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July 27, 2011

Thinking Outside the Sports: Winning Strategy for Puma and adidas

(* Source: PopSop *)



For a brand like Puma, surviving and getting its second wind in a crowded market among such strong competitors as Nike and Adidas might mean actually thinking outside the market, i.e. turning from a sports sector with its tough competition to a more tolerant lifestyle clothing and apparel market. This idea was first discussed in Bloomberg Businessweekarticle dedicated to the dynamics of Puma sales over the last ten years.

Since 1998, after Puma had unveiled sneakers as the fruit of its collaboration with Pele and the revenue had soared eight times, things were no longer looking bright for the most elegant of all the sports brands.

In 2007, Puma was acquired by a French luxury house PPR, but during the economic recession it saw only 3.1% increase in sales. François-Henri Pinault, CEO of PPR, intends to help Puma blossom by expanding its product portfolio so it will become a brand offering sports and lifestyle products. This strategy was previously applied by PPR with regard to its other brands, and has proved to be a success.

 

“The sports and lifestyle segment shares common characteristics with the luxury segment, growing fast in the same regions of the world,” Mr. Pinault told Bloomberg Businessweek. He assured such brand-portfolio model “has been proven in the last 10 years—it was a winning choice.”

Switching from sports to a lifestyle category for a brand might mean appealing to a wider audience without limiting itself to catering for the more specific needs of spotsmen. That’s why Puma pursues an ambitious goal of increasing its sales by 50% so it will near $6 billion by 2015.  PPR is supplying the German sports brand with everything that will foster sales growth. So, this year, according to Pinault, Puma that owns Cobra Golf and Tretorn brands will be focusing on product development and marketing revolving around the lifestyle theme.

 

In 2010, the Puma kicked off its “After Hours Athletes” campaign during which it hosts parties offering its participants sports games one can play with a drink in their hand. More than that, Puma has signed on three-time Olympic gold medalist and sprint world-record holder Usain Bolt and Formula 1 motor-racing world champion Sebastian Vettel to endorse its products in a series of events for general public, not just sportsmen.

 

July 18, 2011

19 Essential Google+ Resources

(* Source: Stephanie Buck *)



Google+
hit the news feeds like a strategic and popular ton of bricks. But we haven’t stopped there. In addition to breaking news, Mashable has provided how-tos and tools for maximizing your Google+ experience. We’ve sourced reviews from some of the network’s early adopters, and we’ve also welcomed your input as you navigate one of the most buzzworthy social outlets of the year.

Read on for Mashable‘s roundup of all resources Google+. Gather tips, analyze reviews, participate in polls and, as always, voice your thoughts in the comments below.

Google+ Tips, Tools and Talk

Here are some pros and cons of Google+, from the social network’s early users.

This Google+ cheat sheet includes most of the common syntax, hotkeys and tips you need to know to use Google+ like a pro.

Whether you want to get better notifications, enjoy improved sharing options, or scroll through your stream faster, there’s a free Chrome Extension to help.

A new userscript turns Google+ into a Facebook clone.

Want an easy way to access Google+ while using Google Apps accounts? Here’s how to create a Google+ desktop app.

Who says Android phone users get to have all the fun uploading photos to Google+? Here’s how to do that with an iPhone, too.

Gplus.to lets you create a vanity URL for your Google+ Profile.

A new Google Chrome extension makes extracting Facebook contacts a lot easier, helping new Google+ users more easily reconstruct their respective social graphs.

We’ve scoured the profiles, Twitter feeds and blogs of the top Google+ users. You might be surprised to hear their reviews of the recent social networking phenomenon.

Google+, the search giant’s social network, has just received a strong endorsement from MySpace co-founder Tom Anderson.

Google+ is getting rave reviews in the tech press and from early adopters, but we’ve seen that with social networks before. Does Plus have what it takes to succeed long term?

Ever wonder why Google picked a search-unfriendly and clumsy name for its ambitious new social network? The answer may be right in front of you.

It looks like Google has some big features planned for Google+, including a much rumored Google Games product.

We’ve found five funny videos that offer a comedic look at the new service, including some classic memes updated for the occasion and some spoof walkthroughs that will make you smile.

Now that Facebook has unveiled its video chat service, we have to ask: how does it compare to Google+ Hangouts?

Will Google+ give Facebook a run for its money, or will it fall flat like some of Google’s previous attempts at social?

We’d like to open this question to our readers: what features do you think Google should add to Google+ next?

June 30, 2011

Pringles: Home Party

(* Source: Giles Fitzgerald *)



Can a website really initiate an actual party? Perhaps in Argentina it can, where this particular slice of music-based marketing stems from – courtesy of ‘once you pop you can’t stop’ chip brand, Pringles.

The Home Party idea is based on the concept that Pringles offers the ability to “Organise a Party Right Now” and the website attempts to convey the party package in a one-stop shop by teaming up with a number of DJs to produce a unique party soundtrack.

Pringles teamed up with 12 international DJs (Carlos Belatti & Joy Marquez; Christian Berger; Felipe Valenzuela, etc) and invited them to compose a set of 12 exclusive tracks, with the whole process curated and produced by internationally renowned DJ, Jimmy Van M.

This exclusive music was then made accessible online, requiring people to sign in with their friends and via social networks in order to utilise the soundtrack for their own party.  The site also features accompanying visuals and VJ tools to aid with the overall atmosphere of the shared dance event experience.

Although the concept can feel a little caged in by its website constraints (it seems to beg for an actual live activation accompaniment) the premise of the ‘party where you’re at’ concept is one that works well for the brand’s regional markets, with the curation and exclusivity angle providing the draw of a big dance event in a compact package, echoing the ‘party in can’ message that underlies the brand itself.

June 29, 2011

Brands travel fast on Facebook

(* Source: Mark Terry *)

travel_facebook

The web is dying and Facebook is thriving. In 2001, the 10 most-visited sites online accounted for 31% of US page views, in 2006 it was 40% – now it’s 75%, which suggests the medium- and long-tail of the web is decreasing in importance, according to L2’s Digital IQ Index: Travel report.

And travel brands are aiming to make that count. “Facebook alone accounts for 12.3% of all consumer time on the Internet,” says L2. “Facebook usage is nearly ubiquitous across the travel category, and all but four brands [in the Index] feature at least one dedicated page. During the first-quarter 2011 measurement period, travel brand Facebook communities grew an average of 20%.”

“Your customers already spend their time on Facebook, so targeting them there is more efficient and effective than driving them to custom-built social networking portals,” says Melissa Dowler, CMO of travel and lifestyle marketing agency ISM. “Facebook continues to enhance its flexibility for custom fan page and application development, making the social networking site an increasingly attractive option for brands.”

And travel brands take a variety of approaches when it comes to managing social media across properties and geographies. Almost 50% of hotel brands have more than one account on Facebook and Twitter, while Four Seasons maintains accounts on both social media platforms for each of its properties. Norwegian Cruise Line boasts separate pages by region, including specific ones for Argentinean and Brazilian passengers.

June 25, 2011

Don’t Just Listen to This Trippy Music Video, Play It, Too

(* Source: Brenna Ehlrich *)



“Cryosphere” is a relatively simple game that lets you navigate through a colorful, geometric plane as the statue of David encased in a spinning rectangle. The song — a soaring, spinny jam reminiscent of a slightly more shrill, tinny (in a good way) Phantogram — carries you through the landscape.
 

The game was designed by one half of Konnichiwa, D.V. Caputo, who also produces the tracks on the band’s debut album, Visions [iTunes link]. “Making a computer game still makes for a more immersive experience for more people by default than even the most extensive augmented reality iPad app,” say Caputo, who studied design and technology at Parsons in New York. “It feels more like a special package than something downloadable from the app store.”

 The game really has no objective. It’s more about exploring a world created by imagery that the song evokes. “I designed ‘Cryosphere’ to be somewhat synaesthetic, in which the visuals correspond to different parts of the song,” Captuo explains. “The ‘objective’ is really to stay on the path and take in the sights.”

If “Cryosphere” seems at all familiar, you’ve probably messed around with computer games like Myst at some point in your life. The musician was inspired by such vintage games and multimedia programs when creating this offering. The game evokes hypertext projects like Fibonacci’s Daughter but with much better music.

 

June 23, 2011

Blondie, The Magazine

(* Source: Steve Mullins *)



For artists looking to sell songs, the answer might the fan pack. The latest album from Blondie, Panic Of Girls, has been given the merchandise marketing treatment from magazine publisher Future in the form of a 132-page mag featuring the band, together with a cover mount of the CD, plus a couple of bonus tracks, a poster, postcards and badges.

The Blondie publication includes exclusive interviews with Debbie Harry, Chris Stein and Clem Burke, as well as with additional band members Leigh Foxx, Matt Katz-Cohen and Tommy Kessler. There will also be interviews with the album’s producers and sleeve-art designer.

Established rock writers get in on the fan pack act, too. Barney Hoskyns writes on Blondie’s rise to the top through the punk and disco years, while Harriet Gibsone explains why Debbie Harry is the most influential female icon in rock history.

And Harry herself calls fan packs ‘a beautiful concept, a great package, just gorgeous. I’m already envisioning autographing them… ‘

“Future’s fan pack format is already a proven success, with great sales delivered for the unique, collectible fan packs we’ve created for new Slash and Motorhead albums under the classic rock banner in the last six months,” says Chris Ingham, Future Publishing music group publisher. “This partnership with Blondie takes the Future fan pack format into the mainstream – delivering a new album, with exclusive-to-us extra tracks, in a deluxe format with a bespoke magazine and a host of exclusive extras, and all for a premium price.

“The opportunity is so simple its genius – putting high quality new music product with must-have added value editorial content into a retail environment – the UK newsstand – which is 10 times the footprint of traditional music retail space. Pre-sales are strong and Future continues to turn up the dial on publishing innovation.”

June 21, 2011

How Social Shopping Is Changing Fashion Production

(* Source: Lauren Indvik *)



Fashion editors and department store buyers have long had the biggest say in what parts of designer collections make it to market.

In an effort to drive deeper engagement between designers and those who purchase their clothes and accessories, a mix of established and lesser-known brands are now giving consumers opportunities to choose what gets produced and, in some cases, even what gets designed. The result is both a more engaged shopper and less waste as manufacturers and retailers are better able to estimate demand before garments are produced.

Be The Buyer
“Fashion is morphing into a two-way dialogue,” says Vivian Weng, who launched fashion ecommerce venture FashionStake with fellow Harvard Business School alum Daniel Gulati last fall.
Although FashionStake has since evolved into a somewhat more traditional ecommerce site, the two recognized that consumers “were craving an opportunity to somehow be a part of the creative process.”

Weng and Gulati also wanted to discover new talent in the fashion industry. They created a platform where designers and shoppers could collaborate to fund the creation of new work through pre-orders. Clothes were only manufactured after enough orders were placed.
Be The Designer

Some brands are going a step further by inviting shoppers directly into the design process. Burberry is following the lead of startups such as Blank Label (pictured above) and Gemvara, which allow customers to choose patterns, materials and other details in step-by-step web apps to create “one of a kind” apparel and accessories. Later this year, Burberry will let customers design their own trench coats.

It’s an efficient model because garments are only produced after an order is placed, thus negating any possibility of excess inventory. Accessories designer Rebecca Minkoff has allowed consumers even more freedom. She turned to online fashion styling community Polyvore to help design her next “morning-after clutch” earlier this year. She supplied users with images of signature materials, including leather, hooks, tassels, studs, zippers and straps, and asked them to get creative.

Nearly 4,000 users submitted more than 6,000 different designs in the course of a week.
Minkoff believes that collaborations between consumers and designers are “a great way for all designers to truly understand what their customer wants from their brand,” she says. “Having my customers be a part of this collaboration has truly shown that they understand my aesthetic and design theory.”

Is the Notion of “The Designer” Becoming Obsolete?
Although there are new opportunities for engagement between designers and consumers, Polyvore co-founder Jess Lee is aware that some people think these collaborations compromise the artistic integrity of the design process.

“Some people people feel that crowdsourced design takes away from the specialness of artistic creativity,” she says. What’s important, she adds, is to preserve the vision of the designer which, ultimately, all of the projects cited above do.

Although Minkoff and Burberry Chief Creative Officer Christopher Bailey have invited consumers to become part of the design process, they retain control, ensuring that the products express their style and choice, while engaging the consumer in a new way.

“Customers need to be part of a personal experience,” Weng says. “More and more websites will try to build direct connections with their customers to directly engage them.”

June 19, 2011

Brands Need Permission to Play

(* Source: Giles Fitzgerald *)



Brands have a long historical association with the arts and there is much to be gained from forming strategic allegiances with both high art and street culture when it comes to artistic expression.

Art is a form of personal expression at its most raw and the majority of brands have products that can be manipulated by both designers and consumers in a wide range of interactive campaigns. Not to mention the vast sponsorship and curation opportunities that this well mined, yet still evolving, sphere of branded entertainment can offer.

However, as with all creative endeavours by brands – be they musical, artistic, cinematic or fashion based – it pays to understand, empathise and, most importantly, be accepted by the creators themselves.

The fact that consumers are more open than ever to brand involvement in the arts and culture puts brands in a unique position, however this must be tempered with an understanding that this doesn’t create an entirely open market. These are still areas that need to be handled with care.

Take for example Adidas’ latest foray into the world of street art. The brand recently started work on placing a series of ads on a prominent wall central to the Warsaw graffiti scene. However, instead of seamlessly becoming part of the wider cultural space artists reacted angrily to what they saw as the brand’s mishandling of the global monument to Polish hip-hop culture. So much so that the campaign has been countered by an adisucks Facebook page to the tune of over 25,000.

Adidas has created some sterling campaigns over the years working alongside Graffiti artists, such as its subway carriage makeover project in association with Footlocker way back in 2007, its iPhone Graffiti guide app in Germany and Berlin and the work it undertook with graffiti artists in China just last year. So, hopefully its illustrious heritage in this area may offset this recent backlash.

The old adage of not being able to please all of the people all of the time applies here, but it is also worth remembering that getting ‘permission to play’ is a vital and continual part of the cultural experience for brands – no matter how long you’ve been at it and how deep your commitments run.

June 16, 2011

Is it OK For Bands To Court Brands?

(* Source:  Dan Gould *)


Is it OK For Bands To Court Brands?

Most people first came across the LA-based OK on Youtube from their treadmill video to Here It Goes Again. These videos were made while they were signed to Capitol Records, but as they were a minor band on a major label they had to be creative with small promo budgets – nothing unusual there. As OK Go released their third album the band agreed to part ways with EMI.

Like many other bands who have been “released” from their former labels, OK Go set up their own imprint, Paracadute, and still tour, but Mike Rosenthal, their manager, says that these days most of his time is spent as a project rather than a label manager. The band has a list of creative projects they want to do and, as sponsors approach them, they go through it to see what would work for that particular sponsor. They recently teamed up with Range Rover as one of the car manufacturer’s “city shapers”. “The band always wanted to do a big New Orleans-style parade where you invite all your friends and they show up with instruments, marching all over town,” says Rosenthal. As Range Rover was releasing a FourSquare-like iPhone app with its cars, the band thought they could use it for their march instead of an SUV, spelling OK Go across an 8-mile radius of downtown LA. They then put together a video documentation of the project.

Rosenthal says they just want to make “cool shit”, and corporate sponsorship allows for a lot of it to happen. But the collaboration between bands and brands can go much further than sponsorship. These days ad agencies and corporations scour YouTube, picking up on user-generated trends and reproduce them for their ads in a more mainstream fashion, while artists who have seen revenue from record sales dwindle try to get advertising synchs.

These collaborations are not always about product placement. American indie duo Pomplamoose made their own version of Lady Gaga’s Telephone (unlike Gaga’s video for the song, they didn’t have product placement), which has received almost seven million views. Last Christmas they scored a national TV commercial for Hyundai, who wanted an ad in the vein of the band’s video. In the UK, the video for Faithless’ Feelin’ Good was funded by Fiat, whose Punto Evo cars featured in the promo. The three-minute video was even shown in full in the ad-break for Big Brother.

Decades ago most bands would have seen corporate sponsorship as detrimental to their credibility. Not so any more. But what do the fans say? Would a video featuring Thom Yorke driving a BMW or drinking a sponsored soft drink rub them the wrong way? We may never know, as Radiohead built a huge fanbase the old-fashioned way – with the sponsorship of a record label.

 “OK Go really got the best of both worlds: they were able to be on a major label and get that support,” says Rosenthal. “That was huge. They had a lot of marketing campaigns and support from Capitol Records that helped people focus on them, but now they can pursue whatever projects come into their heads instead of having to think about how you drive it back to the sale of recorded media. I don’t think the band would consider ever signing another record deal – or if that would even be an option. They’re just too interested in other things. Especially now that it doesn’t all have to culminate in the release of a piece of plastic that has their music on it. That model is dead for good.”

Console vs. PC redux: How Mobile Gaming will Reshape the Industry (again)

(* Source: Tim Stevens *)

Console vs. PC redux: how mobile gaming will reshape the industry (again)

They're a growing threat, these simple games with their simple designs, simple controls, and simple graphics. They don't offer the full, premium experience that the real gamers want. They aren't hardcore enough. They aren't serious enough. They're just too... casual.


In the '90s these were all complaints used to describe the strengthening console menace. It wouldn't take long for those consoles to take over the entire industry. Between just 1998 and 2006 console software sales more than doubled, from $2.5 billion to $6.7 billion, while PC game sales dropped from $1.8 billion to $970 million. Who cares about ancient history? If you're a gamer you should, because it's happening again. It's hard to tell at what point mobile gaming became a serious threat to the console scene, but surely nobody at Nintendo lost any sleep when Snake crawled its way into the hearts of many a Nokia user back in the late '90s. Then, just a few years later, Steve Jobs started comparing iPod sales to those of dedicated gaming machines.

In recent years we haven't exactly seen a lot of innovation on the console gaming front. Sure, there was a giant rush to jump on the motion gaming bandwagon -- Microsoft with the Kinect and Sony with theMove, even Nintendo sauntering back in with the MotionPlus -- but none of those technologies have really delivered  groundbreaking gameplay experiences.

On the portable gaming front things are moving -- but slowly. Over the past seven or so years Nintendo and Sony have both been slowly refining their portable systems of choice, but not even Nintendo'sglasses-free 3D technology really qualifies as something particularly innovative. It is, after all, just another graphics technique.

With nothing really changing it's mighty easy for the others to catch up, and of course those others are the smartphones, the iPods, and the tablets. They aren't there yet in the hardware department, but mobile devices are gaining ground quick. And, with services like OnLive, one could say that hardware no longer matters. Regardless, hardware is losing its importance. Going back to the PC vs. console war, the consoles never had the hardware upper-hand, or if they did it wasn't for long -- if you had the money.

Better graphics here aren't going to save dedicated systems from what looks to be impending mobile doom. And it will mean doom for many. The industry has been propped up to massive heights by huge sales of $60 blockbuster games, titles carefully honed by hundreds of pairs of hands brought together at massive development studios. Meanwhile, the most popular mobile downloads cost $9.99 or less, way less, and it remains to be seen whether mobile gamers would ever dream of spending six times that on a single game. Those publishers that focus exclusively on "big" releases are going to have a hard time adapting.


While we'll surely get one more generation of great dedicated gaming hardware from the big three, It may be the last. Sony sees the writing on the wall, with its (currently half-assed) PlayStation Suite program for devices, and Microsoft is testing the waters with Xbox Live integration on Windows Phone. It's only a matter of time before everybody's following suit -- or getting left behind.

We'll soon live in a world where you can get your Angry Birds fix on the train and then, when you get home, drop your phone into a charging stand, drop yourself onto the couch, and enjoy Drake's next big adventure in 1080p with a real controller in your hands. Significant other want to watch TV? Just keep playing on the smaller screen -- similar to what Nintendo is talking up with its Wii U, but minus the throwback console middleman.

June 14, 2011

Brands, Facebook and the dialogue

(* Source: Maria Statdmeuller *)

wongdoody

Posting video content is the number-one Facebook practice, common among close to 90% of Interbrand’s Top 100 global brands, according to the Facebook Global Best Practices study from WongDoody.

And as they are broadcasters at heart, it’s easy to understand marketers’ thinking. However, brands need to be careful. “A Facebook page is no place for a hard sell,” says WongDoody. “Post content that is relevant to your fans and encourages a social experience, and remember that unique content is most motivating for fans to join your community.”

Seventy nine percent of the top global brands allow fans to post on their Facebook wall and there’s no longer room for fear of giving consumers a voice.

“Facebook exists for the fans and members, not companies. We have been invited into a social, personal domain. This is not a place to broadcast – it is a place for mutual sharing. Opening your Facebook wall to consumer content is an invitation for your customers to join in the conversation and contribute to your brand. Even on your corporate Facebook page, it’s important to let go of control and give your fans a voice.”

And two out of three of Interbrand’s best global brands on Facebook reply to fan wall posts and comments consistently, behaviour which WongDoody commends.

“Replying to fan comments and wall posts is the one-to-one relationship companies should be eager to embrace, and fans are certainly looking for that level of attentiveness. Devote resources to your social media programme and start talking to your consumers in a direct two-way dialogue.”

June 13, 2011

Brands Play Well In Music

(* Source: Mark Terry *) 


phoenix

While consumers used to view brands becoming more involved in music as a necessary evil, a spike in creativity has led them to now openly accept brand involvement, say Bauer Media/Crowd DNA in their Phoenix: Discover Music report.
The research also found that live music experiences remain the pinnacle for any music fan, and have a heavy and long-lasting impact on the ‘musical journey’. Gigs and festivals drive heavy consumer engagement and word of mouth within social networks.

And on the subject of social, it’s clear it has become all too easy for folk to follow their musical icons on a minute-by-minute basis. However, there’s a consensus within the music industry that this ease of access is leading to artists losing appeal.

The research also found that the album lives. “The album still holds appeal for consumers,” says the report. “Where the quality and creativity is strong, consumers place value on the physical product, with an initial digital download often followed up with an album purchase.”

However, genres are indeed dead.

“As access to music has become more universal for even less fanatical musical listeners, music consumption is less stringently defined by genres as consumers cherry pick their journey through music from a much broader selection.”

June 08, 2011

The Pepsi Music Index: a New Ranking of Emerging Musicians

(* Source: PopSop *) 

Pepsi is celebrating up-and-coming artists by launching a new system that rates their popularity based on social media buzz around them. The iconic soda brand launched The Pepsi Music Index, a live ranking engine which analyses people’s real-time opinions on the performers and presents ‘the feedback’ in a clear ranking. The new system is very similar tothe MTV Music Meter launched in mid-December 2010, which also builds a chart of the most popular emerging performers based on real-time discussions about them in the digital world.
The brand presented The Pepsi Music Index at the South by Southwest Music festival (SXSW), which was running in Austin, TX from March 11 through March 20. PepsiCo commissioned The Fader, a United States-based music/culture/fashion magazine, to pick up 250 emerging bands with 100 of which to be then featured in the ranking—they also were invited to perform on the festival stage. The developers built a discovery engine, which is ‘reading’ statuses, updates, posts and tweets in real time to figure out which 100 performers of the 250 are most discussed (the bigger digital buzz a band creates, the higher position it takes) and so have a potential to succeed on a music scene and have record sales in future. Pepsi’s engine, powered by Bluefin Labs, is “scientifically analyzing real-time conversations about the artists across the social ecosystem” as the press release states.


The ranking was projected onto large monitors at The Fader Fort in Austin, TX, at SXSW from March 16 through March 19, during the Music week of the festival. It’s not mentioned when PepsiCo and The Fader will continue the initiative beyond the festival and choose another two hundred and a half artists to be ranked based on their popularity around the web.  ”We’re excited about the possibilities inherent in the Pepsi Music Index, the value it can provide to the music community and look forward to learning and continuing to refine the index together with fans and the music community,” commented Shiv Singh, head of digital for PepsiCo Beverages.

 

June 06, 2011

Prediction: Facebook Will Surpass Google In Advertising Revenues

(* Source: Hussein Fazal *)

 

Despite all their success, Facebook’s revenues are still far behind the search giant, and claiming that they will surpass Google is a bold statement. However, there is a very clear path for this to happen and it is simply a question of when. The timeline will be dependent on how aggressively Facebook executes on their advertising products. The fundamental reason why Facebook’s revenues will surpass Google is the untapped power of social advertising. The concept that your friend “likes” and endorses the content behind a particular ad unit changes the game.

Data from over a hundred billion Facebook marketplace (right-hand-column) impressions that AdParlor has managed shows indisputable evidence that social ads produce a significant jump in performance. In several cases, we have seen social marketplace ads double the Click-Through-Rate (CTR) and deliver 5-10x the volume of impressions at the same Cost-Per-Click (CPC) bid compared to regular marketplace ads on Facebook (plain-vanilla display ads not socially targeted). Combine that with a lift in brand recall (1.6X), message awareness (2X), and purchase intent (4X) and we can see why social ads is an extremely powerful product. However, to see the real benefit, we need to look beyond the right-hand column ads and see how social advertising can be applied in other areas. Data from Nielsen shows a similar trend:



Display Advertising

When looking at online advertising revenues as a whole, roughly a quarter come from display. With over 2.5 million web sites having integrated with Facebook Connect and 10,000 new ones joining daily, Facebook is building up a huge network of external web sites with deep Facebook integration. While Google and others leverage re-targeting, Facebook will be able to take it one step further with social re-targeting. If my significant-other visits Nordstrom.com and “likes” a pair of boots, that advertisement could now follow both of us around the web.
Social will be the next fundamental change, and Facebook is positioned to take advantage of it.

Search Advertising
Roughly 45% of online advertising revenues come from search. The reason why search is so much more powerful than any other medium is because it targets users that have explicit purchase intent.
Alongside Facebook’s deeper integration with Bing, it is inevitable that at some point we will see advertising that combines the power of intent-based search with social recommendations. However, this will be dependent on how much users are willing to share and “like.” This will undoubtedly be more powerful than traditional search.
Even with this layer of social, in order to be successful, search market share must be won. With Facebook’s social graph, they have the first real opportunity at dethroning Google and winning that market share. Whether Microsoft ends up selling their money-losing search business to Facebook as a starting point, or whether Facebook builds an independent search product from the ground-up, this is where the biggest impact will be made in increasing Facebook’s advertising revenues relative to Google.

Mobile Advertising
With over 250 Million active users accessing Facebook via their mobile device, Facebook is building up an audience on the hottest emerging platform. Combine local with mobile and social—and you have the blueprint to build a money-spitting machine. Facebook could theoretically serve you an advertisement like this directly on your phone—“You and your good friend John are a block away from each other, you both like Pizza and its lunch time, go to Pizza Hut together and save $5 on your order”—of course with less words and more pretty pictures. 

While many people think about Facebook as a powerhouse due to the number of users on the site, the real power comes with the way they are mapping users to their friends and the products, people, and places that they “like.” When Facebook decides to turn up the revenue dial, they will be able to leverage this graph and create powerful social ads across multiple platforms to a degree of scale and sophistication that no other company can match.

 

June 01, 2011

Want to Be a Trend Forecaster When You Grow Up? Stylesight Might Be Your Ticket

(* Source: Lauren Sherman *)

For trend forecasters, the goal is to identify a trend years before it comes to fruition, and to break down the context of that trend for those who don’t have time to travel the world searching for inspiration. (I.e. design teams and marketers at big time retailers.) But as fashion seeps deeper and deeper into the web–traditional trend forecasting firms seem, well, a little…staid. Who needs a trend forecaster when we have Susie Bubble?

Enter Stylesight, an online-only paid subscription service that offers trend analysis for pretty much every market in the world, about pretty much every topic, from children’s clothing to interiors. Not only does Stylesight (www.stylesight.com) offer users in-depth reports, but it also serves as a sort of Google Docs for your fashion stuff. The service allows each user to store their inspiration in tidy folders–and it also allows you to clip items from anywhere on the Web to reference.

So instead of looking at Stylesight as a resource, users look at it as a tool. They take advantage of the all-inclusive nature of the site, often making it their homepage. Sound interesting? We recently sat down with Frank Bober–a former fashion designer and founder of the company–to talk shop.

Fashionista: It’s quiet in here!
Frank Bober: It’s funny about the quiet.

It’s just interesting because I’m so used to a newsroom where everyone is like “ahhraahrahh”.
Well, actually, if you go into the content room there’s plenty of that–they’re talking content all the time. We have a real cool office in the East End of London with a ton of content people…all of our forecasting moved from Paris to London so we’re consolidating everything there. There are content people–accessories, youth culture, high street–and then we have sales and client services so we have quite a bit of business in Europe. When you think about a global operation, yeah this is the head quarters, but we’re in Shanghai, Hong Kong, LA…we just got a great loft space in Culver City in LA which is a very cool place. So we got all the cool dudes there and dudettes–mostly women–that are creating content.

Renee, who is our senior vice president of global trends, is in LA. We’re on Skype with the little camera; we can meet any time. So when you think about it, it’s the New York office and we’re in New York but stuff is happening all over the world in terms of content and we get so much content coming in that there’s an awful lot of synthesizing of that information that goes on here, so it’s quiet.

It’s very efficient.

Efficient, that’s a very good word because I was interviewed the other day by a publication in England and I was talking about the global nature of the company and I was saying that you can’t make yourself into a global company and be one language. So all those “competitors”–all those other people that might be in this space whether they’re online or printing books–all of them are in one language so I don’t consider them global companies. And then from a technology company point of view, what’s unique about Stylesight is that we consider ourselves a technology company. And why do we do that? Because we’re the only company in our space that actually has a development team, we’re doing out own coding.

This is something new…do we have a clip? [Shows us a clip of a new function that allows the user to grab any images from the web.]

This is our own code. So this means that not only our information is available but the web’s information and it also mirrors the way people work.

So it’s a tool more than.…
Right. And I think that that’s what differentiates us, and that’s why we’re growing the way we are and making the impact that we are.

How did this all come to be?

One of my famous lines is that I paid $300,000 for what is today Photoshop. In the 1980s there was all this cad/cam stuff and I was always an early adopter of technology. I always paid a lot of money. I was one of the first guys with flatscreens…$12,000 per flat screen, now they’re $1,000, because I had to have a flat screen. So when I sold my company in 2000….

And what was that company?
CMT Enterprises, a private label company which actually prepared me very well for doing Stylesight. Because private label is project driven so there’s many different types of projects we’re doing is what the site is like, you can do lots of different projects.

We actually sold to a company that was a big client of ours…they’re now out of business, a company call Harold’s, they were a regional chain in the southwest. They had like 90 stores. We ended up manufacturing all of their product and then they decided they might as well own it so I said, “Ok, I’ll sell it. What’s the price?” And then I kind of semi-retired but retirement in not in my DNA. I had the name Stylesight…I had done something with it early in the dot com time and then I had a partner—two partners, two German guys in Hong Kong–and realized that we were going to have a put a lot of money in, and the whole dot com was falling apart but I held on to the name.… I liked the name Stylesight so when I sold the business and took a little time off—about a year and a half and went around the country and blah blah blah–just then print on demand was becoming a viable commercial dynamic. [Print on demand is essentially being able to charge people to download a PDF.]

A friend of mine had all the big pictures from the designer collections–he was a photographer, and I said okay let me fool around with the technology a little bit and test the market because Google was just beginning and I thought, what an interesting thing to do a image search engine for the industry because that’s what I would have wanted. The whole idea was that the search engines started first, there wasn’t any opinion, there was no news, there was no market intelligence, just all pictures.

In my career a picture is worth a thousand words. Creative people are stimulated by visual. I wanted to test the market first. So we started organizing these reports but because you could print them on demand you didn’t have any inventory and you had no accounts receivable because you got paid by credit card and I thought that’s a good business—no inventory and no accounts receivable. I can print them as I sell them.

We ended up selling those reports to over 600 companies. We really did it in the entrepreneurial grass roots way. They were 300 bucks a piece and 600 companies liked them so then I got the idea that the way I was thinking about organizing content was very acceptable and so then I started to work with a developer using just a digital asset management program–the search engine.

Once I started to show the search engine to potential customers, they went “Wow that’s what I like.” Especially with the folder idea and the idea to be able to organize your work–it was very primitive compared to what it is today. I spent forty years as a designer and manufacturer. I started as a designer so I know the routine, I know what everybody is going through.

Why do you think it took the fashion industry as a whole so long to adapt to the web? Because when you think fashion, you think trends and being ahead of everything…but it wasn’t like that.
That’s a good question. Because the beginning of a collection is the creative piece. But it was the last piece of the puzzle to adopt and adapt to technology because there was this notion it took away from creativity, it didn’t enhance creativity, you needed to be on the mountain to get the vision. In fact using Stylesight actually allows more creativity because there’s less preparation work because you’re in the cloud. Once they began to see that–especially the younger designers began to see that, “Wait a second, you guys are organizing all this for me so I can spend more time being creative, what a cool thing right?”

If you were thinking about this in the early 2000s, you obviously have a lot of foresight into what’s happening next. What do you think is the next big thing in fashion? Whether it’s trend-driven or it’s technology-driven?
The one thing that I like–Donna Karan with Urban Zen. She was kind of fooling around with it because of her commitment to yoga, but I think that…comfort, I think the color, I It’s pioneer-ish, actually. And in a very subtle way. She’s bringing clothing into lifestyle. But not yoga-clothes–it’s not like tights and a t-shirt. There’s some really–it’s elegant, cool stuff. I think the trend has to do with integrating style and fashion into lifestyle. I think the next big thing is even further blurring of the lines. Which is a good thing. And I like that. Because it’s what we’re doing at Stylesight, right? It’s, you know, it’s natural. I think–there’s a new natural, let’s put it that way. The new natural that has to do with the embracing of technology as a natural, not an unnatural, thing. We’re bringing it to us and then using it in a way that is enhancing our life, rather than saying, “I don’t use email.” You don’t hear that often nowadays. Everybody is using it and having fun with it and it’s folded into their lifestyle. So it’s kind of a new natural. I’d love to use that on the site. The new natural.

November 12, 2010

M&M’s Canada: Help Find Red

(* Source: POPSOP *)

 

Colourful M&M‘s candies have lost their dear fellow, Red, In Canada and are now asking residents of this country to help spot him in the City of Toronto (its digital version). The character got into the virtual space on November 4 (the sad story of how Red jumped into the digital dimension is told in a video), and the volunteers of 13 years of age or older are challenged with a task to drag him back within a month.

His friends are sending clues to the ‘rescuers’ through a range of social media channels—first 6 hints are provided in the spot, which explains the whole situation. By visiting the dedicated hub www.findred.ca, consumers can access Google Maps Street View to scour the digital city, looking for Red’s three different locations. Once Red is spotted, the lucky player pushes the button and continues the search until she or he finds all the three places. For every 30 virtual kilometers each ‘tracker’ covers on the digital map, the brand gives one new clue to find Red at the location closest at the time.

Each one who registers on the website automatically enters into a sweepstakes for a chance to win a new red smart fortwo coupé—if a participant manages to find the Red M&M’s character, he or she receives additional entries and increases the chances to win the ultimate prize as well as a range of other gifts.

Here are social media channels and platforms, where the hints are be given by Yellow, Orange, Green and Blue spokecandies, who desperately want to return their unlucky buddy:

Twitter—users of the micro-blogging webservice can discuss their achievements using the hashtag #FindRed;

Stickybits—with the help of barcodes, which can be found on participating M&M’s products, players can receive new clues;

Foursquare—users of this network can follow Red as he checks into various locations around Toronto;

QR codes—the brand will put real-world posters featuring 18 QR codes with hints;

Facebook—the new M&M’s Canada page provides users with links to other hubs and also serves as a platform for active discussions on the theme.

This hilarious geo-locating Find Red campaign was developed by Toronto-based Proximity Canada.

 

September 21, 2010

5 Trends That Will Shape Social Media Share

(* Source:  Paloma Vazquez *)

 

A recent piece at The Next Web highlights key trends that we’ve already begun to see influence the collective discussion of how social media and its related applications – geo-location targeting, tagging physical objects, etc. – will evolve over the next couple of years.

These key trends have implications for brands looking to reach consumers where and when it is most contextually relevant – and should be carefully considered as brands strike the balance between engaging consumers with a truly valuable, differentiated and interesting proposition or suggestion – and not just with an onslaught of promotional offers they will subsequently tune out.

  1. Identity will become embedded in devices: Our social media identities (Twitter username, Facebook profile, etc.) will be entered as part of the initial process of setting up our devices, and will be propagated into all applications. This will eliminate the need to enter your Twitter or Facebook credentials to access related functionality on mobile apps – instead, they will seamlessly access your profile. The recently rumored Facebook phone offers an example application.
  2. Online sharing will become embedded in media life: With social identity embedded into the devices we use daily, social sharing will become an integral part of the way we enjoy media on our regular TV’s, DVD players and music players. These devices will evolve towards all being Internet enabled and allow us to share likes, links and personal commentary. Remote controls may include “like” buttons which autopost to Facebook, while music players will sync preferences to preferred identity.
  3. Location will be embedded into all activities: Location aware devices will employ pre-emptive use of location to alert the user to things or people nearby that may be of interest. Users won’t have to check-in to a place to see if their friends are nearby, as their device will automatically alert them. This trend bears particular implications for marketers, whom will have to be particularly careful to provide consumers with value in that message and offer – and not just another annoying discount offer that they will eventually tune out if it becomes an onslaught.
  4. Smart devices and web apps will automatically check-in and post updates: Identity aware devices, empowered by embeddable RFID tags, will allow this type of technology to spread beyond the mobile phone. A smart coffee thermos, for example, could enable auto-checkins and send coupons to your phone as you enter your favorite coffee shop.
  5. Social networking will redefine how large organizations communicate: Social media inspired design patterns applied to existing enterprise software and/or intranets increase opportunities for collaboration. Collaboration will no longer be limited to sharing documents and version control, but will expand to the ability to find colleagues by shared interest and collaborate seamlessly in a multi-channel environment.

 

The Colors Of The Top 100 Web Brands

(* Source: PSFK *)

 

 

(Infographic) The Colors Of The Top 100 Web Brands

Click here to view full size.

COLOURlovers has created a revealing infographic that shows the distribution of colors across the top 100 brands of the web.

They explain:

Turns out the blue-berry doesn’t fall far from the bush. The web landscape is dominated by a large number of blue brands… but Red occupies a large amount of space as well. What’s driving this? You might want to say that carefully organized branding research and market tests were done to choose the perfect colors to make you spend your money, but a lot of the brands that have grown to be global web powerhouses, started as small web startups… and while large corporate giants with branding departments spend quite a lot on market research, user testing, branding, etc. Lots of the sites listed above got started with brands created by the founders themselves with little to no research into the impact their color choice would have. I once asked Mark Zuckerberg, the founder of Facebook why he chose blue for his site design… “I’m color blind, it’s the only color I can see.” …and now 500 Million people around the world stare at a mostly blue website for hours each week.

 

July 05, 2010

The Hipster Fashion Cycle

(* Source: PSFK *)


Unending cycle of Hispter Fashion

From Flavorwire, and designed by Emily Miethner, this colorful illustration charts what companies like Urban Outfitters have known for awhile: today’s painfully lame trends are tomorrows cutting edge fashion. For example, in the platform-ridden mid 90’s, nothing seemed more outdated than a pair of white keds- but more then 10 years later — voila, the hottest item for spring/summer.  However, one item we can be almost certain will never come back in style? The wide legged JNCO’s and Kikwears of 96,97, and 98- for some reason those seem to exist in a seperate sphere of their own- sure to never be touched by either hipster anthropologists nor fashion enthusiasts for years to come. So what items do you think are do back for a comeback some time soon?

Emily Miethner

Flavorwire: “Awesome Infographic: Hipster Fashion Cycle”

 

April 26, 2010

Why It’s More Important Than Ever To Be an Early Adopter Brand

(* Source: Jennifer Van Grove *)

 

 

 

 

It has become standard practice for big brands and businesses to setup shop on Twitter and Facebook and use the social mediums to connect with customers.

That’s all yesterday’s news now. But the early adopter brands who paved the way for the rest to follow suit have become the success stories that the media, the public and the web companies in the limelight turn to first.

Zappos, Ford, Starbucks, Bravo, Tasti D-Lite and Best Buy are all names that come to mind. There’s no real secret to their success. Each did something innovative and identified a future trend just as the press cycle was heating up. Now they’re all riding the wave of rewards earned from their original risk.

In some ways, though, we’re still in the early days of understanding the relationship between businesses and social media. It’s now more crucial than ever to understand why it’s important to be an early adopter brand.


Good Press That Lasts


Early last year we profiled 40 of the best brands on Twitter and some of those brands have gone on to become media darlings continually featured in press coverage on the web/tech space. It was each company’s individual savvy or willingness to experiment that originally caught our eye, but it’s their ongoing tenacity that kept them front-and-center in the public’s mind.

Those brands with a genuine interest in customer engagement and a commitment to push beyond the expected have maintained a high profile social media presence that continually nets them advantages the rest don’t get.

One key advantage is that they’ve developed important media relationships. These relationships open doors for both parties. The press have immediate access to standby contacts anytime they need an extra quote or example for their upcoming piece. In return, the brands get an instant audience responsive to pitches on innovative social media use cases or quirky marketing campaigns. The cycle repeats itself until a particular story becomes saturated or eclipsed by a newer trend.

Right now there’s no brand mastering the press better than Starbucks. Their relationship with Twitter in the initial rollout of Promoted Tweets has ensured that Starbucks gets a major mention in every mainstream and new media article on Promoted Tweets. It is especially fortuitous for them that their sample Promoted Tweets screenshot served as the only visual representation of the official Twitter ad format when the news first broke. The company has managed to maintain this social media favor with the press for years now, also recently making a huge splash with their loyalty program partnership with Foursquare (Foursquare).


Case Study Standbys


Ever sit through a conference session or keynote on social media where the presenter or panel did not use brand case studies to supplement their talk? Probably not.

The unwritten rule of public speaking is to always back up points with case studies as proof. For example, a few years ago Zappos’ approach to Twitter was so fresh that the company’s story became the case study on everybody lips. You may also recall that Ford’s social presence during the American car company’s financial struggles was also headliner material.

While Zappos and Ford are still no stranger to the social media limelight — their original successes will always guarantee consideration — the new names cropping up in case studies are the brands experimenting with trends happening right now. Take location-sharing services like Foursquare.

The fact of the matter is that Foursquare is still foreign to most, which means the Foursquare brand marketing from Starbucks, Lucky Magazine and the City of Chicago make for interesting material. Each case study can demonstrate the business potential of Foursquare’s experimental platform. It’s this cutting edge material that piques our curiosity and makes for a captive audience.

Now, should Travelocity find a way to translate their mascot’s Chatroulette activities into business sense, we could see a whole new crop of case-study worthy business uses emerge.


Favor From the Flavor of the Week




Brands open to social media innovation have found favor in the eyes of the most influential people on the web: The minds behind today’s hot startups.

Brand partnerships are crucial for these fledgling startups to maintain their edge over competitors, but it’s much safer for them to favor the friends they’ve made on their way up the ladder. Twitter (with Square by association), Facebook, Foursquare and even Chatroulette are all on fire right now. Each of them — with the exception of Chatroulette — have managed to find brand buddies they trust enough to include in their new feature testing phases. These brands get invited into a private fold that then translates into press coverage on launch and introductions to more people in the circle. Rinse, repeat.

Brands that are in Twitter’s good graces have been grandfathered in to Foursquare’s elite fold of trusted businesses. Just look at Starbucks, a Twitter-forward company now trying Foursquare, as a perfect an example. Another example is Bravo. The cable network has consistently taken an avant-garde approach to television and social media, but it wasn’t until their media deal with Foursquare that the network found its way into Twitter’s public graces. Now they’re a launch partner for Twitter’s long-anticipated ad platform.

This isn’t a coincidence or the result of one serendipitous moment. In fact, many of the top startups share the same investors, the same friends and the same brand relationships. Ultimately the inner circle at the top of the startup food chain has become a safe haven for sharing brands and ideas. Find yourself in this circle and you’ll find yourself amongst the elite of early adopter brands.

 

April 12, 2010

Music Hack Day

(* Source: Jason Kincaid *)

 

 


Jason says...

What do you get when you combine music with frantic, all night hour coding sessions?  An event called Music Hack Day, where developers have 24 hours to hack together a new music-related app, which they then show off to their peers at event’s conclusion. Music Hack Day has previously been held in London, Berlin, Amsterdam, Boston, and Stockhold; this is the first time it’s coming to the Bay Area. The event runs May 15-16, and is being held at the Automattic offices at Pier 38 in San Francisco.

The main goal Music Hack Day, according to its homepage, is “to explore and build the next generation of music applications”. Aside from that, anything goes — it just has to do with music. Space is limited, so you’ll want to register here (it’s based on a first-come first-served basis, and the organizers will also be looking to ensure the people attending are planning to actually help make something).

Music Hack Day is run by an interesting group of guys with experience in both music and tech: Dave Haynes (of SoundCloud), Paul Lamere (of Echonest) and Daniel Raffel (Senior Product Manager at Yahoo!, used to run some record labels). Also attending the event will be representatives from music companies like SongKick, Pandora, SonicLiving, Songbird, and Last.fm.

The timing is also good for developers: Muisc Hack Day is taking place the weekend before Google I/O and the SF MusicTech summit, so developers from out of the town can hit up multiple events on the same trip. So rock on. And try not to think too hard about the pain some earlier music startups have suffered through — things are finally looking up for a few of them.

 

January 07, 2010

Digital Death In Social Media

(* Source: PSFK *)

 

 

Digital Death In Social Media

Suicide Machine is a website that allows users to delete their social media accounts in a sensational way.

Facebook has blocked the site, but while active, users could input their social media credentials, allowing a program to unfriend, unfollow, and remove any trace and contact with other users.

These traces include personal information along with wall posts and tweets. The system automatically removes information and unfriends others one user at a time, allowing you to watch as the system gradually removes your 2.0 existence.

Rather than deleting profiles, which allows Facebook to still keep photos and data back-ups of your profile, the creators hope:

by removing your contact details and friend connections one-by-one, your data is being cached out from their backup servers. This can happen after days, weeks, months or even years.

[via The Guardian]

 

October 20, 2009

Slash’s Rocking Facebook Fan Page

 

(* Source: InsideFacebook *)


Eric says...

Over the last few weeks, was all of a sudden getting popular on Facebook. Instead of just gaining a couple hundred users a day, he was gaining tens of thousands. But recently, .

Why? Well, first, we recognize that Slash is a great guitarist, and that people just want to be fans of him because they love him. Second, we recognize that he has a very active page — he’s constantly updating via text messages, even automatically sending his updates to Twitter via his page.

But we also recognize that he’s been active on Facebook for months, yet only recently saw a spike in new fans. So there is likely another cause, or two. We asked readers, and a few people responded to say they’d seen actual ads for Slash’s page on Facebook — apparently ads being run by Facebook itself. Slash may be benefiting from a larger effort by Facebook to promote celebrities.

“A few weeks ago, I noticed that Facebook replaced ads with fan page solicitations,” as commenter Jason F. told us. “I think Slash was one of them. I wonder if that helped seed the audience more diversely than organic growth ala Guns N’ Roses and Velvet Revolvers’ fan pages would have.”

Facebook Slash

What does Jason mean by “seeding?” Facebook fan page advertising is not itself necessarily the main explanation for the new growth. Jeff Widman, a Facebook marketing consultant who helps big clients grow pages, has more:

“The Highlight section of Facebook means if you can get a page rolling along at a good clip, you can keep picking up more fans. It’s a solid way for him to basically capture on Facebook all the people who already like him (and are friends with him). I’ve seen some major spikes with my clients when we try to push something hard all at once rather than dribble a little at a time. If they want to spend $1K on ads every month, I tell ‘em to blow it in one week every month.”

Slash Facebook Page Metrics - PageData-1

In other words, a little bit of growth can snowball into a lot of growth. So the answer to the riddle of Slash’s page growth could really be “all of the above.” First: He is already popular with the general public. Second: He has an active page. Third: He had ads running that apparently were seen by a lot of people. Fourth: Facebook’s viral loops — its highlights, as well as its activity stream — may have allowed the first three conditions to exponentially increase the results.

For page owners looking to grow, this is maybe another reason to buy those Facebook ads, and to think more strategically about ad spending patterns. Or, of course, to figure out who within Facebook decides to promote particular celebrities, as that person now appears to be the equivalent of whoever is in charge of the Suggested User List over at Twitter.

 

October 18, 2009

What “on-demand” media really means and why your cable company should be scared

(* Source: John Biggs *)
 
 

 

John says...

I’ve been angling to get rid of my TiVo and cable for some time now and I believe I’ve finally figured out a solution that works best for me. It involves a lots scripting, Sabnzbd, and HandbrakeCLI and I’ll tell you what I ultimately did next week once it’s stable but it seems to be working as well as can be expected for these sorts of hacks.

I posit that the TV industry is about to face the same threat dealt the music and movie industries but they still have a chance to make things better for themselves when the world changes around them. First, let’s rehash the old arguments.

What I’m doing is downloading TV shows and sending them to a media player near my TV. I’m doing this because there exist two separate infrastructures that interface imperceptibly at one key point – the official cable and online distribution networks and the shady underworld of pirate distributors. Right now that interface is a trickle, but it will soon be, pardon the pun, a torrent.

The first infrastructure is the studio system. While I’m talking specifically about TV here, we can also extrapolate to talk about movies and music. This infrastructure is based on the advertising or distribution model in that they make all their money placing advertisements around their content or by placing their content onto physical media. But what is important to note is that the TV industry is in a completely different business from the music and movie industry. They’re not “selling” a product. They’re selling the space around a product. They they commission artists to make that product better in hopes of raising the price of the space around that product. They sell DVDs, sure, but that’s a sideline.

ishot-9

But when I take that content out of its context, like meat out of an oyster shell, I strip out their value and shuck the rest. But technology has outstripped that analogy and television has evolved into a processable set of events – shows – whereas before it was an event, each show linked together into infinity.

TiVo, to continue the analogy, created a way to sell jarred oyster sauce. The device contained the content, sure, but it tried to keep some of the advertising intact. However, what I’m attempting to do buffets into an entirely new infrastructure, one none of us wholly understand.

It consists of two disparate parts. The first is a shady underground that can offer these shows, stripped of commercials, a few minutes after they’ve aired. How they do it is a topic for another story, but needless to say popular shows are available in less than ten minutes after they air on the Eastern Seaboard. It is a testament to the dedication of a few TV lovers that these shows are available, for free, as they happen.

Then we have the web arms of the major TV studios as well as the clips cable stations post on their sites. These are, to a lesser extent, a re-canning of those same oysters in the hopes that the shorter advertisements wrapped around them will maintain the revenue offered by TV broadcasts.

So what’s my point? First, I believe some media will survive the move to the web better than others. Book publishing, for example, may change formats but the inherent problems of pirating a physical book make them weak targets for piracy. I also believe that the medium of television is also not conducive to large scale piracy because there is so much of it. I can shuck all the oysters I want but there will still be 24-hour news channels, old movie networks, and sitcoms that someone out there will watch even if the pirates are uninterested in recording and distributing them.

Now, back to that interface between the two worlds. Because pirates can’t steal everything at once there is no impetus to stop up this hole. The highly regimented and very well organized system of content capture that is going on exists as a labor of love and not as a money making venture. It allows guys like me, guys who no longer want to be beholden to a wonky TiVo, for example, to get HD content quickly and easily. However, there are more guys like me every day. To say that television as we know it won’t exist in a decade is quite far fetched but it is a possibility. How, then, should a TV broadcaster react?

First, I think TV broadcasters need to take a page from the pirates playbook and make their hit shows available online in downloadable form sooner than later – and not on iTunes for $2.99 an episode. The process I went through was relatively painless but decidedly nerdy. The next generation, however, will find new and better ways of doing the same thing, thereby stripping out the content with reckless abandon. TV studios still have some time to save their skins, just like the book industry, but it won’t be long before something comes along and ruins the party. They need to do what the music industry didn’t do – make getting sanction, high quality content convenient. It took me a week to set up my little Rube Goldberg DVR but there’s no telling how long it could take someone with a little more savvy.

Why not, for example, offer TV subscriptions to individual series. The era of channel surfing is almost near its end and discovery of new content through mere chance will soon be gone. This would allow for absoltute control over a series and reward popular series month after month. Sadly, cable companies just won’t do this. As Doug noted in our chat room “Cable companies keep saying a la carte wouldn’t work but in reality they’re saying it wouldn’t work for them because its too much work.”

Second, television needs to play to its strengths. As Harry McCracken pointed out during the balloon-boy debacle, the first on the scene wasn’t some blogger with a Flip but the television news crews with their trucks, helicopters, and satellite dishes. But even in the vacuum created by the death of local newspapers it seems that local TV stations aren’t able to appreciate their value. For example, I was in Columbus, Ohio a few months ago and I saw the same reporter on two different channels reporting on essentially the same thing. This sort of cost-cutting is detrimental to the brand and is cheapening TV journalism. We all laugh at the 24-hour news channels and their bloviating blowhards, but those are the news networks of choice for millions of people daily. There is value there. TV studios need to give us this content in a way that makes it a win-win for all parties involved. If not, it will be a lose-lose as their content is stripped and stolen and their revenues tank over the next few years.

 

August 25, 2009

Latest Youth Marketing Statistics

(* Source: Arun *)

 

* Advertisers, Consumers Disagree on Ad Effectiveness (MarketingCharts)
* MySpace Music Showing Strong Growth (Hypebot)
* Teen Spending Shifts To Value; Electronics Hold Firm (MarketingCharts)
* 22% - Latino Children in America (Pewresearch)
* How the Old, the Young and Everyone in Between Uses Social Networks (eMarketer)
* Digital Music Market Singing that Old Ad Song (eMarketer)
* Facebook Brands with Fans: Starbucks Tops Coke (MarketingCharts)
* 79% - Talkin’ ’bout my Generation (Pewresearch)
* Insurance Marketers Ignore Gen X, Gen Y (MarketingCharts)
* Twitter is for Losers (eMarketer)
* Word-of-Mouth Spending to Reach $3 Billion by 2013 (MarketingCharts)
* Parents Not Hip to Teen SocNet Secrets (MarketingCharts)
* What Women Want from Social Sites (eMarketer)
* 9 Of 10 In U.S. Don’t Listen To Music On Cell (Hypebot)

July 02, 2009

GDGT Social Network for Gadgets


(* Source: Mark Hefflinger *)

 

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

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

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

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

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

 

See site here

May 25, 2009

What's the Trend... Twitter says

 

 

 

 

What The Trend? is a personal web experiment by Matt Mayer, a Shanghai-based British web developer for RIA agency ReignDesign.   Find out what's trending on Twitter and why. For each trend, Matt will give you a quick explanation of WHY it's trending (these blurbs are edited by you!) You can also see the latest tweets, Flickr photos and news stories.

Click here to see it in action.

 

May 13, 2009

Generation C

(* Source: Kumegirl *)

 

Kumegirl says...

Several years ago a lot of pundits were discussing generation C. Jake Pearce wrote in idealog in 2006;

“Trendwatching.com says it’s C for ‘content’, meaning Gen C are defined by their production of original material. The bloggers at Digital Hive say it’s all about ‘creativity’—that Gen C want to become co-creators of their world (“Don’t just sell me a car—involve me in designing it”). Tomi Ahonen, a Swedish telco consultant and author, has another definition: C is for ‘community’. He says young consumers walk around with “a gang in their pocket”, continually txting, phoning and pxting their friends and families. “No decision is now made as individual, everything is done in community. Tom Eslinger, Saatchi & Saatchi’s worldwide interactive creative director, says it’s all the above but is also C for ‘channel’. “You can have all the digital devices and creative skills you like, but opening a channel to reach millions of customers and fans marks out Generation C.”” Whatever people thought that C stood for ( the generation that had to deal with climate change, or generation cash) - there was an acknowledged shift.

 
 

View more presentations from Alexandra B.

How that shift has panned out has been best expressed by Nick Gadsby of the blog Dark London in a cluetrain related post

“It seems that rather than businesses becoming more like consumers, consumers were becoming more like businesses. Thanks to the communicative and distributive tools of the internet anybody could advertise themselves and lots of people did. This trend has only accelerated – players of online games form hierarchical top-down organisations, techies develop apps in their spare time, ebay and amazon encourage people to become virtual stores. Even the less commercially minded will cumulatively spend hours updating profiles and uploading photos. If the sprawling chaos of the Myspace profile was the infomercial, Twitter is the streamlined 30 second ad where detail is less important than impact. ”

This is the dynamic that now lies behind what is being referred to as The 4 C’s. Here the 4 c’s include converation, collaboration, crowdsourcing, co-creation, or here or here content, context, continuity and connectivity. Either way, c words are current in web 2.0 discussions.

The final comment from Dark London, “I think when businesses start aiming to be the experts again that then they will be ready to have a real conversation with consumers about what they are doing and what they should be doing because they’ll have an opinion and the confidence to debate its worth.”

 

April 28, 2009

De La Soul Tie Up With Nike For An iTunes Special

(* Source: Anjali Ramachandran *)

 


 

Anjali says on PSFK...

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

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

 

 


 

February 23, 2009

London Trends

An Overview on Millenials


February 21, 2009

who are the leading youth research bloggers and observers?

(* Source: Lee Ryan *)

 

Lee says...

I noticed recently that there was new material uploaded recently about youth, including youth in Asia. I am not sure about the term millenials (which may or may not have two n’s). Some things don’t change - youth consistently have the same core requirement of this lifestage - to both fit in and stand out, and as a client commented to me after a global presentation - “Youth are always bored.” Last year i was in a home in Ho Chí Minh observing a teenager take us through her media collection, and there were connections for me with Catcher in the Rye (it’s amazing what a yahoo 360 site can trigger). Yet observing youth in the same city in internet cafes playing some extraordinary blend of Karaoke and dancing games reminded me of nothing else in the world. Expressions of different needs are constantly changing, and it’s always intriguing to see what are the emergent trends and regional & country differences.

So again - i have compiled a collection of links and sites on the basis of where i would send some young qualitative researchers. It is work by people in their industry, and it ranges from global to Asia. Some of it is a bit older because i believe the site has some good thinking. I have tried to choose a range of different examples. Please comment if you can add to the list (click on post title and scroll to the end of post to add comment). If you haven’t already seen it scroll down to see the deck on slideshare about Korean B Boys and audience 2.0 (thanks Guy for this link).

Digital Youth Research is an academic research project carried out by researchers at the University of Southern California and University of California exploring how kids use digital media in their everyday lives. The research team interviewed over 800 youth and young adults and conducted over 5000 hours of online observations as part of the most extensive U.S. study of youth digital media use to date. They found that social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. The research finds today’s youth may be coming of age and struggling for autonomy and identity amid new worlds for communication, friendship, play, and self-expression. Key highlights are available on the site.

Danah Boyd has also investigated how American teenagers socialize in networked publics like MySpace, Facebook, LiveJournal, Xanga and YouTube which has caused some discussion on the net.

Flamingo is an international qualitative research consultancy and youth is one of their specialisms. They have some excellent pieces in their Thinking section.

Barking Robot by Derek Baird, was voted by mobileYouth as a top marketing youth blogger as was Paul MacGregorand Lisa Li Yi.

Universal Mccann research into social media, uploaded to slideshare regularly provides rich sources of data on young people

Insites Consulting has some interesting updates around their work with youth including a piece about authenticity, and their explorations with netnography. Useful because of their attention to methodology

Being Young Ian Stewart has released some excellent pieces from his time at MTV, on widgets, a fundamental piece about trends in Asia from a couple of years ago, and of course on music matters..

 

February 16, 2009

Mining The Thought Stream

(* Source: Erik Schonfeld *)

 

 

Erik reports...

What if you could peer into the thoughts of millions of people as they were thinking those thoughts or shortly thereafter? And what if all of these thoughts were immediately available in a database that could be mined easily to tell you what people both individually and in aggregate are thinking right nowabout any imaginable subject or event? Well, then you’d have a different kind of search engine altogether. A real-time search engine. A what’s-happening-right-now search engine.

In fact, the crude beginnings of this “now” search engine already exists. It is called Twitter, and it is a big reason why new investors poured another $35 million into the two-year-old startup on Friday. Twitter is not the only company trying to solve this problem. Facebook, FriendFeed, and even Google are trying to crack it, but Twitter has a decided advantage in that it is capturing the vast majority of the real-time thought stream on the Web (because more people enter their thoughts directly into Twitter’s database than any other, and are doing so at an increasing rate).

What makes Google and other search engines so valuable is that they capture people’s intent—what they are looking for, what they desire, what they want to learn about. But they don’t do a great job at capturing what people are doing or what they are thinking about. For thoughts and events that are happening right now, searching Twitter increasingly brings up better results than searching Google.

Whether you want to know how people are mentally gearing up for this week’s Mobile World Congress in Barcelona or what they are thinking about today’s Ireland vs. Italy rugby match, searching Twitter will give you a pretty good smattering of sentiment and opinion. It is also a lot faster at getting out the essential details about breaking news, such as the Mumbai attacks or the plane that landed on the Hudson.

Twitter’s search engine is powered by Summize, a startup it acquired last July. But it also developed a feature called Track, currently disabled but coming back soon, that allowed people to follow the mention of specified keywords. John Borthwick, an investor in Summize (and thus now an investor in Twitter), explained in a blog post earlier this month ago why he thinks that “Twitter search changes everything.” Excerpt:

Imagine you are in line waiting for coffee and you hear people chattering about a plane landing on the Hudson. You go back to your desk and search Google for plane on the Hudson — today — weeks after the event, Google is replete with results — but the DAY of the incident there was nothing on the topic to be found on Google. Yet at http://search.twitter.com the conversations are right there in front of you. The same holds for any topical issues — lipstick on pig? — for real time questions, real time branding analysis, tracking a new product launch — on pretty much any subject if you want to know whats happening now, search.twitter.com will come up with a superior result set.

. . . How is real time search different? History isn’t that relevant — relevancy is driven mostly by time. . . . This reformulation of search as navigation is, I think, a step into a very new and different future. Google.com has suddenly become the source for pages — not conversations, not the real time web. What comes next? I think context is the next hurdle. Social context and page based context. . . . Twitter search today is crude — but so was Google.com once upon a not so long time ago.

Twitter may just be a collection of inane thoughts, but in aggregate that is a valuable thing. In aggregate, what you get is a direct view into consumer sentiment, political sentiment, any kind of sentiment. For companies trying to figure out what people are thinking about their brands, searching Twitter is a good place to start. To get a sense of what I’m talking about, try searching for “iPhone,” “Zune,” or “Volvo wagon”.

Why can’t Google simply index Twitter? It does, but its search results give more weight to links than to time. It could create a new search product along the lines of Blog Search or News search that is geared more towards Micro-messaging services such as Twitter, FriendFeed, and the rest. But what it really needs to go beyond simply indexing Twitter after the fact. IVP partner, and Twitter investor, Todd Chaffee, suggests:

If they were really smart they could partner with Twitter and make Twitter their real-time feed.

Doing that would require Google to “affirm Twitter’s dominance in this category and the importance of the Twitter data stream,” contends Borthwick. But so far, Google has pretty much flubbed this opportunity to open up real-time search. It bought Twitter competitor Jaiku, only to shut it down. And now it is hoping to create a counterweight to Twitter’s growing strength in real-time data by open-sourcing Jaiku. Good luck with that one.

Listening to Twitter’s investors gives a good sense of how they think Twitter can become a game-changer in real-time search. While it is instructive, it is also important to note that much of this vision has yet to materialize. Twitter’s current search is extremely crude, as Borthwick readily admits. It simply brings up the most recent Tweets with the keyword you are looking for. There is no ranking or clustering beyond that.

An undifferentiated thought stream of the masses at some point becomes unwieldy. In order to truly mine that data, Twitter needs to figure out how to extract the common sentiments from the noise (something which Summize was originally designed to do, by the way, but it was putting the cart before the horse—you need to be able to do simple searches before you start looking for patterns). But what is the best way to rank real-time search results—by number of followers, retweets, some other variable? It is not exactly clear. But if Twitter doesn’t solve this problem, someone else will and they will make a lot of money if they do it right.

 

The Death Of “Web 2.0″

(* Source: Robin Wauters *)

 


Robin says...

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

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

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

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

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

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

 

 

January 22, 2009

GENERATION G

(* Source: trendwatching *)

 

GENERATION G

Generation G

"Captures the growing importance of 'generosity' as a leading societal and business mindset. As consumers are disgusted with greed and its current dire consequences for the economy—and while that same upheaval has them longing more than ever for institutions that care—the need for more generosity beautifully coincides with the ongoing (and pre-recession) emergence of an online-fueled culture of individuals who share, give, engage, create and collaborate in large numbers.

In fact, for many, sharing a passion and receiving recognition have replaced 'taking' as the new status symbol. Businesses should follow this societal/behavioral shift, however much it may oppose their decades-old devotion to me, myself and I.”

 

Read more on the 3 trend-drivers for GENERATION G here:

Download GENERATION G as PDF

 

November 13, 2008

Morgan Stanley Tech/ Internet Trends

(* Source: Morgan Stanley *)

 

Mary Meeker shares the below presentation on tech trends at the State of the Technology Industry November 2008 Web 2.0 Summit.

October 13, 2008

Social Media is Growing Up

(* Source: Marta Strickland *)

 

ripgoodtimes100908.jpg

Martha says...

It's hard to pay attention to the news of the web industry this week. I've seen digests on other blogs become shorter and shorter. Right now, everything else going on in the world seems more interesting, scary, captivating, devastating...

But if you were paying attention this week, you would have seen an underlying trend, and that is this... social media is growing up.

What's Been Happening This Week?

The Playful But Powerful Google
Google had a few unserious moments this week. It introduced two joke features, an audio preview for YouTube comments and "mail goggles" for G-mail that prevent users from drunk e-mailing by forcing them to do math problems.

But as an ongoing trend, Google continues to be an innovator and a magnifying glass into online culture. They are implementing high-definition imagery and textual advertising into Google Maps. And, ReadWriteWeb had a great article on how one can use Google trends to analyze America's reaction to the debates. Popular campaign words, such as "maverick", saw a huge spike during the debates, as viewers at home everywhere in this nation turned to Google for a true definition.

The Social Network War Is Coming To An End, Or Is It?
It may happen in the next month folks. A battle that has been raging for more than a year might come to a close. As for the first time in US history, Facebook is set to overtake MySpace in traffic numbers. What could this mean? Will Facebook become MySpace like everyone fears?

Better question.. do we even need Facebook? The up-and-comer, Ning, just announced that it has hit the half a million mark with over 500,000 niche social networks. Maybe Facebook and MySpace are they the Netscape and AOL of the 2.0 world? They started the trend, but will fail to innovate quickly enough, as more nimble companies grow in popularity.

Enterprise Embraces Social While Everything Else Falls
Despite reports that half of social media campaigns will flop, there is more and more enterprise dollars being invested in the space. As risky as it may seem, it is far more risky to do nothing. We have 93% of consumers saying they want brands to join them in the space. And we also have compelling statistics to show that their purchase behavior and brand opinion is being shaped by social media experiences.

This space is evolving at intense speeds. We've moved passed the time of "my top 8 friends" and superpokes. Best Buy is building an enterprise Twitter for employees. Digg is flushing out those who are trying to scam the system. YouTube is building in e-commerce options into their site.

The good times are over. RIP. Things are about to get a lot more serious.


 

October 06, 2008

Trends in gaming

(* Source: Dan Taylor *) 



 

Dan says...

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

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

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

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

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

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

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

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

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

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

 

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

(* Source: Henry Jenkins *)

 

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

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

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

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

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

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

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

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

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

 

More here

August 16, 2008

Content Marketing = Brand New Marketing

(* Source: Helge Tennø *)

 

Helge says... 

Demonstrating the great potential of digital opportunities, and moving dollars and minds from the rather ineffective – and way to ominous – interruption marketing.

The angle I decided on was not saying that this is THE new thing, but rather finding the reasons why this is happening right now, and showing that this is a natural consequence of a larger set of trends and ideas.

The six important ideas/trends for Content Marketers are:

  1. Culture
  2. Technology
  3. Mobility
  4. Activity
  5. Ineffective
  6. Emotional Research

 

June 04, 2008

Be Funky

(* Source: Erick Schonfeld *)


befunky2.png

Erick says..

Founded by Tekin Tatar and Kemal Ozisikcilar, BeFunky offers two services: The Cartoonizer and Uvatar. The Cartoonizer lets you upload photos and give them a cartoon effect. Uvatar lets you create a more realistic avatar based on a photo. The startup is releasing a newly designed Website today, and upgrading its Uvatar service to make it more automated.


befunky-screen-small.png

 

April 08, 2008

RightClickA Music Project

(* Source: b-side *)

 

I've been watch this social networking meets music space for some time (nearly 2 years now) and been on the side experimenting with blogs (blogger), various social networks (myspace, facebook) and now have launched our very own RightClicka widget.

Have a listen and drop us a few comments... enjoy the music.

 

April 04, 2008

Study: 'Influencers' Possess Less Clout

(* Source: Gavin O'Malley *)

 

IN THE WORLD OF SOCIAL media, so-called "influencers" might have less clout than some marketers think.

According to a new study from Canadian research firm Pollara, self-described social media users put far more trust in friends and family online than in popular bloggers, or strangers with 10,000 MySpace "friends."

Of more than 1,100 adults polled in December, nearly 80% said they were very or somewhat more likely to consider buying products recommended by real-world friends and family, while only 23% reported being very or somewhat likely to consider a product pushed by "well-known bloggers."

"This shows that popularity doesn't always equate to credibility," said Robert Hutton, executive vice president and general manager at Pollara. "Marketers might have to reconsider who the real influencers are out there."

While resisting any cookie-cutter definition of "influencers," some experts on Wednesday did defend the basic connection between a blogger's popularity--measured by Web traffic and the frequency at which their site is linked to by other sites--and their credibility among consumers.

"There's some validation in the number of links and traffic someone gets," said Pete Blackshaw, executive vice president at the Nielsen Online Strategic Services division of the Nielsen Company.

Yet, added Blackshaw, "understanding real influence, you have to look at a number of factors from the type of audience someone attracts, where their expertise lies, and the context in which other sites are linking to them."

Another key finding by Pollara is the sheer number of consumers sharing their opinions online. In a similar study of some 1,800 adults, Pollara found that the majority considered social media channels--whether blogs, social networks, or community forums--important for sharing their thoughts on products, services, organizations, and brands.

Pollara found that 57% of those 18-to-34 deemed social media tools very or somewhat important for sharing such opinions online.

What's more, 59% of respondents considered social media very or somewhat important in learning about products, services, organizations, and brands.

Overall, social media remains chiefly a mode of communication and personal expression, rather than a source of credible information. A full 68% of users employ social media tools to connect with friends, while 44% use them to be heard.

Notably, more users believe online forums are a reliable source of information than those who do not--44% to 15%--demonstrating the unique market position held by popular voter-based recommendation sites likes Digg.com and Yelp.com.

 

April 03, 2008

10 Trends Marketers Should Know About Social Networking

(* Source: Aki Spicer *)

 

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

March 06, 2008

Past the Tipping Point

(* Source: PSFK *) 

 

 

tipping_point.jpg

 

 

 

 

 

 

 

 

 

 

 

 

Christine Huang say... 

Last week, outspoken network-theory scientist Duncan Watts brought to life his argument against Malcolm Gladwell’s Tipping Point at the offices of Fast Company. Watts, who’s currently working with Yahoo in lieu of his regular gig at Columbia, argues that the “influencers” whom Gladwell claims, in essence, make our world go ’round, are no more influential than ordinary, non-node individuals. Anthropologist (and PSFK Conference speaker) Grant McCracken was at the talk and offers some interesting commentary in response to the case presented by Watts, whose anti-tipping point theory was featured in Fast Company’s February issue. McCracken’s thoughts:

[Watts] argues that news travels as readily through ordinary people as influential ones. This means that our world is not “hub and spoke”… No, as Thompson put it, networks are democratic. We are just as likely to “get the news” from a friend as we are from a networking paragon.

Even in this narrow form, the Watts-Thompson argument has revolutionary implications for the world of marketing. If their argument is true, it feels like we are looking at a turning point, not a tipping one. Many marketers thought that Gladwell’s model gave them a way to “game” the diffusion effect. All we had to do was influence the influencers and entire markets will fall before our approach…

If marketing learned anything in the 20th century, it is that consumers are smarter than this, that there are no tricks in any case, that the world is not about process, it is stubbornly about content. If the marketer wants influence, the solution remains what it has always been. The answer is to build great products, brands and messages. It is these, and not “memes” or “viruses,” that capture attention and prompt choice.

Grant McCracken on CultureBy: Marketing reimagined: revolutionary implications of the Watts-Thompson reply to Gladwell

 

November 06, 2007

Kylie Konnects with Fans on the Handset


(* Source : NextGreatThing *)

Allison says :

kylie.jpg

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

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

 

October 31, 2007

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


(* Source : Virtual World News *)

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

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

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

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

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

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

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

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

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

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

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

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

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

October 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.

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 

 

October 12, 2007

Virtual Worlds Conference: Demographics And Numbers


(* Source : Worldsinmotion.com *)

Posted by Leigh Alexander :

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

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

Finding New Markets, Developing Existing Ones

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

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

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

Engaging New Users

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

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

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

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

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

Chris Woodard contributed to this report.

More here 

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

(* Source : Worldsinmotion *)

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

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

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

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

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

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

More here 

 

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.

 

Youth-Targeted Virtual Worlds Encourage Toy Buying


(* Source : Marketing Vox.com *)


MyePets: So cute it's sickening

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

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

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

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

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

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

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

October 11, 2007

VCs sweet on kids' virtual worlds


(* Source : Stefanie Olsen *)

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

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

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

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

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

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

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

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

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

 

There.com Gets CosmoGIRL for Virtual Parties & Shopping


(* Source : Kristen Nicole *)

there-l.png

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

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

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

 

October 10, 2007

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]

 

October 09, 2007

Virtual Universes Landscape


(* Source : Fred Cavazza *)

Virtual universes are hype, that’s a sure bet. With very strong media coverage for universes like Second Life or World of Warcraft, announcers and users are discovering new spaces for playing, communicating, entertaining and even working which are in complete rupture with 2D spaces they already know.

Complete rupture? No, not exactly since most of these universes are evolution from existing services (chats, social networks, maps…). All these virtual universes bring some oxygen to sometimes unappealing concepts by providing new possibilities. But with new opportunities comes a lot of covetousness and build a very competitive environment inside which the most media covered are not the most interesting.

Did you know it?

  • There are more than 150 millions of Neopets‘ users which have already created more than 217 millions of accounts (you can count again, that’s more than MySpace)
  • KartRider and QQ are social platforms which generated nearly $100M in quarterly earnings (it’s quarterly earnings, not annual turnover)
  • There was $1 Billion Invested in Virtual Worlds in the Last Year (again, it’s $1 billion, not $1 million)

Do these figures astonish you? Well… so they did to me! But they are real.

Four main fields

Comparing all these universes won’t make any sense. First of all because they are very different and then because they target very different audience. But if you REALLY need a comparison, then you can have a look at these two (partial) comparison charts: Virtual Worlds Comparison Chart, Casual Immersive Worlds and Virtual Worlds Platforms and User Numbers.

Let me introduce you to these universes by using a map where I positioned most of them. All of these are not vast virtual world like Second Life, but they all share common characteristics: avatars, virtual currency and virtual places where avatars can meet, chat, play and interact.

This map is divided in 4 main fields:

  • Social, with universe revolving around community building
  • Games, with universes relying on online games
  • Entertainment, where music, videos and films related content
  • Business, where selling or exchanging goods is the main motivator for users and with enterprise applications (virtual training, serious games…)

Please not that these fields overlap themselves:

A wide typology of uages

You can find on this map various groups which are related to specific usage:

Obviously, all these universes are not at the same maturity level: some are approaching the final stage of their life cycle (like Everquest), some others are crossing a turbulence area (Yankee Group Says Hype of Second Life Far Outweighs Its Ability to Impact Mainstream Interactivity), others are growing very fast (Gaia Online) and some are repositioning themselves (like IMVU which is morphing into a social network and Entropia Universe which will try to compete with video games).

A nearly saturated market?

With more than 150 active or soon-to-be-launched virtual universes, accept some numerous take over and disappearances. In this profusion, which universe is the right one? Its’ a hard guess since only two audience niches are sharply targeted: teen and adults (Virtual Worlds Are Trendy Spot for Kids and Teens).

It took 10 years to structure the internet media landscape and provide announcers with reliable communication tools (adwords, adsens…) and measure tools. How long will it takes with the virtual universes media landscape? Who will master advertising inside these new territories / markets? Is co-creation a reality? So many questions… which will find answers in the next months. Stay tuned.

Barry Diller's Web Gaming Play


(* Businessweek *)

Olga Kharif says :

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

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

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

Viacom's Big Bet

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

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

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

More here 

 

SceneCaster Officially Launches on Facebook

( Press Release via Virtual World News *)


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

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

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

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

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

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

About SceneCaster

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

 

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 

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.

 

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

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

Virtual Worlds Platforms and User Numbers


(* Source:  www.VirtualWorldsNews.com *)

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

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



TEENS and TWEENS

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



KID WORLDS

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


Study: Second Life Overhyped


(* Source : Kris Graft *)

Image

A new study from Yankee Group finds that the hype surrounding Second Life is considerably bigger than the virtual world's real-life relevance.

Boston-based research firm Yankee Group's note, "Wither Second Life?" states that the virtual world Second Life is stagnating, with the user growth rate reaching its peak in October 2006.

According to the study, users visit Second Life for only 12 minutes on average--per month.

Yankee Group said that the lack of growth may be attributed to the fact that people are opting to go mobile instead of sitting in front of a PC.

"Despite near-continuous coverage in the popular and business press, metaverses like Second Life are experiencing slowing growth and limited impact because of the tethered nature of their virtual world experience," Yankee Group said.

Meanwhile, sites such as Facebook and MySpace are enjoying steady growth. According to the study, Facebook's average time spent per user increased 24 percent to 186 minutes over six months.

San Francisco-based Second Life developer Linden Lab didn't reply to requests for comment as of press time.

 

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 27, 2007

Donna Karan, Sephora to sell in Stardoll Web world


(* Source : Reuters *)

Michele Gershberg says :

Photo

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

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

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

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

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

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

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

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

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

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

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


 

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.

Facebook dominates with new widgets


(* Source : IMediaconnections.com *)

Britanny Lawson says :

Get the lowdown on the five most popular Facebook widgets and what this trend means for brands and marketers.

Facebook has upped the ante in its latest effort to gain supremacy over the social network scene. The website's creators opened up the applications setting on May 25, 2007 for users and companies alike to upload widgets that can be embedded in any user's profile. Currently there are over 3,400 applications available to users, ranging from slideshows to horoscopes to personal aquariums.

The widgets are designed to engage users for longer periods of time on the Facebook website by creating activities for people with similar interests. Essentially, Facebook's profiles have changed from a place where you just read about someone to a place where people can engage in activities. This change is effective in generating traffic for Facebook, as well as for the companies creating user apps, and has been termed the Facebook Effect.  

The Facebook Effect is seen in the dramatic increase in web traffic to the top five company applications:

1.) Slide, Inc. has capitalized on the cornerstone of the social network sites -- picture sharing. With over 2.7 million active users daily, the company's Top Friends slideshow application is Facebook's most popular. Their widget, which is exceedingly simple, is available on every social network site, and reaches over 65 percent of all widget-users. Facebook is by far their largest patron and since the end of May has seen an increase of over 265 percent in daily unique visitors, according to Quantcast.

2.) Video by Facebook is the second most active application on the network. This tool comes on the heels of the success of YouTube and allows users to upload their own video content. Video has just below one million active users daily. Facebook's creators have seen the success of social media sites that employ user-generated video and harnessed this technology to generate more user activity on their site.

3.+4.) FunWall! and My Questions? are also in the top five, with a quarter of a million users daily. At a glance, they appear to be created by independent Facebook users. However, this application is funded by Slide, Inc.. The FunWall is a take on the basic wall feature in which users could post comments on each others' pages. It has replaced the basic wall because users can write graffiti and post movies or pictures, which has been a theme throughout social network sites. My Questions? allows users to ask all of their friends a generic question and see the responses on their page. Slide, Inc. has established that it is a heavyweight in the widget marketing platform by creating three out of the top five widgets.  

5.) iLike, Inc. allows users to upload their favorite music and has seen its traffic double since the end of May. This reveals another possibility for the widget platform -- the diversification of the point of sale for companies. Record labels such as SNOCAP have made it possible to sell music anywhere that HTML can be embedded into a web page. This could spell success for artists and music companies. 

The question, then, is how Facebook and companies such as Slide, Inc, and iLike plan to turn this popularity into financial success. As sites such as Nielsen have changed the way in which they rate websites by placing more emphasis on time spent on a website than on clicks, this could translate into ad success for Facebook. These applications keep users active on creators' respective pages as they take quizzes about their friends or play video games that are out of distribution. This will increase Facebook's rating on the Nielsen sale, and in turn increase the appeal for click advertisers. 

At the end of April 2007 Facebook had 20 million users; since then they have increased their user base by more than 50 percent to over 31 million in less than six months. Their daily uniques have doubled as well. This is in stark contrast to MySpace, which still has the lead over Facebook, but has remained relatively stable in the amount of unique clicks it receives each day. Is Facebook's rapid growth a result of its application platform? Perhaps. Regardless, Facebook's growth is putting the pressure on MySpace.

More here 

September 25, 2007

Teens who visit MySpace and Facebook return more often

 (*Source : Kristina Knight *)

The most recent report from online metrics firm Nielsen//Netratings indicates that marketers may have more luck targeting users who visit more than one social networking hub.

The report also found that the 12-17 demographic increased their use of the social networks more than 120% in August.

According to the report, users between the ages of 12 - 17 who visit both MySpace and Facebook, spend more time on both sites than users who visit only one or the other of the social networks. Here is the break down: in the 12-17 demographic, users who visited both sites spent 20% more time on MySpace than users who only visited MySpace. Facebook saw an even great increase (26%) from users who frequented both sites than from users who were exclusive visitors to Facebook.

"[Teens] are venturing onto multiple networks to experience new features and broaden their connections,” said Jason Lee, media analyst, Nielsen//NetRatings. “This demographic is typically drawn to what’s new, and since they are growing up online, they are not afraid of learning the latest Web technologies.”

Though the report focuses on teen users, the trend is one that marketers should watch because the use of social networks in all age groups is growing at astonishing rates. With so many new users signing on and experienced users looking for new networks to try, it makes sense to keep a steady flow of campaigns going into the social space.

September 24, 2007

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 v