Tuesday, July 17, 2007

Additional Resources

If you would like to learn more about Hey!Spread and Particle-S, you might want to check out the following links:


Originally written by Michael Pick for MasterNewMedia and titled: "How To Upload Your Video Clips To Multiple Video Sharing Sites: Hey!Spread"

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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Conclusions

Hey!Spread is a very welcome
service that is going to make regular video publishers and viral
marketers very happy indeed. I have personally been waiting for
something like this to come along for quite some time, and the fact
that it is free to use is great news indeed.

Like Hey!Watch before it, Hey!Spread
is likely to be successful because of its combination of simplicity,
ease-of-use and the fulfillment of a genuine need in the marketplace.
Sure, presentation is threadbare and the interface extremely minimal,
but to me this is not so much a problem as it is an issue of focus. By
putting all of their energies into making a foolproof tool for
achieving a specific goal, the Particle-S team have done an excellent job.
Okay, the limitations imposed by allowing you to upload to a good
range of video sharing services are a little irritating - knocking out
the potential to upload video in some popular formats, such as MP4,
which I tried and failed to use the service with. The limit of 100Mb or
10 minutes running time for your video file, while stated by several
sites, doesn't apply to all, but obviously to fulfill the need to
upload to all services this has to be applied.


Nevertheless, minor drawbacks aside, this is a
small price to pay for being able to get your video published to so
many video sharing sites in record quick time.


Video bloggers, Internet TV producers, viral marketers and avid web
video publishers are all going to find themselves drawn to this simple,
cool service if they know what's good for them. I will personally be
among them.

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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How Is it Free?


Unlike Hey!Watch which is a paid, per-video service, Hey!Spread is for the time being at least free to use.
So how do the developers make money from it? The answer, it would
seem, is by charging the video sharing sites themselves a one off fee
for including them within the services offered by Hey!Spread.


This seems to be working out for them considering
the current line up of services signed up to the service, and it looks
as if Hey!Spread is committed to adding more services to their roster
in the future, judging by their open invitation for video networks to join up.


I hope that this will prove to be a sustainable business model, as I
imagine that Hey!Spread will be seeing some serious use in the coming
months.

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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Tech Specs and Supported Services

It looks as if Hey!Spread is managing to add video
sharing networks at an impressive rate, as they have already vastly
improved their line-up since the recent launch of the service. Bear in
mind that you will need to sign up to any of the services you wish to
make use of in the first instance.


At the time of writing Hey!Spread will upload your video to the following services:


This makes for an impressive line-up and covers all
of the major bases that immediately spring to mind. Certainly there are
always going to be more networks, as the number currently competing out
there continues to grow. It looks like Hey!Spread is growing its range
at a good rate, however, so it is likely that if your favorite service
is not included at the moment that it might well be in the near future.


In terms of supported formats, the range is slightly less
impressive. I can only assume, given the huge range of formats
supported by Hey!Watch that this
is due to a need to comply with the compatibility of all of the
services involved, knocking out any contenders that don't translate
across to all of the services included in the Hey!Spread line-up.


The supported formats are:


Again, this covers the basics, and while it could be extended will
probably suit most needs. The only other limitation to bear in mind -
once more likely in compliance to certain video sharing service rules -
is that your clips are no more than 100Mb in size or 10 minutes in
running time.

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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Hey!Spread - Overview

Hey!Spread is the latest service offered by the Particle-S team, who have previously brought to market the easy video podcasting tool Hey!Cast and the excellent online transcoding service Hey!Watch, as enthusiastically reviewed by Robin Good on these very pages.

This latest addition to a growing range of useful web publishing tools is going to be very thankfully received by those publishing video with any regularity. Whether you want to make sure that all of your friends and colleagues can see your video from their favorite video sharing network, or perhaps more importantly to give your video productions the maximum exposure, Hey!Spread looks like it has the answer.The service, which is free to use at the time of writing, is all about taking the torture out of spreading the reach of your video right from the word go. As the Particle-S team note of their product:''For now, spreading videos is something extremely boring and time consuming. Actually, It is not convenient to upload to more than two networks. All must be hand-made, so that limits the distribution potential and the exposure. In one word, the BUZZ. And this lack of visibility considerably reduces the impact of any web campaigns.''

And buzz is what it's all about when it comes to viral video marketing. Whatever your product, service or production, there are few people that are going to want to limit the amount of people that come into contact with it. Last week I looked at Mobuzz TV, an online video channel that have risen to success not least for their excellent provision of multiple video download formats, and use of multiple publishing destinations.
Adding to the already cool capabilities of Hey!Watch, Hey!Spread might well prove to be a must-use service for serious web publishers. I will certainly be adding it to my arsenal of tools.

The Process

The process of getting your videos out there using Hey!Spread is very straightforward and will take you through everything you need to do in the space of 4 screens and a few short minutes of your time.

The first screen asks you for the standard title, description, tags and category. Once you have filled in those details, you can set about uploading your video.

Step two is where you fill in your username and login details for the accounts you have up and running. Hey!Spread has a good range of video services up there, and this looks to be expanding at quite an impressive rate.
Obviously if you don't already have accounts with the ten services on offer, you are going to have a slightly longer setting up process the first time around, but obviously this is only going to catch you once, as from then on you will be able to use Hey!Spread as your intermediary.There is no obligation, however, to send your video to all of the services, and you can use Hey!Spread with as little as one service from the list, even if that does somewhat defeat the purpose.

In step three you give Hey!Spread an email address. Once all of your videos have been uploaded to the requisite services, you will receive a notification email telling you that your upload was successful, and in some cases any services that you failed to upload to.

And that's it. From there, you need to leave your browser window open while the video uploads. I found the process of uploading my video faster than some of the services themselves, which was a pleasant surprise. Obviously this will depend on the size of video you are uploading.

Finally
when the uploading process is complete, you receive an on screen notification, which lets you know that you can now close your browser window. Your email will follow, as often the video services involved take a few minutes to transcode your video into their native Flash format.

In short, then, this is a super easy process, which gets even easier once you are signed-up for the different services offered by Hey!Spread. In the space of about five minutes you can have your video clip up and running on ten different services rather than one, which is a great way to save yourself some time in my humble opinion.

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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How To Upload Your Video Clips To Multiple Video Sharing Sites: Hey!Spread

To upload your video clips to multiple video sharing sites has been the ultimate dream of many independent online publishers, as the exposure and visibility provided by posting unique, quality clips is among the most effective new ways to draw traffic up for most any a web site.
To surf the word of mouth wave, and achieve viral visibility, your video content need to be uploaded to as many publishing video sharing sites as possible and a new online web-based service, from the superprolific guys at Particle-S, makes this process super easy and completely free.

As the Internet does not offer one unique video distribution site to publish and expose your video content, as an independent web video publisher you need to take into account that not all of your potential viewers will be found on a single video sharing site (e.g.: YouTube). And so, while it certainly it makes good sense to upload your clips on YouTube, you need to be aware of tens of high visibility video sharing and distribution sites available out there.

Whether you want to market your business using social media, promote your website, or make sure that your video blog or Internet TV show lives up to its true potential, the key to success is viral video marketing. Far more effective than simply throwing money at advertising, viral video marketing ensures that your video gets seen, and shared, again and again.

Until now this has involved a tedious process of manually uploading your video to as many services as you have the energy to, which can make for an exhausting and time consuming process if you publish video with any regularity. There have also been some tools to handle this automatically, but they all cost a minimum of one hundred dollars or more.

So it is with some excitement that I review the latest service from Particle-S, a simple way of getting your videos published to a vast range of online video sharing destinations from a single upload.

Here are the details:

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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How To Upload Your Video Clips To Multiple Video Sharing Sites: Hey!Spread

To upload your video clips to multiple video sharing sites has been the ultimate dream of many independent online publishers, as the exposure and visibility provided by posting unique, quality clips is among the most effective new ways to draw traffic up for most any a web site.
To surf the word of mouth wave, and achieve viral visibility, your video content need to be uploaded to as many publishing video sharing sites as possible and a new online web-based service, from the superprolific guys at Particle-S, makes this process super easy and completely free.

As the Internet does not offer one unique video distribution site to publish and expose your video content, as an independent web video publisher you need to take into account that not all of your potential viewers will be found on a single video sharing site (e.g.: YouTube). And so, while it certainly it makes good sense to upload your clips on YouTube, you need to be aware of tens of high visibility video sharing and distribution sites available out there.

Whether you want to market your business using social media, promote your website, or make sure that your video blog or Internet TV show lives up to its true potential, the key to success is viral video marketing. Far more effective than simply throwing money at advertising, viral video marketing ensures that your video gets seen, and shared, again and again.

Until now this has involved a tedious process of manually uploading your video to as many services as you have the energy to, which can make for an exhausting and time consuming process if you publish video with any regularity. There have also been some tools to handle this automatically, but they all cost a minimum of one hundred dollars or more.

So it is with some excitement that I review the latest service from Particle-S, a simple way of getting your videos published to a vast range of online video sharing destinations from a single upload.

Here are the details:

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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Media Business Models

Key to the success of the proliferating range of business models being put to use is a solid understanding of how monetization approaches need to adapt to the Long Tail.

While mass media, bottom-up grassroots media and everything else in between can now coexist in prosperity, it is foolish to think that the same business models can be scaled from one end of the market to the other.

thelongtailcontent.jpg

The cost of producing media at the tail end of the scale has lowered dramatically in recent times, and it is now possible for anyone to broadcast themselves over the web. While mass media content is associated with high production values, and can best leverage its monetization opportunities through broad, sweeping campaigns, those production businesses at the other end of the scale can better target a niche or multi-niche audience.

As such, there is no right or wrong way, but rather a multitude of potential approaches that can be utilized to define an effective business model. What that means for independent publishers is that spending time to carefully target a niche audience is a far more productive means of economic success than attempting to replicate the broad appeal and broadcasting approach of 'big media', with their large marketing budgets and costly production expenditure.

Think niche as an independent, and you will not find yourself out of business in the close coming future.

advertising-personalization.jpg

The last section of the Future of Media report dwells on the four levels of media personalization.

Social media such as blogs, online video and social network services offer an inherently more personalized user experience, which in turn allows for a far more personalized means of advertising and content monetization than mass media can get at.

As the diagram above illustrates, the Future of Media report focuses on four levels of personalization, which, to summarize are:

  • Nil - The advertising delivered through mass distribution channels makes no distinction between those that encounter it. This is the blanket bombing approach
  • Content - niche media delivery platforms, such as magazines and cable TV channels offer a greater degree of personalization by targeting their audience based on their interests
  • Demographic - the use of Internet cookies or location-specific ISP addresses can allow advertisers to target potential leads based on geography, gender or even age, allowing further targeting
  • Personalization - the final tier depends upon gathering detailed user information, whether using a registration process, an online profile, viewing history or even directly expressed personal preferences

Done badly, any advertising, even at the higher end of the personalization scale, will seem intrusive - even more so when it has had to collect huge amounts of data on the end-user. However, with subtlety and added user-generated value, such as the well-thought-through algorithms of the Amazon.com book suggestion engine, personalized online marketing can actually transform itself from an intrusion to a welcome complement, adding to the overall user experience of a service.

In short as media become more granular and expand along the long tail, it is possible to not only serve audiences with material directly suited to their personal tastes, rather than to a generic demographic, but also to apply means of content monetization that add to the overall user experience.

This, should be of course, the ultimate goal of publishers and content distributors across the board.

Conclusions

The Future of Media report 2007 closes on a positive, open-ended note, stressing the fact that in terms of media transactions and mergers:

'' the size and number of transactions over the last 18 months exceeds almost any other time over the last 15 years, with activity focused on private equity acquisitions and trade sales''

Furthermore, we are left with the very real notion that new business models will necessarily come to the fore for those with the gumption and inventiveness to stay afloat in the changing landscape.

Nevertheless, I was left with a strong feeling that the last few pages of the report somewhat lose steam and fall back on filler material. Interesting as an extended comparative chart of media transactions, a series of network analysis diagrams focused on an Australian broadcast group, and the republication of a somewhat nebulous blog post are, they fall something short of the promise of earlier material.
.
The Future of Media Report 2007 does provide, however, some interesting insights and support for the claims made as to the growth of long tail niche media content, social media and social networks, not to mention the shift in advertising and business models which is an increasingly granular media landscape.

All of this would seem to bode well for both the large media corporations willing to adapt to the changes in the ecosystem, and the smaller independent publishers at the other end of the scale.

The ones that really need to worry, as the conclusion of the report makes abundantly clear, are those unwilling to adapt and change their marketing, monetization and content delivery approaches in an age of socially mediated, networked, increasingly personalized media.

As print mass media continues its slow decline as a medium, its publishers have much to learn from those enabling these new, open-ended, two-way conversation: bloggers like you and I.

Additional Resources

I you would like to learn more about the Future of Media Report, you might want to take a look at the following links:


Originally written by Michael Pick and Robin Good for MasterNewMedia and titled: "Future Of Media Report 2007: What's Coming, What's Changing"


Michael Pick and Robin Good -
Reference: Future Exploration Network - Future of Media [ Read more ]

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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Growth Sectors Online and the Role of Social Media

It comes as no surprise to find that social networking services such as MySpace and Facebook, and social media sites such as YouTube and Wikipedia are enjoying a healthy rise in online visitors.

socialnetworkscompared.jpg

Given the global reach of these destinations, however, it seems somewhat shortsighted to account only for their US, UK and Australian versions, but perhaps this reflects the key audience of the Future of Media report and summit?

Social networking services are enjoying an obvious boom across the board, and last year has seen significant growth in this area too. It will be interesting to see the figures for next year, taking into account the phenomenal growth of Facebook since the opening up of their platform.

socialmediacompared.jpg

I find the social media chart somewhat baffling, as while YouTube is the living definition of social media, and Wikipedia at least scrapes in on the grounds of being user-generated, the Apple website doesn't strike me as in any way a social media destination.

One would then assume a possible reference to Apple relationship with music sales given iTunes high penetration and commercial success, but given that iTunes lacks even the most rudimentary social functionality - unless you count its primitive music sharing facility - I am a bit baffled by its inclusion above much more worthy social media candidates.

Regardless, the information contained in this section of the Future of Media report supports the ongoing contention that media is rapidly becoming user-generated, personalized and participatory in nature.




Worldwide Internet Access and Usage

The section devoted to worldwide Internet access falls prey to the issue mentioned previously of somewhat arbitrary national and global points of comparison.

Here you learn that in terms of total absolute number of active Internet users, the US leads the way, while that Japan lags behind in ''Internet participation through PCs'' but with no reported reference to the Japanese predominant means of Internet access: the highly developed Japanese 3.5G mobile Internet platform.

activeinternetusers.jpg

Unfortunately, also the selection of countries utilized in this new edition of the Future of Media report feels somewhat arbitrary, if not altogether US-centric, with only Germany and the UK representing Europe.

This is further compounded by the side-by-side comparative chart for Internet connection speeds, which uses an entirely different batch of seemingly random countries to once again assert US dominance.

Having encountered the problems several US colleagues and contacts have with video streaming, I find these figures somewhat hard to fathom. It also seems peculiar that Japan goes missing from the chart, when average connection speeds are somewhere in the region of five to ten times that of those cited for the US.

homeconnectionspeeds.jpg

Regardless of how you feel about the integrity of this data, it seems without doubt the fact that broadband uptake is on the rise, and while connection speeds vary greatly from nation to nation, the age of dial-up is fast being left behind as the richer media-infused web takes center stage.


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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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Global Advertising Spending and Shifting Advertising Channels

While mass media advertising still dominates global
spending, as illustrated in this first chart, there is an apparent
shift away from ill-targeted broad marketing using broadcast television
and newspapers, and increasing growth in new media channels of
delivery.


globaladspending.jpg


The simple fact is that while the market is still dominated by mass
media, their grip is slowly loosening as new media giants step up to
take their place.


We are undoubtedly entering the age of niche-targeted, personalized content,
and new media avenues, such as blogs and online video, prove great ways
to deliver this content, along with equally well targeted, highly
contextual advertising.


What strikes me as strange, and this is something I
found throughout the Future of Media Report, is that global figures are
used for one chart, while the next closely related chart relies on
localized statistics.


In this case, we see global advertising spending
and the role of Internet advertising within it side-by-side with a
chart clearly indicating the huge growth in online marketing spending -
in the US. I would personally have liked to have seen a global advertising expenses compared with a global
online advertising expenditure chart. As it is instead, I am left
wondering if this information was not available, or if perhaps the data
is being massaged somewhat due to an unfavorable comparison on a global
level. No doubts that from reading these figures US-based online ad
expenditure is clearly among the highest in the world.


usonlinespending.jpg


Nevertheless, at least from a US perspective, it would seem that
online advertising expenditure continues its rapid ascent, and this has
to be good news for online publishers and advertisers alike - at least
those working within the English language.


Likewise the increasing fragmentation and
proliferation of media channels. The Future of Media Report chooses to
illustrate the increasing number of content delivery avenues via an
example from US television:


fragmentation.jpg


The same principle applies well beyond the television set as new
media channels increase in number at an even greater rate than niche
broadcast, cable and satellite television channels do. This is becoming
a hard fact in front of everyone's eyes as web and new communication
technologies make it possible for anyone to easily set up a newsroom,
whether in a small studio like that used by Mobuzz.tv or at an even more grassroots level like the initiatives set up by Chris Pirillo and Robin Good using affordable or even free broadcasting technologies.


The long tail of media is definitely here and in full force.


Complementing the proliferation of content delivery channels, the
report describes and underlines the growth in the digital advertising
world as a whole, and the variety of means through which this
advertising is and will be delivered.


The following projection from now until 2010 maps out an impressive range of advertising avenues. Time will tell if they will come to fruition:


digitalmarketing.jpg


In short advertising looks set to continue its course towards personalization,
contextualization and appearance across multiple, highly fragmented
media channels, serving both high-end corporate media distributors and
independent publishers mining the long tail.




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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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FUTURE OF MEDIA

Developments in the Last Year


The report opens by surveying significant developments in the media landscape since June 2006.
Here we are given an overview of the previous year, and the changes
that made 2006 important for media publishers, networks and consumers.
Salient topics include:

  • Industry transactions, acquisitions, layoffs and closures:


    Here the importance of the NewsCorp Dow Jones acquisition, the XM and Sirius merger and of course the Google YouTube
    and DoubleClick deals immediately leap out at me on the one hand, as
    NewsCorp continue to succeed in their bid to own every mass media news
    channel on the globe, and Google continue to dominate online
    advertising,
    On the other hand the troubling 93% increase in
    media layoffs in Q1 of 2007 as compared to the same period in 2006 is
    somewhat disconcerting at face value.
    Reading between the lines, however, it would seem that layoffs and
    closures are focused on media conglomerates and the dwindling newspaper
    industry, which fares badly throughout the report. With AOL Time Warner
    firing 5000 staff, and the San Francisco chronicle cutting back 25% of its staff, working as an independent online publisher never looked so appealing.


  • User generated content and new distribution channels:

    If you hadn't noticed already user generated content is driving the new web, whether through video sharing services, blog publishing or social network services
    that users spend hours tending to. Gone are the days of a top-down
    mass-delivered media, and in their place we are seeing an emergent participatory media culture.
    The report highlights the fact that the vast majority of the
    staggering seven billion online videos streamed each month are user
    generated in nature, and that 120,000 new blogs are created each and
    every day. The audience has gotten up from its chair, thrown away the
    remote control and started making their own media.


  • Intellectual Property and Censorship:


    Last year has been greatly divided on issues of intellectual property, with the RIAA attempting to shut down file sharing site The Pirate Bay, and suing grandmothers and children on the one hand, and - as the Future of Media Report points out - EMI and iTunes dropping DRM from some of its catalogue of online music sales on the other.
    As users reject such measures as DRM,
    and persist in uploading and sharing content regardless of its
    copyright status, there has been inevitable fall out, as in the $1
    billion law suit filed against Google for infringement of Viacom media
    properties. Nonetheless, the truly smart companies have chosen to
    partner with YouTube and other online video sharing portals,
    befriending rather than alienating their potential audiences.
    The report also makes mention of censorship issues from the past
    year, with US military personnel being banned from using MySpace and
    YouTube - a sure sign of their disruptive nature and ability to leak
    otherwise censored information. Mention is also given to the filtering
    of "inappropriate content" by the recently launched Chinese MySpace.


In short this overview of the year provides
interesting discussion points and touches on some of the salient events
in global media over the last year, without taking sides or entering
into critical analysis of the same.

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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

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The Future Of Media Report 2007: What's Coming, What's Changing

The Future of Media Report for 2007 just went a live a second ago in PDF format, a little less than a week away from the Silicon Valley and Sydney based Future of Media Summit.
This article provides an overview of the key concepts, issues and
research results showcased within this interesting yearly media report.
The 2006 edition of the Future of Media report, reviewed and commented at the time by Robin Good, achieved a great deal of interest, with over 70, 000 downloads of the freely available document across 20 countries.

This year Ross Dawson and the team at Future Exploration Network have put together a compelling picture of the evolving convergence media landscape.


Taking into account the shifting face of advertising,
the monumental changes taking place in new and old media, and the
growing significance of user generated content, the Future of Media
Report attempts to capture a snapshot of networks and business models
in radical transition.


It comes as no surprise, then, to see the huge
growth of online social networks and social media taking center stage,
alongside a divergence in content monetization and advertising
approaches in a rapidly splintering media environment.Here are the details:

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Media content and Mobile

Music on Mobile


Most media executives know the Apple iPod and iTunes story well. In 2001 Apple brilliantly created a new market space into what many thought was a diminishing market owned by Sony Walkman on the portable music player side, and in terminal decline due to Napster
on the content side. Apple turned it around, now having sold 100
million iPods in six years and creating a billion dollar revenue stream
for the music recording industry out of legitimate music sales through
iTunes.


What most media executives outside of music do not know, is that the
mobile music industry is actually dramatically larger. Last year alone,
309 million musicphones were sold. The musicphone versions from Nokia,
Motorola, Samsung and SonyEricsson each outsold total iPod shipments
last year. While the growth in iPod sales is down to 40% year-on-year
at under 50 million units, the much larger musicphone market of 309
million was growing at 250% year-on-year. This is the underlying reason
why Apple had to rush the iPhone to the market, the iPod had lived a
beautiful span in music but its reign had come to an end.



The same is true of the music content side. While iTunes delivered
about a billion dollars of music sales revenues in 2006, mobile music
was worth over 8.8 billion dollars worldwide. Three classes of mobile
music - ringing tones, ringback tones, and full-track MP3 songs - each
outsell total iTunes sales on a worldwide basis. In South Korea 45% of
all music sold is sold straight to musicphones; in America less than
10% of all music sold is to iTunes.


Artists First


Artists First, a UK based
firm of musicians turned-technicians that enables artists to create,
package and sell their content directly to mobile users and collect
payment via reverse SMS. After launching in March, the service is live
in over 25 countries. The company is also working on a peer-to-peer
application and developing a range of content-creation tools that will
allow artists to rip a part of their content and deliver it as a
ringtone. The CEO Mark Bjornsgaard says:


It's all about empowering artists to
communicate directly with their mobile audiences, limiting the role of
the middleman who could get in the way of that exchange and generating
revenue streams from a whole range of income streams over and above the
music
.”


Gaming going mobile


Videogaming is the second content category to follow music to mobile
and has already grown bigger than online gaming. The most played
videogame is not Pong or Pac Man or Donkey Kong or Madden’s Pro
Football on a Playstation. The most played videogame worldwide is Snake on Nokia mobile phones.
But games pre-installed to phones do not power the worldwide
videogaming industry any more than Minesweeper and Solitaire
preinstalled onto Microsoft Windows.


The gaming industry makes money on console sales (Playstation 3 and
PSP, Xbox 360, Nintendo Wii), on console game sales, and on networked
games. While most internet games tend to be large format multiplayer
games like CounterStrike, World of Warcraft, Lineage and Everquest, most mobile games tend to be small quizzes, sudoku games, poker etc which are better suited for the smaller screen.



Still multiplayer games are emerging onto mobile as well, such as Disney Studios’ Pirates of the Caribbean,
and Nexgen’s Dwarf battling game Elven Legends. What is
interesting to note is that at 2.5 billion dollars, mobile gaming has
already grown to be larger than internet online gaming in revenues
earned.


More social


As with the internet, interactivity is built into mobile - in fact
SMS text messaging is used by twice as many people worldwide as e-mail,
and through SMS text messaging you can reach three times as many people
as through any messaging platforms on the internet. Because of Metcalfe’s Law (the utility of a communication network grows by the square of the number of network users) and Reed’s Law
(a collaborative network derives even greater benefits than a
communication network), mobile has already become a bigger social
networking platform than the internet.



And a very young mobile content category, the first mobile social networking services went commercial in 2003 as Cyworld Mobile
launched in South Korea. But in only three years, by 2006, mobile
social networking had shot past internet social networking in revenues,
reaching a massive 3.45 billion dollars worldwide, according to
Informa. This is a world record in how rapidly a new billion-dollar
industry has been formed.


Even books going mobile


First books published for mobile phone consumption were released in
Japan in 2002. The early concepts did not work very well. Much like so
many others, the book publishers first tried to copy what worked in
print, take their bestsellers, and release as mobile books. The
concepts failed badly. But experimentation found success. New authors
publish shorter novels to mobile before they have received deals to
publish traditional books.


Those authors who do well, get their works released in book form as
well. The publisher has no risk of printing thousands of books of a
title that won’t sell, then having to resell them at a loss.
Booksellers don’t have to struggle with stocks of obscure titles.
But because of the payment channel inherent in mobile, very low cost
delivery is possible for content which is not heavy in data load -
moving text on the cellular network is not nearly as expensive as
moving images or sounds.



Future prospective authors get more easily published, and publishers
can test with only modest costs, the ability for a given author to find
an audience. In five years mobile books have turned into an 82 million
dollar industry in Japan, or across the whole mobile phone user base,
the average Japanese phone user spend 90 cents per year consuming books
on mobile. When this catches on worldwide, it is another multi-billion
dollar content industry where mobile has cannibalized an older mass
media content format.


After Cyworld opened, I hardly touched MySpace


MySpace is the well known social
networking site with over 100 million users worldwide. Users post
personal profiles, comments, assign indications of who are their online
friends, exchange digital photos, rate music, etc. Cyworld
is a similar social networking site from South Korea but older than
MySpace, and built in the country with the world’s highest
penetration broadband internet and 3G mobile phones, Cyworld has
evolved to become by far more advanced social networking site, and
fully integrated onto both broadband internet and 3G mobile.


Cyworld combines all the innovations of MySpace with the avatars of Second Life, the personal virtual rooms of Habbo Hotel,
the music store of iTunes, the online store of eBay, the video sharing
of YouTube and the full blogging experience (blogs, web logs, personal
diaries and personal publishing online). By every measure, adjusted for
South Korean population size of 50 million inhabitants, Cyworld leads
the world. 42% of the total South Korean population is active inside
Cyworld.


Over 90% of all pictures shared in South Korea go through Cyworld
and for all its immense power of videos shared on YouTube, out of less
than a fourth the size in absolute user numbers, Cyworld actually
generates more video uploading today than YouTube.



Its no longer a question of “should” Coca Cola or Nike or Ford find marketing tools to join social networking sites such as Second Life or MySpace or YouTube.
In Korea every consumer brand HAS to be inside CyWorld. 30,000
businesses including all major consumer brands offer over 500,000 items
of branded digital content for sale already. This is on top of all of
the user-generated content. It truly is a virtual economy eco-system.


Eating the Big Fish


And the internet itself, currently still mostly accessed by personal
computer, is rapidly being cannibalised by mobile phone. Japan became
the first industrialized country where more than half of all internet
access was from mobile in 2005. By 2006 South Korea and Japan joined
this club and in 2006 the internet user migration to mobile of European
countries such as Italy, Germany, Spain, Austria etc was in the 30%
range. 19% of American internet users already use mobile to access the
web. What was technically impossible until this decade, mobile access
to web content is rapidly becoming the preferred choice.


As the majority of internet access migrates from PC to mobile, the
first effect is that all internet content owners start to format their
content with the small screen as the default. Secondly internet content
owners discover the power of mobile money – Japan’s Cybird
was the world’s first internet company that had been unprofitable
on PCs but turned profitable in 2000 due to their mobile internet money
streams, and made the cover of Wired in 2001 for this feat.


After the majority of internet users move from PC to mobile, the
next to follow is usage and traffic, also already observed in Japan in
2006. And the next stage is that new PC shipments start to decline at
the expense of new smartphone sales. This trend too was just observed
in 2006 for the first time in Japan.



But what is important to notice, is that the internet was the most
rapid cannibal new media ever. Now mobile is not only a faster cannibal
of legacy media than the internet; mobile is cannibalizing internet
access itself! That is why Google’s CEO Eric Schmidt keeps repeating his mantra on the future of Google: "Mobile, mobile, mobile!"


This white paper has been originally published with the title "Mobile as the 7th Mass Media: An Evolving Story" by Alan Moore of SMLXL on June 2007. It is available for download on the same site.


Read part 1: Mobile Phones As Mass Media: The Upcoming Technological Revolution - Part 1




About the author



Alan Moore is the originator of the term, philosophy and principles of Engagement Marketing.
He started working on the concept in the late 1990’s, which,
culminated in his founding the first specialist Community Engagement
Marketing company in 2001, SMLXL
(Small Medium Large XtraLarge), and, the writing of the seminal book
Communities Dominate Brands. SMLXL is a new type of marketing company
that helps businesses and customers (to) better engage with one
another. He lectures at Oxford University's short course on Mobile
Social Networking.

--------------------------------------------------------------------------
Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

--------------------------------------------------------------------------

Media content and Mobile

Music on Mobile


Most media executives know the Apple iPod and iTunes story well. In 2001 Apple brilliantly created a new market space into what many thought was a diminishing market owned by Sony Walkman on the portable music player side, and in terminal decline due to Napster
on the content side. Apple turned it around, now having sold 100
million iPods in six years and creating a billion dollar revenue stream
for the music recording industry out of legitimate music sales through
iTunes.


What most media executives outside of music do not know, is that the
mobile music industry is actually dramatically larger. Last year alone,
309 million musicphones were sold. The musicphone versions from Nokia,
Motorola, Samsung and SonyEricsson each outsold total iPod shipments
last year. While the growth in iPod sales is down to 40% year-on-year
at under 50 million units, the much larger musicphone market of 309
million was growing at 250% year-on-year. This is the underlying reason
why Apple had to rush the iPhone to the market, the iPod had lived a
beautiful span in music but its reign had come to an end.


The same is true of the music content side. While iTunes delivered
about a billion dollars of music sales revenues in 2006, mobile music
was worth over 8.8 billion dollars worldwide. Three classes of mobile
music - ringing tones, ringback tones, and full-track MP3 songs - each
outsell total iTunes sales on a worldwide basis. In South Korea 45% of
all music sold is sold straight to musicphones; in America less than
10% of all music sold is to iTunes.





Artists First


Artists First, a UK based
firm of musicians turned-technicians that enables artists to create,
package and sell their content directly to mobile users and collect
payment via reverse SMS. After launching in March, the service is live
in over 25 countries. The company is also working on a peer-to-peer
application and developing a range of content-creation tools that will
allow artists to rip a part of their content and deliver it as a
ringtone. The CEO Mark Bjornsgaard says:


It's all about empowering artists to
communicate directly with their mobile audiences, limiting the role of
the middleman who could get in the way of that exchange and generating
revenue streams from a whole range of income streams over and above the
music
.”



Gaming going mobile


Videogaming is the second content category to follow music to mobile
and has already grown bigger than online gaming. The most played
videogame is not Pong or Pac Man or Donkey Kong or Madden’s Pro
Football on a Playstation. The most played videogame worldwide is Snake on Nokia mobile phones.
But games pre-installed to phones do not power the worldwide
videogaming industry any more than Minesweeper and Solitaire
preinstalled onto Microsoft Windows.


The gaming industry makes money on console sales (Playstation 3 and
PSP, Xbox 360, Nintendo Wii), on console game sales, and on networked
games. While most internet games tend to be large format multiplayer
games like CounterStrike, World of Warcraft, Lineage and Everquest, most mobile games tend to be small quizzes, sudoku games, poker etc which are better suited for the smaller screen.



Still multiplayer games are emerging onto mobile as well, such as Disney Studios’ Pirates of the Caribbean,
and Nexgen’s Dwarf battling game Elven Legends. What is
interesting to note is that at 2.5 billion dollars, mobile gaming has
already grown to be larger than internet online gaming in revenues
earned.


More social


As with the internet, interactivity is built into mobile - in fact
SMS text messaging is used by twice as many people worldwide as e-mail,
and through SMS text messaging you can reach three times as many people
as through any messaging platforms on the internet. Because of Metcalfe’s Law (the utility of a communication network grows by the square of the number of network users) and Reed’s Law
(a collaborative network derives even greater benefits than a
communication network), mobile has already become a bigger social
networking platform than the internet.



And a very young mobile content category, the first mobile social networking services went commercial in 2003 as Cyworld Mobile
launched in South Korea. But in only three years, by 2006, mobile
social networking had shot past internet social networking in revenues,
reaching a massive 3.45 billion dollars worldwide, according to
Informa. This is a world record in how rapidly a new billion-dollar
industry has been formed.


Even books going mobile


First books published for mobile phone consumption were released in
Japan in 2002. The early concepts did not work very well. Much like so
many others, the book publishers first tried to copy what worked in
print, take their bestsellers, and release as mobile books. The
concepts failed badly. But experimentation found success. New authors
publish shorter novels to mobile before they have received deals to
publish traditional books.


Those authors who do well, get their works released in book form as
well. The publisher has no risk of printing thousands of books of a
title that won’t sell, then having to resell them at a loss.
Booksellers don’t have to struggle with stocks of obscure titles.
But because of the payment channel inherent in mobile, very low cost
delivery is possible for content which is not heavy in data load -
moving text on the cellular network is not nearly as expensive as
moving images or sounds.



Future prospective authors get more easily published, and publishers
can test with only modest costs, the ability for a given author to find
an audience. In five years mobile books have turned into an 82 million
dollar industry in Japan, or across the whole mobile phone user base,
the average Japanese phone user spend 90 cents per year consuming books
on mobile. When this catches on worldwide, it is another multi-billion
dollar content industry where mobile has cannibalized an older mass
media content format.


After Cyworld opened, I hardly touched MySpace


MySpace is the well known social
networking site with over 100 million users worldwide. Users post
personal profiles, comments, assign indications of who are their online
friends, exchange digital photos, rate music, etc. Cyworld
is a similar social networking site from South Korea but older than
MySpace, and built in the country with the world’s highest
penetration broadband internet and 3G mobile phones, Cyworld has
evolved to become by far more advanced social networking site, and
fully integrated onto both broadband internet and 3G mobile.


Cyworld combines all the innovations of MySpace with the avatars of Second Life, the personal virtual rooms of Habbo Hotel,
the music store of iTunes, the online store of eBay, the video sharing
of YouTube and the full blogging experience (blogs, web logs, personal
diaries and personal publishing online). By every measure, adjusted for
South Korean population size of 50 million inhabitants, Cyworld leads
the world. 42% of the total South Korean population is active inside
Cyworld.


Over 90% of all pictures shared in South Korea go through Cyworld
and for all its immense power of videos shared on YouTube, out of less
than a fourth the size in absolute user numbers, Cyworld actually
generates more video uploading today than YouTube.



Its no longer a question of “should” Coca Cola or Nike or Ford find marketing tools to join social networking sites such as Second Life or MySpace or YouTube.
In Korea every consumer brand HAS to be inside CyWorld. 30,000
businesses including all major consumer brands offer over 500,000 items
of branded digital content for sale already. This is on top of all of
the user-generated content. It truly is a virtual economy eco-system.


Eating the Big Fish


And the internet itself, currently still mostly accessed by personal
computer, is rapidly being cannibalised by mobile phone. Japan became
the first industrialized country where more than half of all internet
access was from mobile in 2005. By 2006 South Korea and Japan joined
this club and in 2006 the internet user migration to mobile of European
countries such as Italy, Germany, Spain, Austria etc was in the 30%
range. 19% of American internet users already use mobile to access the
web. What was technically impossible until this decade, mobile access
to web content is rapidly becoming the preferred choice.


As the majority of internet access migrates from PC to mobile, the
first effect is that all internet content owners start to format their
content with the small screen as the default. Secondly internet content
owners discover the power of mobile money – Japan’s Cybird
was the world’s first internet company that had been unprofitable
on PCs but turned profitable in 2000 due to their mobile internet money
streams, and made the cover of Wired in 2001 for this feat.


After the majority of internet users move from PC to mobile, the
next to follow is usage and traffic, also already observed in Japan in
2006. And the next stage is that new PC shipments start to decline at
the expense of new smartphone sales. This trend too was just observed
in 2006 for the first time in Japan.



But what is important to notice, is that the internet was the most
rapid cannibal new media ever. Now mobile is not only a faster cannibal
of legacy media than the internet; mobile is cannibalizing internet
access itself! That is why Google’s CEO Eric Schmidt keeps repeating his mantra on the future of Google: "Mobile, mobile, mobile!"


This white paper has been originally published with the title "Mobile as the 7th Mass Media: An Evolving Story" by Alan Moore of SMLXL on June 2007. It is available for download on the same site.


Read part 1: Mobile Phones As Mass Media: The Upcoming Technological Revolution - Part 1




About the author



Alan Moore is the originator of the term, philosophy and principles of Engagement Marketing.
He started working on the concept in the late 1990’s, which,
culminated in his founding the first specialist Community Engagement
Marketing company in 2001, SMLXL
(Small Medium Large XtraLarge), and, the writing of the seminal book
Communities Dominate Brands. SMLXL is a new type of marketing company
that helps businesses and customers (to) better engage with one
another. He lectures at Oxford University's short course on Mobile
Social Networking.

--------------------------------------------------------------------------
Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

--------------------------------------------------------------------------

Today, Gutenberg would be a mo-blogger: Mobile, 7th of the Mass Media

by Alan Moore


Benefits of MobilePersonal:

My Media


It’s a fact that people today are more wedded to their mobile
phones than to their wallets. And the mobile is rapidly cannibalising
our wallet too. A Unisys
survey revealed that if we lose our wallet, on average we report it in
26 hours. But if we lose our mobile phone, on average we report it in
68 minutes. Meanwhile a 2006 survey by Wired found that 60% of married
mobile phone owners will not share their phone with their spouses. A Carphone Warehouse survey found that 68% of teenagers won’t let their parents see what is on their phones. It is that personal.


Always Carried: The City in my pocket


It is no longer surprising that we will not leave home without our phone. A global survey by BBDO in 2005 found that 6 out of 10 people sleep with the mobile phone physically in bed with them. A worldwide Nokia
survey in 2006 found that 72% of the population use the mobile phone as
their alarm clock. The phone is taken to the restroom and it was quoted
at Forum Oxford that the bathroom is one of the common uses of both the mobile internet and mobile TV.



No other mass media has this intense a relationship with the audience.



Always On


Some early opinions by the newspaper publishers were that maybe the
internet could offer a rival experience to the printed newspaper, but
the mobile phone screen has so little “real estate
that it could not fulfil this need. This is also being proven not to be
true. Mobile offers an active screen which, can be far superior to the
static printed paper view of a newspaper or magazine. It just took a
while for the mobile content industry to develop its formats to
capitalize on the power of mobile.




iMedia


For example Japanese mobile operator NTT DoCoMo has introduced iMedia
- a news ticket feed that uses the idle screen mode of the mobile
phone. So whenever the phone is placed on the desk or table for
example, it will scroll breaking news like the CNN
News Ticker on the bottom of the TV. Users can select whether they want
sports news or world news or financial news or celebrity gossip news
and so forth, in any combination.


When the phone owner clicks on the current news, it goes to more of
the story with text, pictures - and video. The service costs 2 dollars
per month and in 18 months from launch, 8 million Japanese were paying
for this service, which amounts to a 16% adoption rate and a massive
192 million dollars per year in Japan alone.



Consider all subscription news services online on the internet, Japan’s NTT DoCoMo
has more paying subscribers on one mobile news service than all online
newspapers worldwide combined. If we assume that the same rate of
adoption happens around the world - and there is no reason to doubt it
- this one mobile news service alone, if used by 16% of the 2.8 billion
mobile phone users could generate over 10 Billion dollars of revenues
worldwide. Can a mobile news service threaten a newspaper? It already
does, the same service was recently launched in Portugal by Vodafone. Coming soon to an idle phone screen near you.


Built in payment


In Helsinki Finland 57% of the public transport single tickets are
paid by mobile. In Croatia over half of all parking is paid by mobile.
In South Africa you can have your paycheck paid directly to the mobile
phone account linked to your mobile banking account.


In Soweto a barber shop has more than half of its customers paying
by mobile. 20% of London’s congestion charge is paid by mobile.
In Slovenia every vending machine, every McDonalds restaurant and every
taxicab accepts payment by mobile phone. In Kenya the maximum limit of
mobile-to-mobile money payments is set to 1 million US dollars per
single transaction.



And in South Korea all credit card companies enable their credit
cards to the owners’ mobile phones by default, offering to send
an optional old-fashioned plastic credit card to the customer’s
home address for free. Where the internet is an iceberg that has
started to rise, and parts of its impacts are already visible, mobile
as the 7th mass media is mostly still submerged. But make no mistake
about it, mobile will be far greater in its reach, much larger in its
revenues, more influential as a mass media, more relevant as an
advertising vehicle and more potent as a creative platform than the
internet.


At point of Creative Impulse: Convergence of User & Creator


In the context of mobile and the web, the mobile web is focused on the user as the creator and consumer of content, as Mobile Web 2.0 author Tony Fish says, ‘at the point of inspiration.’ It is “Prosumption
(production and consumption). We are using the mobile platform to share
information with a trusted network, we are collaborating, and we are
using our mobile as a media production tool.



Witness the use of mobile technologies in the London July 7th
bombings, witness the use of the mobile to bring down the government of
Joseph Estrada of the Philippines, or SeeMeTV on the Three mobile network, the use of Mo-blogging at Moblog UK, which has recently been incorporated into a project with commercial TV broadcaster Channel 4. MyNuMo allows people to create mobile content and if they can sell it they get a revenue share. Even Al Gore’s Current TV is noted as being a leader in the use of user generated mobile content.


Mobile makes TV interactive: Pop Idol


To illustrate its power, mobile is able to act as the interactive channel for legacy media. A good example is the global Pop Idol format, with its American Idol, Australian Idol, Germany's Deutschland Sucht Der Superstar and the French Nouvelle Star
variants. Pop Idol has had over 60 runs in over 30 countries over the
past five years, gathering a total of 3.2 billion viewings, where
nearly half of that number has been watching the finals of any given
national Pop Idol run.


More revealingly, those 3.2 billion viewers have voted a staggering
1.9 billion times, and almost all of the votes were on mobile phones,
mostly using SMS text voting. The Pop Idol reality TV format alone has
generated more than 600 million dollars of revenues out of viewers
voting. (For more see SMLXL 2006 White Paper on Pop Idol)




Accurate Audience: The Holy Grail of marketing


The Holy Grail
for Mass Media is to clearly identify an interested audience. We know
what gets measured gets made, and so the more accurately we know who
the audience is, the more precisely advertising and marketing can be
targeted. With magazines and newspapers those who subscribe can be
identified, usually by name and address.


But then we don’t know exactly how many in the given household
actually read that publication. And for those issues bought at the
newsstand, we have no idea. With radio and TV we can only measure
audiences by Nielsen ratings, a sampling of 1000 families telling us what millions watch. With cinema we know even less about the actual viewing audience.


The internet promised “a segment of one
– that we could identify by the IP address of the computer, the
actual user base. This proved very inaccurate due to corporate
networks, firewalls, multiple PCs, and multiple users on a given PC
such as a family PC shared by teenagers and parents, or a university
computer lab shared by thousands. Not to mention internet cafes. The
internet industry has gone to great lengths such as the use of cookies
installed in internet user computers to try to track usage. But even
with the best of methods, only a tiny fraction of internet users and
their usage is accurately captured.


That is the exact opposite with mobile. With the 7th Mass Media,
every phone is identified and all web traffic and service content usage
can be tracked. There still are imperfections, in that some mobile
phone users have two phones. But for example the fact that over half of
the world’s phones are “prepay” accounts
(where the user name is not known) often surprises people outside the
mobile telecoms industry, that these accounts are perfectly and
uniquely identified and can be tracked perfectly.


The only element not known is the actual name of the person. But for Playboy
page views by phone number 0123 456 7890 can be tracked use after use,
day after day, month after month. And we can see which other pages this
user consumed, at what time of day, from which address, eg., home or
work or hotel, etc that access was made.


AFM Ventures illustrated the degree
of accuracy in 2007. On TV only about 1% of audience data is captured.
On the internet this is about 10%. But on mobile, about 90% of audience
data is captured. This is totally unprecedented accuracy in any mass
media ever. And that is what’s has aroused the interest of brands
and advertisers as they see the effectiveness of traditional marketing
communications as a pale shadow of its old self.





Data the Next Intel Inside


From who consumes our media content, to what the user consumes. The
first level of audience understanding is who is our audience. That is
easy to understand. Who is my audience. A magazine subscription or Nielsen rating or internet profile or cookie can get us that information. But a more powerful element is what that customer consumes.



Some internet services can capture that level of information, such as which YouTube
videos a given customer has watched, but this has the internet
draw-backs of incomplete user data to begin with. On mobile perfect
user-information can be collected. As every click of a mobile web page
is transmitted over the air (and may incur a charge to the phone bill),
the mobile network operator already collects total usage information on
its millions of customers, all day and all night. Perfect usage
information. This is much more valuable to the media owner or the
advertiser than just knowing the size of the audience. Which pages of
the news feed were consumed, which were ignored, etc.


Social context of consumption


If we can understand every click and as mobile is also a communication tool, we can apply “social data analytics”,
to the massive flows of data. Not only discovering what we consume, but
with whom. If we like a joke, to whom do we forward it to? If we
receive a mobile coupon which friend did we share it with who retrieved
our coupon? Only if the users are accurately identified, their actual
usage is measured, and the media allows sharing, can we map out social
networking dimensions accurately.


This is far more valuable to advertisers and media owners than only knowing the size of an audience.

One of the first discoveries out of the social networking analytics was the concept of the “Alpha User”, as discussed in Ahonen & Moore’s book Communities Dominate Brands.
When communities of interest can be identified by their communication
patterns and, members each be accurately identified, then it becomes a
matter of tracking their communication to identify who are the
influencers of the communities.


These are called Alpha Users and they are vastly more relevant to any service adoption than the previous concept of the “Early Adopters
from the marketing theories of the 1970’s. Commercial social
networking techniques were launched only four years ago and one of the
pioneers, Xtract of Finland,
reports that by using social networking insights, mobile operator
Swisscom was able to increase its sales by of a new product launch by
90%.


The mobile device is the perfect platform for this to happen. Also
it provides advertisers to provide relevant, contextual information and
services that are “Just in Time” vs. “Just in Case,” avoiding the huge wastage that is incurred with “Just in Case marketing.


Further more social data analytics enables the receiver of
information, driven by commercial need to see that information as
timely and relevant. It is a critical component in the migration that
is occurring from what advertising was, Interruptive, to what
advertising is becoming, Engaging. Engagement marketing
is a very broad term, and purposefully so. At its heart, is the insight
that human beings are highly social animals, and have an innate need to
communicate and interact.


Therefore, any engagement marketing initiative must allow for
two-way flows of information and communication. We believe, people
embrace what they create. Engagement is about connecting large or small
communities to content that they care about and, delivering that
content in such a way that is always an emotional and valued
experience. Something that interruptive communications cannot do. For
more information download the SMLXL little book of Engagement Marketing.

--------------------------------------------------------------------------
Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

--------------------------------------------------------------------------

Mobile Phones As Mass Media: Models For Content Distribution - Part 2

The history of media follows the same path as the history of
humanity and it is made of great discoveries and progressive changes.



In the early 2000’s, for example, we get to know the seventh
mass medium and the second interactive media: the mobile. Mobile media,
like the Internet before it, is capable of swallowing all of its older
siblings, even the Internet itself. The consumption of news, the
playing of music, watching TV, listening to radio, even viewing movies
are all possible on a mobile device. And the Internet’s two
unique capabilities, interactivity and search, are also available on
the mobile platform.


While mobile media is only eight years old, it is growing and
greedily capturing business revenues and content from its older media
siblings.


Mobile media can in fact replicate all of the capabilities of the other six mass media while sporting six unique benefits:

  1. The first personal mass media

  2. The first always carried media

  3. The first always-on media

  4. The first media with a built in payment mechanism

  5. The first media always present at the point of creative impulse

  6. The first media where the audience can be accurately identified

(Source: Tomi Ahonen explanation of the seventh mass media, mobile)


In this second part of this white paper edited by Alan Moore, CEO of
SMLXL, you will be guided into a greater understanding of what the
evolution of mobile phones as mass media has in store for you.


Here the details:


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Distributed by Hasan Shrek, independence blogger. Also run online business , matrix, internet marketing solution , online store script .
Beside he is writing some others blogs for notebook computer , computer training , computer software and personal computer

--------------------------------------------------------------------------