YouTube CEO Chad Hurley has said that they hope to "Have something on a mobile device within the next year".
Whether or not they do a carrier deal, or use a WAP site, the fact that Google have just started offering GMail on mobile, and could now add a limitless supply of comedy videos means that you've only got until they sort the current copyright problems to get any video content mobile services up and running, or it'll be too late...
http://gigaom.com/2006/11/02/youtube-mobile/
Friday, November 03, 2006
Youtube on your mobile?
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Cyworld: 21M uu a month, 16M page impressions a day, $100M a year.
Alan Moore has just posted this on communities dominate brands
Apart from anything else, I hope the headline on this suggests we all could learn a little here.
Visit this link and there's a 100-page plus report on best practices learned from Cyworld to download free.
The interview Alan conducts reveals, for example, that the US version I link to on this site (one's to watch) and have sampled is a much watered down version of the full-on Korean one. So that explains that then!
The numbers alone are staggering. A third of the population of South Korea has an account. And most of them appear to visit almost every day.
Take a look at Alan's full post.
Here's a few highlights from an interview with Benjamin Joffe of Plus Eight Star
"Among the most interesting aspects are Cyworld's business model relying on micro-customization, which concerns not only avatars but the whole page with music and many other functions. Also, the mobile aspects of Cyworld can certainly inspire companies who wish to step into this next 3-billion dollars industry'."
"The key point in Cyworld is its 'real-name policy'. Basically you need to use your real name associated with your official ID number to register. This has become more or less a standard among South Korean Internet services... Real name policy does not damage free speech, it brings responsibility, courtesy and a lot of benefits for users themselves in terms of trust in the information they can find."
"It is useful to note here that most Cyworld users write for their 'offline friends' and not for strangers. They can set privacy levels to their hompy, setting accessibily by content category to themselves only, friends or everybody. The role of the 'il-chon' friendship link is critical here. Visiting friends' pages and friends-of-friends' can help deepen relationships by understanding people better.
"Among the most important issues has been this privacy aspect: many information are at risk on (western) blogs: appearance, name, address, contact info, pictures, relationships, age, etc. Some problems have appeared in services like MySpace."
"what do users value in the service?
This is a critical question to ask yourself as a SNS operator, as it will largely condition service development, marketing and eventually revenues! In Cyworld we found the following drivers:
a). Not being left behind
b). Their creations
c). Their relationships
d). Their image"
Apart from anything else, I hope the headline on this suggests we all could learn a little here.
Visit this link and there's a 100-page plus report on best practices learned from Cyworld to download free.
The interview Alan conducts reveals, for example, that the US version I link to on this site (one's to watch) and have sampled is a much watered down version of the full-on Korean one. So that explains that then!
The numbers alone are staggering. A third of the population of South Korea has an account. And most of them appear to visit almost every day.
Take a look at Alan's full post.
Here's a few highlights from an interview with Benjamin Joffe of Plus Eight Star
"Among the most interesting aspects are Cyworld's business model relying on micro-customization, which concerns not only avatars but the whole page with music and many other functions. Also, the mobile aspects of Cyworld can certainly inspire companies who wish to step into this next 3-billion dollars industry'."
"The key point in Cyworld is its 'real-name policy'. Basically you need to use your real name associated with your official ID number to register. This has become more or less a standard among South Korean Internet services... Real name policy does not damage free speech, it brings responsibility, courtesy and a lot of benefits for users themselves in terms of trust in the information they can find."
"It is useful to note here that most Cyworld users write for their 'offline friends' and not for strangers. They can set privacy levels to their hompy, setting accessibily by content category to themselves only, friends or everybody. The role of the 'il-chon' friendship link is critical here. Visiting friends' pages and friends-of-friends' can help deepen relationships by understanding people better.
"Among the most important issues has been this privacy aspect: many information are at risk on (western) blogs: appearance, name, address, contact info, pictures, relationships, age, etc. Some problems have appeared in services like MySpace."
"what do users value in the service?
This is a critical question to ask yourself as a SNS operator, as it will largely condition service development, marketing and eventually revenues! In Cyworld we found the following drivers:
a). Not being left behind
b). Their creations
c). Their relationships
d). Their image"
Hollywood and the digital consumer
Angus Farquhar points us at the videos you'll find here at DigitalHollywood
"All the top names in the industry discussing most of the stuff we are all currently talking about using in both advertising and consumer stuff," he tells us.
Subjects included in the conference videos include:
Hollywood and the Digital Consumer: How Technology, Content and Services Establish the Next Level of Consumer Entertainment Experience
Programmable Web, Podcasting & Blogging - is Transforming and Disassembling the World of Traditional Media, Communications & Advertising
Digital Music & its Transformation: Downloads and Subscriptions in Mobile, Broadband, Pods & Digital and Internet Radio
Strategies in Wireless Devices and Services - from Audio & Video to Downloads: How Innovation Drives Avenues for Subscriber and Revenue Expansion
Game Power - Entertainment as Franchise - Crossover into Music, TV, Cable, Movie, Mobile, Advertainment & Custom Branded Experience
TV & Interactivity: Evolving Content & Business Models: Content, Commerce and Branded Entertainment
Branded Media Marketing - TV, Film, Broadband, Podcasting & Blogging, Mobile, Music and Games – Reinventing the Commerce & Media Model
Internet Video, Advertising & Marketing: The Next Generation of Consumer Reach
Entertainment Expands the Digital Home: Networking, Sharing and Protecting
etc etc,
I'll no doubt have more to say once I've had a chance to watch them! If you get a chance to see them before me (or after, for that matter), by all means have your say by posting below!
"All the top names in the industry discussing most of the stuff we are all currently talking about using in both advertising and consumer stuff," he tells us.
Subjects included in the conference videos include:
Hollywood and the Digital Consumer: How Technology, Content and Services Establish the Next Level of Consumer Entertainment Experience
Programmable Web, Podcasting & Blogging - is Transforming and Disassembling the World of Traditional Media, Communications & Advertising
Digital Music & its Transformation: Downloads and Subscriptions in Mobile, Broadband, Pods & Digital and Internet Radio
Strategies in Wireless Devices and Services - from Audio & Video to Downloads: How Innovation Drives Avenues for Subscriber and Revenue Expansion
Game Power - Entertainment as Franchise - Crossover into Music, TV, Cable, Movie, Mobile, Advertainment & Custom Branded Experience
TV & Interactivity: Evolving Content & Business Models: Content, Commerce and Branded Entertainment
Branded Media Marketing - TV, Film, Broadband, Podcasting & Blogging, Mobile, Music and Games – Reinventing the Commerce & Media Model
Internet Video, Advertising & Marketing: The Next Generation of Consumer Reach
Entertainment Expands the Digital Home: Networking, Sharing and Protecting
etc etc,
I'll no doubt have more to say once I've had a chance to watch them! If you get a chance to see them before me (or after, for that matter), by all means have your say by posting below!
Thursday, November 02, 2006
Skills for a 'participatory culture' world
Henry Jenkins has written a paper for the MacArthur Foundation which is all about what he calls: "participatory culture" and what this means for 'media literacy'.
He and colleagues have also identified core cultural competencies and social skills they believe the kids of today have got to pick up if they want to participate fully.
They also argue that many are acquiring these skills informally from the way they use digital media.
It might be useful to think of these alongside your own digital publishing plans. Does what you are offering allow participation on these levels:
Play – the capacity to experiment with your surroundings as a form of problem-solving
Performance – the ability to adopt alternative identities for the purpose of improvisation and discovery
Simulation – the ability to interpret and construct dynamic models of real world processes
Appropriation – the ability to meaningfully sample and remix media content
Multitasking – the ability to scan one's environment and shift focus as needed to salient details.
Distributed Cognition – the ability to interact meaningfully with tools that expand mental capacities
Collective Intelligence – the ability to pool knowledge and compare notes with others toward a common goal
Judgement – the ability to evaluate the reliability and credibility of different information sources
Transmedia Navigation – the ability to follow the flow of stories and information across multiple modalities
Networking – the ability to search for, synthesize, and disseminate information
Negotiation – the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.
Read more HERE (start with the post by Alan Moore and move on to Jenkins own blog.
He and colleagues have also identified core cultural competencies and social skills they believe the kids of today have got to pick up if they want to participate fully.
They also argue that many are acquiring these skills informally from the way they use digital media.
It might be useful to think of these alongside your own digital publishing plans. Does what you are offering allow participation on these levels:
Play – the capacity to experiment with your surroundings as a form of problem-solving
Performance – the ability to adopt alternative identities for the purpose of improvisation and discovery
Simulation – the ability to interpret and construct dynamic models of real world processes
Appropriation – the ability to meaningfully sample and remix media content
Multitasking – the ability to scan one's environment and shift focus as needed to salient details.
Distributed Cognition – the ability to interact meaningfully with tools that expand mental capacities
Collective Intelligence – the ability to pool knowledge and compare notes with others toward a common goal
Judgement – the ability to evaluate the reliability and credibility of different information sources
Transmedia Navigation – the ability to follow the flow of stories and information across multiple modalities
Networking – the ability to search for, synthesize, and disseminate information
Negotiation – the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.
Read more HERE (start with the post by Alan Moore and move on to Jenkins own blog.
Wednesday, November 01, 2006
Current trends in consumer behaviour
Nokia will publish a white paper at the end of this year on where it sees gaming in 2010.
You can read a preview HERE on Communities Dominate Brands
It's extrapolated from recognition of what is currently going on in gaming and social networking. But I think the insight is worth bearing in mind in any digital publishing plan.
Here's some of what the paper has to say:
"Three interesting aspects about current consumer behavior are:
1) leaving traces,
2) media acrobatics’ multi-tasking culture and
3) pleasure orientation.
"It is increasingly relevant to leave your own mark (tags, comments, modifications, patches (for a really graphic example, see plazes.com...fasterfuture) to the networked media communities and interlinking with mobile with online communities.
"Multitasking refers to a way of using several channels, devices and services simultaneously to link with other products and related themes.
"Media acrobatics refers to the fast reception ability of new technologies, devices and services, as well as an open-minded experimentation mentality and misuse (also known as " creative hackerism").
"As a general effect of these, one can say that media use is in transition points. The change affects mobile games and the expansion and creation of new active consumer groups."
Perhaps the most all-encompassing learning being made from the success of social interaction via digital devices is that the human is a "we species", one which is naturally (ie built to be) social.
That should be at the heart of all new developments.
You'll find more on this from Alan Moore an CDB.
You can read a preview HERE on Communities Dominate Brands
It's extrapolated from recognition of what is currently going on in gaming and social networking. But I think the insight is worth bearing in mind in any digital publishing plan.
Here's some of what the paper has to say:
"Three interesting aspects about current consumer behavior are:
1) leaving traces,
2) media acrobatics’ multi-tasking culture and
3) pleasure orientation.
"It is increasingly relevant to leave your own mark (tags, comments, modifications, patches (for a really graphic example, see plazes.com...fasterfuture) to the networked media communities and interlinking with mobile with online communities.
"Multitasking refers to a way of using several channels, devices and services simultaneously to link with other products and related themes.
"Media acrobatics refers to the fast reception ability of new technologies, devices and services, as well as an open-minded experimentation mentality and misuse (also known as " creative hackerism").
"As a general effect of these, one can say that media use is in transition points. The change affects mobile games and the expansion and creation of new active consumer groups."
Perhaps the most all-encompassing learning being made from the success of social interaction via digital devices is that the human is a "we species", one which is naturally (ie built to be) social.
That should be at the heart of all new developments.
You'll find more on this from Alan Moore an CDB.
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The rate of change is so rapid it's difficult for one person to keep up to speed. Let's pool our thoughts, share our reactions and, who knows, even reach some shared conclusions worth arriving at?