundation, and will be enlisting the help of charitable celebrities like Bono and Leonardo DiCaprio to help promote the network.

September 19, 2007

Entertainment for All Ages

(* Source: Duncan Riley *)

FlowPlay

flowplay.png

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

Animation virtual world product, anime style 2.5D visuals

strong privacy features to protect the kiddies

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

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

flowplay.jpg

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

Metaplace

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

Virtual world product, market still growing.

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

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

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

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

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

“virtual worlds for everyone”
P1020489.JPGP1020488.JPGP1020487.JPGP1020484.JPGP1020480.JPG

P1020481.JPG

Woome

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

Speed dating product.

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

Zivity


zivity.pngZivity offers a social networking platform focused on “sexy models and beautiful photography.” With a $10 subscription, members receive five votes that they can cast for models and photography they find appealing, with 80c out of every $1 vote cast being distributed to the model and photographer. There is no limit on the amount of money that a photographer or model can make; as long as a photo remains popular, models and photographers will share in ongoing royalties whilst retaining full ownership of the pictures.

Lots of warnings prior to this demo about it including porn…so far all we have is clothed model…false advertising perhaps?

User gen content makers aren’t making money, Zivity wants to change this…well at least for “sexy pics.”

Demo has PG rating…seriously, complete with the PG on the screen.

Ahhh…breasts. PG obviously different in the US to Australia

zivity.jpg

Kaltura


Kaltura is a collaborative Media startup that allows groups of users to do with video, audio, and animation what wiki platforms enable them to do with text. Think of it as YouTube meets Wikipedia. See our full post here.

Rich Media & Mash Ups

(* Source: Duncan Riley *)

XRT3D

xtr.png

XTR3D develops software that lets users interact with computers and gaming consoles using 3D human motions. Their real-time software analyzes 3D human motions using only one simple web cam. It will allow users to play games and interact in virtual worlds using natural human motions instead of keyboards, mouses and joysticks. They refer to their technology as a “3D Human Machine Interface”

mouse movements in the air via a web cam…pretty damn cool.

Demo includes moving around Google Earth by hand movements.

As can be used for virtual worlds, games.

Demo includes boxing, works well. Definitely one of the best product/ presentations of the conference.

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More at CrunchGear here.

 

BroadClipbroadclip.pngBroadClip’sMediaCatcher for Facebook offers a way to search and listen to DRM-free music that is optimized to deliver music to portable media players such as iPods and cell phones. All users have to do is “clip” streaming music and they can transfer the recording to their portable media player in a legal way similar to other “time-shifting” technologies like TiVo, VCRs and tape recorders.Bizarre Star Wars demo…WTF? one line was this is very bad…he’s right, a shame thoough, I like the idea, even if the copyright side is a big question mark…they claim it’s legal yet the RIAA was demanding that webcasters put stream rip blocking software into place as part of the royalty negotiations…Broadclip is a easy to use stream ripping service.No one on stage…some sort of streamed presentation, not sure if they are even in the building. Sorry to be negative, but it’s not a good effect.

mEgomego.pngmEgo lets users create personalized avatars that carry their online network aggregation profiles and can be integrated into users’ blogs, social networks, websites, and IM clients. The online profiles display user-picked content like profile details, videos, photos, feeds, and widgets.

A couple of giggling chicks…Jason Calacanis notes that it’s great to have someone on the stage presenting.

Tag team with the presentation which works well.

Interactive widget, sample is shown in Facebook.

Lots of features, provides social aggregation including pulling in RSS, Twitter etc.. can be any size as is vector based.

Wixi

wixi.pngWixi is a media focused social network where users interact with each other by privately watching, posting, and sharing content of all media types, including photos, audio, and video. The site offers a unique interface whereby media can be managed in the same way files are organized on a computer desktop, creating a true “drag and drop” and “click and play” experience.

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Looks like a Web OS, smells like a Web OS…but it’s a “media sharing platform” :-)

visit main.wixi.com use code tech40access for free unlimited storage.

Zat waz ok..I think.

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BeFunky

befunky.pngBeFunky provides users with online tools for creating digital online representations of themselves for use on their blogs, websites, and social networks like MySpace. Their online tools Uvatar and Cartoonizer enable users to turn themselves into an avatar, cartoon, digital painting or comic.

I hate the name, but political correctness means I can say what I think about it. :-)

It’s a pic to cartoon/ avatar tool. Not bad, demo worked well.

Can also manipulate pics, they demoed it on a picture of Michael Arrington and took “20 pounds off him”

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Also does video, demonstrated on a scene from Matrix. Impressive…very impressive.

Avator package creates cartoon like avatars, free at first, $5 a pop later.

More here 

Warner Music to Sell iPod Compatible James Blunt Album on MySpace


(*Source: Adam Ostrow *)

Starting today, US consumers will be able to listen to all the tracks on James Blunt’s new CD on the artist’s MySpace profile for free. They can then opt to purchase the entire album for $9.99, which will allow them to play the album on an iPod and also send the user the CD through snail mail.

The new Blunt album, “All the Lost Souls,” will be sold through a widget on Blunt’s page that is powered by LaLa.com. With nearly 250,000 “friends,” Blunt is a fairly significant artist with whom to try the new sales approach. Currently, the artist has a SNOCAP widget on his page featuring a la carte songs from his previous album.

While Warner has previously tried selling music through MySpace, the copyright protection on it made it incompatible with the iPod, making it a tough sell with most consumers.


james blunt widget

September 18, 2007

Create & Sell Digital Mix Tapes on MySpace with Mixaloo


(*Source : Kristen Nicole *)

mixaloo-l.png

Mixaloo is a site that lets you create a digital “mix tape.” Currently in private beta, I got to try it out for myself.

With this tool, you not only create mix tapes, but promote and sell them via widgets, earning you extra cash. With a library of about 3 million songs to choose from, Mixaloo is starting out with a hefty amount of music. And it’s not all indie. You’ll find most of your favorite artists, and depending on the record label, it looks like more artists have more songs available for resale through your widget.

Once you find an artist you’re looking for, you can then select the album, and then the songs. Searching for artists is easy enough: once you type in the first few letters of an artist’s name, Mixaloo will show a list of artists that match your query as you type. You’ll need at least 10 songs in order to create a mix for resale, and 15 will max out your mix tape. For each song you come across, you can listen to a sample of songs, see the album cover art, and see the runtime for each song. You can also name your mix tape, add cover art, choose from one of three widget designs, and edit things like text font, color and size for your cover art, and the widget color.

The widget itself is rather interactive, giving options to hear sample tracks, buy the entire mix, send it to a friend, or gift it to a friend. In order to buy or gift the mix tape, the buyer will need to create a Mixaloo account. Mixaloo keeps track of all the mixes you’ve created to sell, and those you’ve purchased. For promotional purposes, others can also grab the widget to place on their blogs or social networking profiles. As it’s powered by ClearSpring, there are easy, one-click options for the widget to be added to the various networks including LiveJournal, Blogger, MySpace, Facebook and more.

In some senses, Mixaloo can be used as a way to discover new music, especially as an artist you can submit your content to be sold through Mixaloo. In other ways, it’s limited, as you don’t really interact with songs on an individual basis, and there’s no social networking involved for deeper sharing options.

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September 17, 2007

Full-On Rock Band Makes Jamming Follow-Up to Guitar Hero


(*Source : Chris Kohler *)

Night has fallen in West Hollywood, and it's the rocking hour at the Troubadour, the legendary club that helped launch the careers of Pearl Jam and Guns N' Roses. A band on the tiny stage is crunching out a surprisingly faithful rendition of the Hives' "Main Offender." The drummer, a skinny hipster with fuzzy sideburns, is as steady as a metronome. The lead singer, a blonde in a low-cut, lacy black top, caterwauls into the mic, a red bandanna wrapped around her wrist.

It's the first night of E3, the yearly trade show for the videogame industry, and this concert is crawling with game developers, executives, journalists, and retailers. They were lured here by the promise of hearing metal bands Queens of the Stone Age and Eagles of Death Metal, but the audience loves this amateur opening act.

The guy on bass, overdressed in dark slacks and a button-down, is Peter Moore, a Microsoft vice president and the public face of the Xbox 360 console. On drums, lead guitar, and vocals are staffers from a Boston-area game developer called Harmonix. They all play and sing with abandon. But they aren't playing music, exactly. They're playing a videogame.

The instruments are plastic facsimiles festooned with brightly colored buttons. These faux instruments, as well as the microphone, are all plugged into an Xbox 360. The more accurately the players follow the rhythm, the more points they score and the better the music from the game console sounds.

This concert is a coming-out party for Harmonix and its new game, the aptly named Rock Band, which will be released for Xbox 360 and Sony's PlayStation 3 console by the end of the year. The company had a surprise success with its previous franchise, Guitar Hero, and was recently bought by Viacom, the latest in a string of acquisitions that the media conglomerate hopes will rejuvenate its MTV brand. MTV has partnered with industry juggernaut Electronic Arts to help distribute Rock Band, which along with its four peripherals will retail for $200, four times as much as a typical game. EA and MTV are betting that it will be a multiplatinum hit that attracts consumers who never even thought of themselves as gamers.

More here 

 

 

MySpace Goes Hollywood


(* Source : Ronald Groover *)

The social networking Web site will distribute videos from big-time producers in an effort to counter rival Facebook .

http://images.businessweek.com/story/07/370/0912_quarterlife.jpg

Herskovitz directs a scene from quarterlife, a show that will debut on MySpace

Tired of watching skateboarding dogs and exploding diet cola bottles? MySpace.com, in a race to keep users from sampling such consumer-generated videos on YouTube (GOOG) and other sites, is going Hollywood. The online social network owned by News Corp. (NWS) has been taking meetings, holding power lunches, and returning calls from well-placed agents to lengthen a growing lineup of professionally produced videos for its large (and increasingly over-30) audience.

The most recent case in point comes Sept. 13, when MySpace will announce it has signed with Marshall Herskovitz and Edward Zwick, producers of the Leonardo DiCaprio film Blood Diamond and the 1980s TV show thirtysomething, to distribute via MySpace a series of 8-minute videos called quarterlife.

The series, which tells the story of twentysomething writers, actresses, and dancers trying to break into show business, is being trumpeted as the first "network quality" show to be produced specifically for the Web. By that, the producers mean it won't be cheap to make—far more than the estimated $5,000 a pop it cost to produce Michael Eisner's Prom Queen, itself considered higher in quality than much online fare (BusinessWeek, 4/9/07).

High Production Values

How much more? The production tab will probably run higher than $80,000 an installment, based on Herskovitz' estimate that each 48-minute episode will cost somewhere north of $500,000. Each episode will then be divided into six installments to be distributed online.

The quarterlife deal comes two days after MySpace's agreement to team up with newly launched independent Web producer My Damn Channel, which has signed on well-known talent like sitcom writer and comedian Harry Shearer and Rolling Stones music producer Don Was to create their own videos.

MySpace has also inked other high-end content deals lately, including getting short "minisode" versions of classic TV shows such as The Jeffersons from Sony (SNE) and programming from sports leagues like the National Basketball Association. In July, the social network also signed Dark Horse Comics to create its own channel of online comic books.

More here 

September 12, 2007

Activision Salutes Those About to Rock

(* Source: Businessweek *)

Christopher Palmeri says: 

With the help of consumer focus groups, the gamemaker has produced such hits as Call of Duty and Guitar Hero, and is expected to nearly double its earnings.

Call it a lesson from the Battlezone. In 1998, video game maker Activision (ATVI) launched a version of the popular arcade game featuring a tank battle between the U.S. and the Soviet Union on other planets. It was one of several mid-'90s games—including Heavy Gear and Dark Reign—that turned into expensive flops for the company. The common theme? "They were well-produced and highly rated," says Activision Chairman and Chief Executive Robert Kotick. "And they had no audience."

The experience prompted Kotick to change the way he managed video game development. Rather than rely on programmers to formulate game ideas, Kotick started commissioning focus groups to gauge what customers wanted. Even as he introduced a more top-down approach for ideas, he gave game developers more responsibility for the profitability of their creations. Now they compete for corporate resources and look for ways to reduce costs. Before, Kotick notes, the average programmer "didn't know the difference between a balance sheet and a bedsheet."

The results have validated Kotick's strategy. Activision's stock returned 182% over the past five years, vs. 76% for the Standard & Poor's 500-stock index and 63% for the company's longtime rival Electronic Arts (ERTS). Earlier this year, Activision shot its way past EA to become the top independent video game maker in North America. EA's hefty international sales keep it twice as big overall, $3.1 billion in sales for the fiscal year that ended Mar. 31, vs. $1.5 billion for Activision. But Activision, based in Santa Monica, Calif., is expected to have another strong year thanks to the many game franchises the company has built. "We're more bullish than ever on Activision," says Michael Pachter, an analyst at Wedbush Morgan Securities who follows the company.

Studio Stable

It's been a remarkable ride for Activision, which was the first independent video game producer, making games for the Atari system back in 1979. In 1990, Kotick, a high-tech entrepreneur, bought control of the then-bankrupt company for $440,000. Today, Activision has a stock market value of $5.5 billion. Analyst Pachter expects the company to earn $165 million on sales of $1.8 billion this year, nearly twice what it earned in fiscal 2007.

Kotick's strategy involved separating the company into a dozen small studios focusing on particular games. There's one that develops the games licensed from Marvel Entertainment (MVL), including Spider-Man and X-Men. Another for those from DreamWorks Animation (DWA), namely Shrek the Third and the upcoming Bee Movie. Under the new business model, studio employees get bonuses for meeting or exceeding profit targets set for their units. Kotick says the strategy has turned employees into brand managers, planning years ahead and keeping several versions of their games under development at the same time. That allows them to stagger releases so the company can produce more consistent sales.

More here 

The Holy Grail For Mobile Social Networks


(* Source: Techcrunch *)

Michael Arrington says:

We’ve been tracking emerging mobile-only social networks such as ZYB and Mocospace and Mig33. All have unique selling points (Mocospace is dead simple to use, ZYB has a rich set of potential users from their address book backup service, and Mig33 has a VOIP tool that has attracted over seven million users), but there’s one solid gold feature that none yet have: physical presence detection and information exchange with other users.

This is the Holy Grail of mobile social networking, and one of the main reasons for taking the networks off the desktop/laptop environment in the first place. Imagine walking into a meeting, classroom, party, bar, subway station, airplane, etc. and seeing profile information about other people in the area, depending on privacy settings. Picture, name, dating status, resume information, etc. The information that is available would be relevant to the setting - quick LinkedIn type information for a business meeting v. Facebook dating status for a bar.

Knowing when your friends are around, and having the ability to meet new people who share your interests (even if it’s just that you are both single), will drive massive usage of networks. But, as with many new services, a chicken and egg problem looms. Until everyone is using this, there is no real reason for anyone to use it. Meetro, an instant messaging service that finds friends based on location, has struggled to gain users over the last couple of years for this reason.

Technical barriers aren’t an issue - cell phone tower triangulation and bluetooth solve a lot of the problems of locating users and transmitting information between phones. What’s harder is just plain getting a critical mass of users.

The Failures

There is a trail of failed attempts at getting this right. Nokia released Nokia Sensor nearly three years ago. It broadcasts information about yourself to others via bluetooth. Never heard of it? Neither has anyone else, although it is still available for download. Google’s Dodgeball is another example that’s fallen flat - it tells friends (and friends of friends) who are within 10 blocks of you where you are and what you are doing.

The New Experiments

A bunch of new startups are giving this a shot, too. In a post yesterday TechCrunch UK mentions Germany’s Aka-Aki, Paris-based Mobiluck and MeetMoi (the lone U.S. startup). Another startup is Copenhagen-based Imity. It’s not surprising that most of the innovation is occurring in Europe. The current approach is to get java-based software on the phone - very few U.S. carriers and handsets allow user-based installs of java apps.

More here 

 

September 11, 2007

Will MySpacers make or break Cherry Coke?


(* Source: IMediaconnection.com *)

Krisserin Canary says:

Coca-Cola relaunches Cherry Coke with a MySpace user-involvement campaign and contest designed to generate brand advocacy.

Coca-Cola has embraced social networking, expanding its online strategy with a new Cherry Coke MySpace campaign. Shane Steele, Coca-Cola's director of emerging media and online advertising, discusses the company's new approach to Web 2.0.


Shane Steele is Coca-Cola's director of emerging media and online advertising.

 

Krisserin Canary: The new Cherry Coke campaign  is indicative of a move towards more interactive and involved MySpace campaigns. How did you approach creating this campaign? What were your priorities?

Shane Steele: Our main priority was to generate awareness and excitement with the relaunch of Cherry Coke and launch of Cherry Coke Zero amongst today's multicultural youth. Social networks offer an amazing opportunity to engage our target audience and communicate with them on their own terms. We needed to break-through the clutter and contemporize the brand by speaking to our consumers in a relevant and meaningful way. We understood the influence of the MySpace community and we wanted to give one lucky teen the chance to own it. We wanted to empower self-expression, inspire creativity and enable teens to showcase their passion for the Cherry Coke brand.

More here

September 07, 2007

Habbo Holding Film Awards in Virtual World


(* Source: Mashable *)

Kristen Nicole says:

Habbo, the online virtual world, is holding its first worldwide Habbowood Digital Movie Awards. Using the MovieMaker tool, filmmakers are encouraged to create animated movies. The top film in Habbo.com will be entered into the “worldwide” competition where it will go up against the top films from 18 other Habbo communities. The winner gets a trip for two to Hollywood.

With the MovieMaker tool, you can edit your film and use a provided set of sets, props, special effects, music, etc. to create sets for virtual avatars to act out your movie. This editing tool supports up to ten different scenes to create a film that’s 5 minutes in length. The Habbo community will choose the ten finalists, based on page views and ratings. Editors will choose a winner from the top ten, and there will be awards handed out for Best Director, Best Writer, Best Actor and Best Actress as well. These awards will be presented live at a virtual gala in Habbowood.

Clearly the virtual “movie” world is heating up. Origin Digital now offers on-demand streaming media to be used in virtual worlds, while the rights for a documentary filmed in Second Life have been acquired by HBO.

    habbo-s.png

 Check Youtubevideo

September 06, 2007

Join the dots: camera phones to decode new ad widget

(* Source : The Guardian *)

28 Weeks Later

Richard Wray says:


Next week's DVD release of the zombie-flick 28 Weeks Later will bring a revolutionary marketing widget, widely used in Japan, to the UK for the first time.

The film poster contains a square box full of black and white dots known as a QR - quick response - code. It contains information that can be decoded by the camera on a mobile phone with the right software installed. A huge poster showing nothing but a QR code has already gone up in London's Shoreditch to advertise the DVD.

These "bar codes" are widely used in Japan to store everything from web addresses and phone numbers to product details. Rather than laboriously typing in a person's phone number or an internet address into a phone, these codes give one-touch access to a wealth of information that can then be stored on a phone.

Japan's immigration service even stamps passports with codes detailing passenger's names and visa status. The 28 Weeks Later codes include details of the DVD's release and links to other material on the internet.

While many top-of-the-range phones such as the Nokia N93 already contain readers, anyone with a camera phone can install software that reads QR codes from companies such as i-nigma and Kaywa. They can even create their own codes.

For the mobile industry QR codes are both a way of making it easier for customers to get to their favourite websites using their mobile and a possible way of generating mobile advertising revenues.

Industry experts believe the time is right for QR codes in the UK. Over half the UK's mobile users have one while 95% of new phones sold include a camera. The first generation of QR codes in this country, however, are likely to be significantly larger than the 1cm x 1cm found in Japan, because most British camera phones have a lower resolution than in Asia.

Philip Makinson, consultant at industry experts Greenwich Consulting, said QR codes are likely to be little more than a bit of fun in the short term but could attract consumers to do more than just make calls and send texts.

"QR codes could help drive not only the take-up of high-end camera phones but make more people aware of the mobile internet and more conscious of the potential their phone has to store information about products and services," he said.

 

September 05, 2007

Me.dium Holding 5-Day Online Music Festival


(* Source: Mashable *)

Kristen Nicole says :

Me.dium is holding a music festival online called RockMe, in conjunction with Rose Hill Drive.

This five-day online music festival kicks off on September 18, and goes to the 22nd. Featuring five bands, including Rose Hill Drive, The Fiery Furnaces, Jeffrey Lewis, Gosling and The Willowz, fans will get a chance to better engage with these musicians. Ustream will power the live music, and there will also be live tours, discussions with fans, and behind the scenes stuff that concerts are made of. As the Me.dium player is required to enjoy this online fest, I’m sure Me.dium is hoping to get some new members as well.

This isn’t the only live event Me.dium is sinking its teeth into. The site recently launched an interactive version of the Tiki Bar TV Show.

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September 03, 2007

Babelgum Launches Film Festival


(* Source: Sean P. Aune *)

Babelgum

Spike Lee, noted filmmaker of such films as Do The Right Thing and Malcolm X, is lending his name and talents to Babelgum’s online film festival. Starting today, and running through February 15th, 2008, filmmaker’s can submit their works to Babelgum. After the 15th, the films will be viewable by the public, who will do the first round of voting. After the top 10 films have been picked in each category, the films will move on to a panel of industry judges to determine the final winners.

The rules are fairly simple: the films must have screened at an international film festival between Jan. 2007 and Feb. 2008 and run for 45 minutes or less. The six categories you can submit for include Babelgum Looking for Genius Award, Babelgum Short Film Award, Babelgum Documentary Award, Babelgum Animation Award, Babelgum Social/Environment Award, and Babelgum Spot/Advertising Award.

Babelgum uses a form of peer-to-peer technology to assist in it’s sharing of high resolution videos, much the same as Joost. Users can create their own channels consisting of professional video material that ranges from mainstream to niche content.

August 31, 2007

Yahoo's new social job network: Kickstart


(* Source:News.com *)

Harrison Hoffman says :

Yahoo is looking to change the game with their new social job network, Kickstart. They are currently conducting research surveys among college students to find out what they think of this new service. Yahoo asks this question to the participants, "Wish you had an 'in' to find the job of your dreams?" Kickstart is all about finding that "in."

Yahoo Kickstart connects college students with alumni at the companies that they are interested in. As you can see in the screenshot above, this student's "in" at Nike is an alumni named Dave Bottoms. Dave has expressed an interest in helping out students and connecting with alumni. He also knows one of your friends, went to your school, and shares a common interest with you. That's a really powerful networking tool. Presenting specific connections like this really adds a whole new value to this job network.

Aside from showing your "in," company pages also provide some useful information about the company as a whole, broken down into key points such as industry, size, location, contact, and description. Anyone who is connected in any way with that company is also displayed.

As you might also expect, everyone who signs up on Yahoo Kickstart gets their own profile page where they can build a mini resume and add a quotation to give the profile a more personal feel. Everything here is pretty standard for a social network, but there is a definite professional focus, much like LinkedIn. The personal profile isn't anything revolutionary, but it certainly gets the job done in this situation.

The third and final main component to Kickstart is the university page. This is very similar to what Facebook does with their "network" pages. It displays some basic information about the school and provides space for discussions, bulletins, and events.

Yahoo Kickstart is currently a concept and is being researched, so the things that you see in these screenshots may or may not make it into the final product. When I asked Yahoo for a comment on the service, they responded by saying,

"...We're continually checking the pulse on customer response to potential concepts on a case-by-case basis. Sometimes our research leads to the development of new product offerings, but not all concepts we research are formally developed and rolled out to our larger audience.

I personally think that Kickstart is a really solid concept and that it's a possible game changer in the professional networking space. Hopefully we'll see Yahoo kickstarting some careers in the near future.

 

August 30, 2007

MySpace.com to host nationwide concert tour


In a move that further shapes its image as an MTV-like pop-culture hub as well as a social network, News Corp.'s MySpace.com has announced that it will be sponsoring a concert tour this fall.

Appropriately called the MySpace Music Tour, the series of shows will kick off October 16 in Seattle and will host more than 30 performances before winding down in Las Vegas around Thanksgiving.

The headlining acts for the tour will be two artists who have built up large followings on the social-networking site--geeky pop band Hellogoodbye and emo act Say Anything.

The tour will also include the Japanese punk band Polysics, which has been signed to the new MySpace Records label, as well as yet-to-be-announced guests.

In a statement from the company, Say Anything frontman Max Bemis is quoted as saying, "We are stoked as beans to be on the first MySpace tour with Hellogoodbye!! It's going to rock!"

MySpace users will be able to prepurchase tickets starting Friday. Those who are not MySpace members will have to wait until September 6.

The site has not released a full list of concert dates or venues, but those will presumably be available by the time sales open. Sales will be conducted through a branded community page on MySpace, which will also feature photo galleries, contests and band blog.

Taste of Victory: Online Outcry Revives a Chocolate Bar


 (*Source: Newyorktimes *)

Eric Pfanner says :

LONDON, Aug. 26 — Two weeks ago, a Facebook member in Manchester, England, added her name to an online campaign to bring back a chocolate bar called Wispa, discontinued by its maker, Cadbury, four years ago.

“Ive just signed petition-my life not the same since its gone I really do thik about them all the time — bring them back pleasssssssseeeeeeeee,” she wrote.

Users of Facebook, the social networking service, make up for any shortcomings in spelling, grammar and punctuation with their sheer numbers. After nearly 14,000 people joined “bring back Wispa” groups on Facebook, the food conglomerate Cadbury Schweppes announced on Aug. 17 that it would reintroduce the candy bar in October.

Companies everywhere are monitoring blogs and other online discussions for feedback on their brands and providing them with information about coming products, as well as placing so-called viral advertisements on video-sharing sites. But the company insisted that the expressions of affection for Wispa on the Internet were genuine.

The campaign for Wispa, and the decision by Cadbury to revive it, shows what can happen when nostalgia about lost brands converges with user-generated content and social networking sites.

“This is the first time that the power of the Internet played such an intrinsic role in the return of a Cadbury brand,” the company said.

Cadbury said it had identified 93 user groups on Facebook calling for a return of Wispa. Fans posted video clips from 1980s advertisements for Wispa, featuring stars of British television shows like “Hi-de-Hi!” and “Yes Minister,” on YouTube, the video-sharing Web site.

Thousands of other consumers joined online petitions. One of these, on a Web site that also plays host to campaigns to draft Al Gore to run for president, close fur factories in China, and shut down the Federal Reserve, implored, “Together we can make the world of chocolate a better place!”

During the Glastonbury music festival in June, a group of Wispa fans stormed the stage while Iggy Pop was performing and displayed a banner reading, “Bring Back Wispa.”

As Cadbury deals with the aftermath of a scare over salmonella contamination of some of its chocolate bars, and struggles with a plan to sell or split off its United States soft drink business, Wispa gives the company a feel-good public relations diversion.

More here 

August 29, 2007

JamStudio Launches Interactive MySpace Remix Widget


(* Source: Mashable *)

Kristen Nicole says :

jamstudio-l.png


JamStudio has created a music widget for your MySpace page, letting site visitors mix music directly from your profile.

With this interactive widget, other users can remix the song you’ve created from your JamStudio account. You can change several levels of instrumentals in the song, including the guitar, piano, bass, drums, and more. Switch up the tempo or choose which instrument you’d like to play the melody of your song, sending the other instruments to the background.

Tools like these are great starters for online collaboration around music, and coupled with a music-centric website like MySpace, these tools could really take off. While site visitors can personalize the remix to their own likings, there’s no way to save remixes, or continue your tweaks on the main JamStudio site. Although, future features will incorporate the ability for vocals to be added to JamStudio creations, which will hopefully be integrated with the MySpace widget as well. Soundcrank is another company that has released a music MySpace widget today.

    jamstudio-s.png

August 28, 2007

MySpace's New Chic Clique


(*Source: BusinessWeek *)

Reena Jana says:

The social-networking site's new fashion community might benefit big, established brands and fledgling designers alike

Since its launch in 2003, social-networking site MySpace (NWS) has been associated with music fans, as well as teens and twentysomethings seeking to meet or contact friends online, but now the site hopes to court another trendy group: fashionistas. On Aug. 28, MySpace launches a fashion community just in time for the spring 2008 runway shows that will take place during New York's Fashion Week, Sept. 5-12.

The move reflects MySpace's strategy of identifying the communities of interest that have grown organically and the building official member communities around them, turning once-grassroots groups into content platforms for old-media companies and consumer brands. But will the top-down approach work? And if so, who will be the big winners—the established corporations or the unknown designers trying to make their names among peer-driven social networks?

Pairing Partner and User Content

These are the questions that surround MySpace's fashion community, whose no-frills beta-version launch last September was timed to coincide with the 2006 New York Fashion Week shows. The new, redesigned landing page is appropriately stylish. It features a highly textured set of images, including a price-tag graphic featuring a daily fashion trend and tactile images of fabric swatches. In addition, a series of video screens of varying shapes shows interviews with bands and stars—including actress/musician Hilary Duff—who talk about their own dressing habits. Slick content from big-media partners such as InStyle magazine, including behind-the-scenes footage of photo shoots and how-to guides for applying makeup, is positioned near user-generated videos submitted by aspiring designers.

More here 

August 27, 2007

Vringo Bets on Video Ringtones


(* Source: BusinessWeek *)

Neal Sandler says:

The startup proposes video sharing on mobile handsets—already, Universal Music Group is on board

The idea for his new startup came to Jon Medved two years ago at London's Heathrow Airport when he was trying to reach the Hertz (HTZ) call center. While waiting on hold, the Israeli venture capitalist was forced to listen to audio ads from Hertz about the various cars available. It suddenly struck Medved that it would be far more effective for Hertz to serve up images or even videos of cars.

Thus was born the idea behind Vringo, a startup launched last year by Medved and David Goldfarb, a leading Israeli mobile software expert. The idea is to capitalize on the popularity of social networks and digital video, marrying them with the phenomenon of downloadable audio ringtones—a business that already racks up $6 billion in annual revenues for mobile operators and content owners worldwide. Medved describes Vringo as a "sort of ICQ [instant messaging] combined with a personalized YouTube (GOOG) on your cell phone."

With conventional audio ringtones, customers download a short music clip—say, the theme to Hawaii Five-O—onto their own phones. Whenever somebody calls, the song plays instead of a regular ring. Aside from some possibly annoyed people in the vicinity, the only person who enjoys it is the owner of the phone.

Vringo Defined

Vringo's video ringtones turn that model on its ear. To use the service, customers join the Vringo community for free and install a small piece of software onto their phones. Then, when one Vringo member calls another, instead of a ringtone, the recipient of the call is treated to a video clip chosen (and paid for) by the sender. Every call thus becomes an opportunity to share content and to establish identity—the wireless equivalent of the "hey, dude, check out this YouTube video" culture of the Internet.

If it catches on, Vringo has the potential to be about far more than just sharing clips, though. Advertisers are intrigued by the idea of using mobile phones to pitch their products; Vringo offers the possibility of adding viral marketing to the mix—essentially, having enthusiastic consumers spread the word for you. What's in it for Vringo users? Instead of paying for a clip, a caller might get five minutes of free talk time for sending his buddies copies of a new ad.

More here 

August 21, 2007

Social media: Don't promote, participate


(* Source: Chrysi Philalithes *)

A MIVA VP explains why these five steps are key to social media marketing success.

Now I like to think that I'm au courant with the intricacies of social networking. I'm an avid Facebook user, I've grown comfortable with the whole notion of "poking," and I've re-connected with a number of friends I'd lost touch with. 

Yes, I thought I was au courant with social networking. That was until our summer interns arrived at MIVA towers. Internships in marketing have (thankfully) changed. Never before have interns played such a critical role; they live and breathe social networking and, for us, have been intrinsic in the roll-out of the social media marketing strategy of our new movie review site, spill.com.

A month into this strategy and we're really starting to reap the rewards, with burgeoning profiles and traffic levels to Spill on the up and up. So, I wanted to use this column to share some of our learnings when taking those first steps in social media…

1. Don't promote. Participate!
All too often, brands look greedily to social networks as an immediate way to reach significant audiences. Beware the fickle and cynical general public, however. You need to get involved and give something back to the community if you want to get something out of it. Think about building interactive elements into your profile pages, Starbucks has done a nice job of this on MySpace with features such as custom invites you can put together inviting people to meet for coffee. And if you've got great features or cool content, don't keep it walled in; allow it to be easily embedded. Done successfully this "hypersyndication" makes it easy for people to do your marketing work for you. Also, it's these interactive features that can help drive traffic from the social networking sites back to your corporate site, if that's the objective of your campaign.

2. Know your audience and let them get to know you, the person, not the company
People speak to people. So make sure that whoever is managing your social media profiles is both passionate about your product and in tune with the social networking community they are participating in. In our case, we make sure that the responses are seen to come from Chrysi from Spill rather than just "from Spill." If you're just starting out, make sure that before jumping in with your own profile you monitor the networks for at least a couple of weeks to understand the audience and how they interact on the site. After all, the last thing you want is to look like that embarrassing relative on the dance floor at the family wedding by getting your pitch and positioning wrong.

3. Let go
As with all contemporary marketing, you have to accept that you can never fully control messaging. You should use these sites as an opportunity to listen, learn, talk and mould your product according to what your users want.

4. It's a marathon not a sprint
Successful SMM is a long-term strategy, not a quick fix. If your CEO is likely to be concerned that his or her kids have more friends on their profiles than your corporate page does a day after its launch, then a bit of managing expectations will be required. In terms of positioning, SMM should be perceived more along the lines of SEO than above the line advertising or DM.

5. Extending your reach
An if-we-build-it-they-will-come mentality to SMM just isn't going to cut it. You've got to be out in the community and interacting on an ongoing basis to be accepted. Think about features you can develop above and beyond your main profile page. Widgets are undoubtedly the hottest property in this area. iLike, which lets people share their favorite musicians and songs amongst friends, launched a Facebook widget earlier in the year and within a week had more than a million new users as a result. It took the company six months to build the same user base via its own site. As the gold rush for widget-share gathers pace, the key will be to come up with something entertaining and/or useful that people will actually want to use, add to their profiles and send on.

If I were to sum up our learnings in social media in one line?
Listen. Try (talk). Learn. Listen. Try again…and so it goes on. 

Chrysi Philalithes is VP global marketing & communications, MIVARead full bio.

Do clothes make the social network?


 (* Source: Michael Estrin *)

Phillips-Van Heusen (PVH) is betting that apparel will be a good fit for the emerging social networking space. The company has created a social network around Arrow, one of its oldest and best known brands for men's shirts.

In a $20 million print, TV and internet campaign, Arrow will encourage users to go to weareellisisland.org to share their own stories of how their family immigrated to the U.S.

Arrow, which has been in business for more than 150 years, prides itself on the tagline "Authentic American Style."

Michael Kelly, PVH executive vice president of marketing, told The Wall Street Journal the site would succeed only if it had good content, but pointed out that Arrow is committed to encouraging users to talk about values that matter to them, not the clothes specifically.

In recent months, more than a few big brands have used social networks to boost their image. In June, Coca-Cola launched Sprite Yard, a mobile social networking community. Earlier this year, Proctor and Gamble worked with Yahoo! to create a social networking area for women to talk about pregnancy and weight loss.

August 07, 2007

Virtual Marketing in Second Life - Virtual Buzz Agents Promote Harry Potter, Imax


(* Source: Trendhunter.com *)


Virtual Marketing in Second Life - Virtual Buzz Agents Promote Harry Potter, Imax (VIDEO)

Virtual marketing in Second Life has had a huge impact on real life sales. There are marketing companies whose entire business has been reshaped to specialize in brand marketing in Second Life.

A group of 24 avatars were recruited (and paid!) by This Second Marketing Llc in the week surrounding the July 11 opening of Harry Potter and the Order of the Phoenix. The virtual street team interacted with other avatars, promoting and giving out freebies (tshirts, imax glasses) and emphasizing the Imax experience.

The virtual buzz agents wore white outfits emblazoned with the Imax logos and were followed around by a floating poster above them.

Best thing they did? The virtual promoters gave out 300 movie tickets which were redeemable in real life Imax theatres to see the film!

The company was able to reach 15,000 individuals in their target demographic. Now that’s some innovative marketing!

More related articles 

See video 

Listen To Your iTunes Library On The Web With Anywhere.FM

(* Source: Nick Gonzales *)

anywherefmlogo.pngAnywhere.fm has launched a new online music player that looks and feels a lot like a web based version of the iTunes player, sans the music marketplace. Like iTunes, you can load maintain a music library, reorganize your songs into play lists, and veg out to visualizations. Anywhere.fm’s iTunes bulk uploader makes it easy to get up and running with your existing library.

The company leverages the web to add portability and a social layer to their music player. There is currently no cap on the number of songs you can upload to the player, so you can create a potentially unlimited music library you can listen to anywhere. Streampad is a nearly identical product with less polish.

Like a host of other social music startups, Anywhere.fm has also added music discovery features. While not as robust a discovery engine as a Last.fm and company, users can find new songs by listening to their friends’ play lists and will soon be able to find new friends based on a music compatibility score. However, due to copyright concerns, playlists from other users can only be streamed as radio stations. Playlists must be a couple songs long and played in a random order. Although, Anywhere.fm isn’t following official online radio play guidelines like Lala, which require station play lists to be at least three hours long before publishing.

The company competes in the increasingly crowded online music locker services like Mp3tunes, Maestro, imeem, Streampad, Songbird, and MediaMasters. The service does benefit from being simple, free, and social, but incumbents have a steady head start. Hype Machine, RadioBlogClub, and Blogmusik are also other low hassle ways to listen to music at work.

Anywhere.fm is looking to make money outside of charging users for their service. They are considering the obvious step of affiliate music sales for songs you don’t own, inserting audio ads in radio streams, and selling music directly. Currently the player lists indie music from Garage Band.com, which could turn into a direct point of sale.

Anywhere.fm is a Y Combinator startup.

Update: Good video review is here.

August 06, 2007

Build Your Own Avatar Community with the Voki Platform


(* Source: Kristen Nicole *)

Oddcast, the developer of SitePal, is officially launching the Voki Platform, its free avatar builder. Read our initial review of Voki here.

The platform is for online communities to offer Voki avatars to their users, which can be placed on social networking profiles like MySpace, or sent via email and mobile devices. One benefit for the companies that implement Voki’s platform is the option of creating a branded playground for the avatars. Use the playgrounds for contests, discussion boards, and games as a social network for avatars within the existing community.

You’ll remember that Voki avatars are a bit more feature rich than Meez or WeeMee, in that you can add voice messages so that your avatar can speak. This is more similar to Gizmoz. Leave a voice message from your phone or microphone in order to make your avatar speak. In other avatar community news, SimpsonizeMe and Windows Live GoPets are both similar community offerings.

 

McDonald's Invites Snacking via Avatars


(* Source: Mediabuyerplanner.com *)


McDonald's is hoping to harness word-of-mouth with a new campaign in support of the launch of its new Chipotle BBQ Snack Wrap.

The campaign, which includes TV, radio, and print, in addition to its online elements, encourages consumers to send emails featuring Oddcast's talking avatars, writes MediaPost.

In the viral component of the campaign, a visitor to MySnackTime.com answers a series of questions and creates an avatar who then can be sent to friends. All the possible scenarios focus on the theme of inviting friends to join in a Micky D's snack time.

McDonald's also sent Snack Teams to hand out cards good for a free wrap to pedestrians on the streets of New York, L.A., San Francisco, Chicago and Miami.

August 02, 2007

Goombah Holding Starbucks Music Makers Contest Online


(* Source:Kristen Nicole *

Goombah, the social music discovery site, now lets you vote for and download tracks from the 3rd annual Starbucks Music Makers Competition. The 49 semi-finalists have been announced today.

The online contest portion of the contest is powered by Goombah, and is extending voting rights to users. Listen to the music of the semi-finalists and vote for who you like best. Download the tracks that you like as well. Included in this promo is a Starbucks radio player, which has been created by Goombah. Email the player out to friends or put it on your MySpace, hi5 or Piczo profile.

The competition will take place at 7 different Starbucks locations in August and September as well, and the finalists will be chosen from both the online voting and the decision from the judges. The final performance will take place on October 11, 2007 at Hard Rock Cafe in Boston. The musicians that are participating will be able to extend their reach and hopefully jump start their career as well, given the distribution network of Starbucks and its dedication to indie artists.

YouTube is also holding a music contest, allowing submissions from users, and Babelgum has been partnering with several film festivals in a similar manner to how Goombah has teamed up with Starbucks.

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August 01, 2007

Social networks 'lure music fans'

(* Source: BBC News *)

Music on an iPod
Some admit that they have only downloaded legally "once"
Social networks are changing the way people consume music at a time when piracy is on the rise and the rate of growth of legal downloads has slowed.

Those are the key findings of a new survey conducted by analyst firm Entertainment Media Research.

The survey found that some 53% of people actively surf social networking sites to find music.

A further 30% said they went on to buy or download music that they had discovered on a social network site.

Personal taste

On popular sites such as MySpace and Bebo, the numbers of people who use sites to find music rises to 75% and 72% respectively.

Some 46% of those surveyed wished it was easier to purchase music they had discovered on social networking sites, for instance via a "buy now" button on the site.

John Enser, head of music at the law firm Olswang that co-authored the survey, believes social networking sites could represent a new platform for the music industry.

"Surfing these sites and discovering music is widespread with the latest generation of consumers but the process of actually purchasing the music needs to be made easier," he said.

The survey - which interviewed 1,700 music consumers aged 13-60 - found that music was increasingly key to social networkers. Some 39% have embedded music in their personal profiles.

Seventy percent said they did this to show off their taste, with half saying it was a good way of reflecting their personality.

More here 

 

July 31, 2007

Music From Independent Labels to Be Sold via Cellphones


 (* Source: Robert Levine *)

eMusic

EMusic, the nation’s second-largest online music seller after Apple’s iTunes, plans to announce a deal with AT&T today that will allow people to buy songs from independent labels through their cellphones, without the need to go through a personal computer.

Several services, including those run by Sprint and Verizon, let people buy songs directly over the air. But they focus on songs by mainstream performers like Prince, who has a deal with Verizon. EMusic sells music only from independent labels, a category that these days includes the new album from Paul McCartney as well as obscure punk bands. The arrangement with AT&T Mobile Music will make those songs available just as easily as the more conventional ones.

Nearly all of the 2.7 million tracks eMusic has the rights to sell will be available through the service, which will work on several handsets by Samsung and Nokia.

“We know that we have a lot of customers in the segment that eMusic is trying to reach,” said Mark Collins, vice president of consumer data services for AT&T’s wireless unit.

Record labels have long believed that selling songs in mobile phone-based music stores will encourage impulse purchases. EMusic will encourage consumers to browse, reading about bands and hearing snippets of songs to discover music they might like.

Tracks will cost more than they do over the Internet — $7.49 for five songs, as opposed to $9.99 for 30 at the online site — because of the expense of sending them over a mobile network to a user’s phone. For that price, however, users can also get another copy of the song, which they can download from the Internet as an MP3.

EMusic, which is owned by Dimensional Associates, the private equity arm of JDS Capital, currently has a marketing deal with AT&T to encourage consumers to “sideload” their phones with MP3s from its existing Internet store — meaning that they can plug their phones into their computers to transfer the music. But this will be its first time selling music on a mobile network.

More here 

More related articles 

Diddy rants on YouTube to recruit new assistant


Diddy rants on YouTube to recruit new assistant

Music mogul Sean Combs is looking for an assistant, but don't send a resume. The star is accepting only video applications uploaded onto YouTube.

Combs, known as Diddy, videotaped a help-wanted ad on the popular video Web site hoping to find a helper to replace his former assistant, who did everything from holding his umbrella in the rain to playing chaperone to his hip-hop group Da Band.

While Combs declined to comment on why he chose YouTube instead of a job-recruiting site like Monster.com, he offered some explanation in the video.

"It's a new age, new time, new era," he said in his first posting, a minute-and-a-half clip of him yelling behind his desk. "Forget coming into the office and having a meeting with me and being all nervous."

Hopefuls must audition by posting a video that is less than three minutes long explaining why they deserve the job. Initially, Combs opened it to anybody with a camera or a little creativity, but in a second posting, narrowed the applicant pool to only college graduates.

Combs's two short video clips did not provide a job description or list of qualifications. But if his previous actions are any indication of what the new assistant can expect, the job could be very demanding.

Combs once made members of Da Band walk from Manhattan to Brooklyn to fetch him a slice of cheesecake. And his last assistant, whom he named Fonzworth Bentley, became famous as the umbrella-toting manservant often seen fluffing Combs's bow ties on the red carpet. Bentley, whose parents named him Derek Watkins, has turned his job as Combs's assistant into endorsement deals, a record contract--and a line of umbrellas.

"What better job than that to have me scream at you, go crazy, keep you up at late hours, have you sleep-deprived?" Combs asked.

More than 600 people have submitted videos.

John Challenger, chief of the recruiting firm Challenger, Gray & Christmas, said Combs's online video search is more than a ploy to get attention. More applicants are adding video clips to their applications. "It helps put a face to all the faceless resumes," he said.

Viewers will pick the finalists on YouTube, but Combs will pick the winner.

"It's an interesting way to engage his fan base, and it's a creative way to do it," Challenger said. "It's like 'American Idol,' and you can only choose one."

Location Based Services


(* Source: Nextgreatthing *)

 

Location-based Services (LBS) are applications that integrate technology into routine wireless activities such as shopping, entertainment, and media consumption. Based on a user’s interests, behaviors, and location, they deliver targeted, customized content such as entertainment experiences, mobile-based promotions, loyalty and rewards programs, and opt-in marketing campaigns. Socialight (now on Virgin mobile’s deck), Dodgeball (bought by Google) and Plazes are three services we’ve liked for awhile. New LBS are popping up every day. MizPee is a clever one that helps you find the closest, cleanest public restroom. Mobile Virtual Network Operators (MVNOs) are leading some of the integration of these applications with Helio’s social mapping service (BuddyBeacon on the Samsung Drift) and Boost’s Loopt platform. Even MTV is getting into the game by incorporating LBS into their vMTV virtual world efforts.

LBS-enabled teen social network platforms like Intercasting’s Rabble are going to dramatically change mobile advertising and communications. Since this is an entirely permissions-based application, LBS is really going to take off with location-relevant P2P social interaction. As new mobile SNS apps like VelvetPuffin, Facebook and Myspace Mobile continue to evolve, such features will surely become integral to their success as well.

Google has been very effective at simple SMS commands that deliver highly valuable information. Forget about passing by a Starbucks and getting a coupon, think of how empowering it would be to let the network enable endless personal services. If a network knows where a user is, they just need to say or text a phrase, e.g., gas, hotel, movie, Chinese restaurant, and a menu of proximity-based results would be returned.

Branded Widgets


(* Nextgreatthing.com *)


Branded widgets, also known as Branded Desktop Applications (BDAs), are a new approach to viral marketing. They provide utility and entertainment for consumers; free content distribution and visibility for brands.

The implications for the ad industry are huge. For instance—a movie studio whose video trailer is picked up on personal blog pages, is not paying the kinds of ad rates commanded by the sites of major portals and brands.

Marketers including VW, Nike, Target and UPS have created branded widgets, with others such as Woot and ChipIn creating transactional ones. The NBA recently got in the game with an aggressive widget-marketing strategy, unleashing widgets for each of its roughly 350 players.

Companies are starting up to help facilitate the creation and syndication of BDAs. Kickapps offers a way for businesses to create online communities with branded viral widgets. Pheedo is widgetizing RSS-driven ads for blogs and websites, an idea started by Techmeme. Along these lines, Wize, Friend to Friend and Mpire all create contextual ads widgets for blogs based on a revenue-sharing model.

Widget aggregators such as Widgetbox and Clearspring are soaring in popularity. Clearspring and Freewebs also help developers create sponsored widgets and track their spread across the web.vwrabbit.jpg

· VW Rabbit Widget displays free events from Yahoo’s upcoming.org
logo_mycoke.jpg · Target’s desktop shopper alerts users to new products and guides the shopping experience.
· Coca-Cola’s myCoke friends is a real-time list showing which of your myCoke virtual friends are online
· AT&T’s USA Gymnastics Communicator displays event results, links to special offers and promotions, and provides a real-time countdown to the Beijing Olympics.image-of-the-communicator.jpg
· Southwest Airlines’ Ding constantly searches low airline fares based on preferencefacebook_logo1.gif
· Facebook applications will be the next frontier for brands. Virgin’s “My Mobile” lets users share their favorite mobile content downloaded to their phones on their Facebook page, with an option for friends to purchase the same content.

 


Constant Comedy Holds Live Show where the Non-funny Get Voted Off


(* Source: Kristen Nicole *)

constantcomedy-s.png

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Constant Comedy is a new site that’s launched as a niche project for Crea8tivity, the content-sharing site.

The main differentiating factor of Constant Comedy is its live comedy show, where you can view ongoing videos and give your vote. This is an interactive tool, so other users and site visitors participating in the live comedy show will be able to view and vote along as well. There’s a live chat option included in this, though you’ll need to register to vote and chat. After a clip has played for 20 seconds, viewers will be allowed to vote. If the overall rating falls below 30%, the clip will be voted completely off the show, and the next clip will play. A “crowd” bar displays below the currently playing video so you can see how well each clip is doing.

The other aspects of Constant Comedy make for a good social network that revolves around niche content–view video clips from other users, vote and comment, bookmark your favorites and become a fan to the comedians you like best. Make friends, submit your own content, and see who tops the leaderboards. Stay updated with the programming guides, too. Jellyfish and SoLow are sites that incorporate live activities for more interaction amongst users.

Buzzwire Launches Mobile Video Player for Streaming Media


(* Source: Kristen Nicole *)

buzzwire-l.png

Buzzwire has launched its beta service for streaming mobile media. The service lets you create your own programming lineup and view it on your mobile phone. Buzzwire has received an undisclosed amount of funding by Matrix Partners and Spark Capital.

This service offers acess to a music and video library, which includes live Internet radio streams. The content provided through buzzwire comes from feeds found across the Internet. From international news to sports and entertainment, buzzwire is looking to provide content for all preferances. Content can be added to Buzzwire by users as well, via feeds. Search and collect the music and videos you like, and create your own streaming playlist of sorts. These playlists can be shared with friends as well.

The service will be offered through certain mobile networks, but will be available directly to consumers during the beta test phase. So far, Buzzwire works on most 3G phones, including the Motorola Razr, Samsung Sync and recent versions of the Palm Treo, and for a limited time is available directly to consumers. Buzzwire is scheduled to launch its service later on this fall, when access will be provided through select mobile providers.

While partnering with certain mobile networks can ensure face time with a large number of mobile consumers, limiting service to select carriers could hinder its growth potential in the end, and in some cases may compete with mobile networks’ own streaming content offerings, such as Verizon’s VCast Mobile.

Similar services include MeeVee and MyWaves.

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50 Cent to judge first YouTube Rap Competition

(* Source: 901AM *)

youtuberap.jpgYouTube announced its second major music promotion, the YouTube OntheRise Rap Edition. This follow-up to last year’s highly successful YouTube Underground contest is the first of three genre-specific music competitions. This first installment seeks to discover the best rap and hip-hop artists in the United States, inviting unsigned talent who aspire to be professional artists to submit their own original music videos.

Artists can submit original videos that best represent their talents from August 10 through August 17. 50 Cent, Common and Polow da Don will help judge the contest and will select 20 finalists to be presented to the YouTube community on August 29. The YouTube community will then vote on a final winner who will be unveiled on September 7.

Here’s the OnTheRise RAP Edition ‘07 by 50 Cent.

youtube-on-the-rise-rap-edition-s.png

July 25, 2007

MyLifeBrand launches MyLifeTV, a customizable video channel


(* Source: Dennis Bouchand *)

mylifebrand1.jpgMyLifeBrand, a social platform which allows users to aggregate and manage their favorite social networks, communities, services and friends on one site, announced today a new multimedia video platform, MyLifeTV.

The customizable multimedia platform enables any community on the social platform to create a fully community focused, immersive line up of video broadband channels for their specific community members. Additionally, community creators will have the opportunity to syndicate their channels into thousands of other target communities on MyLifeBrand, as well as more broadly across the Internet. This video platform will also provide some default channel content ranging from comedy to sports and lifestyle programming.

MyLifeTV provides users a unique experience specifically tied to whatever community they are a member of on the MyLifeBrand platform, and enables them to not only view, but organize, save, share and soon upload user inspired video content around a range of interests. MyLifeBrand has partnered with Brightcove and Revver, leaders in the internet video space to deliver the highly interactive MyLifeTV video platform.

July 24, 2007

NowLive user broadcast service adds widget

(* Source: 901am *)


nowlive.jpgNowLive, a relatively new online service which c