Friday, June 29, 2007

Prom Queen on Amazon

The long tail of webisodes.

From Variety:

"The Web series has been repurposed as a full-length feature and will be offered for download exclusively on Unbox, Amazon.com's digital download service, beginning today.

The 90-second installments aired on MySpace, Veoh, YouTube and other vidsites. Last episode bowed June 20.

Online series has generated 15 million downloads since April, Vuguru said.

Film version runs around 130 minutes and will be exclusive to Amazon Unbox for the next 30 days.

Unbox offers more than 10,000 TV shows, movies and other video content for rent or purchase. The videos can be viewed via PC or TV through Unbox's deal with TiVo.

Amazon is offering up "Prom Queen" for $10 to own and $4 to rent for 30 days.

"The wonderful thing about producing in the new-media landscape is that fans can reach shows like 'Prom Queen' on a number of platforms," Eisner said. "Amazon Unbox gives shows like 'Prom Queen' longevity and serves as a new mass medium and unique way for the show's followers to watch."

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Mobile banking: its a matter of when

Mobile banking in the US is as behind as many of the other mobile services many countries enjoy (go ahead and add broadband to the list.) Still several major banks are moving forward.

From CNBC:

"Like regular online banking, the mobile service allows consumers to transfer funds, check balances, make bill payments, and look up branch locations from their mobile devices.

Though still in its infancy, banks are hoping the mobile service will catch on with consumers. Dan Schatt, a senior analyst at Celent, says banks see it as a way to keep customers and “generate more payment revenue down the line” as people get more comfortable with using mobile devices for their finances.

"The more services" the banks offer, says Asaf Buchner an analyst at JupiterResearch, "the less likely you are to quit your bank entirely."

Citi Mobile, which was launched last month, is a downloadable application. Customers need to log on to citi.com/citimobile on their computers and download Citi Mobile to their cell phones. The application then resides on the phone anytime you want to access your accounts.

Celent predicts that by the end of 2010, 35% of all online banking households will be using mobile banking.

"It's not a matter of if" mobile banking will take off, says Bob Egan, chief analyst at TowerGroup, "it's a matter of when."

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Thursday, June 28, 2007

MySpace TV

In a bid to compete with Youtube, MySpace announces plans for MySpace TV.

From Adweek:

"News Corp.'s MySpace will launch an enhanced beta version of its video site this week designed to compete with Google's YouTube.

"This is the next step in the evolution of video on MySpace," said Jeff Berman, gm of video at MySpace. "This is just the tip of the iceberg."

MySpaceTV will be an upgrade to the social networking giant's current video site, which launched two years ago, and, according to comScore Media Metrix, is currently second to YouTube in the video destination category. The new site will showcase premium content like the Sony Minisodes, which debuted on MySpace last week and features five-minute versions of classic television shows, alongside user-generated content and more polished Internet video offerings like the recently concluded Prom Queen, from Michael Eisner's Vuguru company.

"It's going to be a broad and healthy mix just as users like to watch," said Berman. "It's really going to span the full continuum of the content curve."

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150 online video tools

The good folks at Mashable have a list, a big list.

From Mashable:

"Online video is a huge trend - so huge that’s it’s proving hard to keep track. From video sharing sites to video mixers, mashups and converters, we’ve brought together more than 150 of our favorite sites in this category. Enjoy."

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ClownCo gets a leader: already worth $1 billion!

The not-yet-named joint venture between NBC and News Corp has named a leader.

From Lost Remote:

"Former Amazon.com senior VP, Jason Kilar has been named to head up the video joint venture organized by NBCU and News Corp. Kilar had written up the business plan for Amazon’s entry into the video and DVD business. A name for the joint venture has yet to be announced, and NBCU and News Corp. still say the launch is planned for this summer."

From NewTeeVee:

"But the company, which still doesn’t have a name, is making the rounds meeting venture capitalists, and private equity people trying to raise $100 million on a valuation of about $1 billion. Multiple sources both in New York and Silicon Valley have confirmed NewCo’s attempts to raise cash. PaidContent had reported on this last month, and since then things haven’t changed much."

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Microsoft's olive branch to Hollywood

PaidContent points to a recent MSFT hire that shows renewed signs of bridge building to Hollywood.

From Variety:

"Wall Street media and entertainment analyst Kathy Styponias is going to Microsoft, where she will lead the business development team that forges partnerships with Hollywood.

Styponias, who worked for the past 12 years as the senior cable, entertainment and satellite equity analyst at Prudential Securities, is taking up the newly created post of general manager in the tech giant's media and entertainment group. She reports to Blair Westlake, corporate VP in charge of the group.

She will lead a team focused primarily on acquiring content for Microsoft's growing suite of digital media services, including Xbox Live and Zune.

By hiring Styponias, who is well known among media execs, Microsoft is signaling a renewed investment in its relationships with content providers, just as it did when former Universal Television chairman Westlake came over in 2004."

From the press release:

"I've known Kathy for more than 10 years and have the highest regard for her," said Blair Westlake, corporate vice president of the Media & Entertainment Group at Microsoft. "Kathy brings to our team an unparalleled depth of knowledge and understanding about the entertainment industry that will help expand business opportunities for both Microsoft and its
partners."

"After 12 years covering developments in entertainment, I'm looking forward to turning my knowledge and relationships into opportunity for the industry," Styponias said. "This is a time of tremendous change in the way entertainment is being delivered, and Microsoft is a great place to influence the game."

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Wednesday, June 27, 2007

100th and last episode of Red vs Blue

The end of an era. Red vs. Blue will air its last episode tonight.

From Wired:

"Red vs. Blue, the cult hit, web-video series created from in-game Halo footage, concludes its genre-defining run as it airs its 100th and final episode Wednesday evening.

The comedy series, featuring two squads of hapless Halo heroes locked in an endless civil war prolonged mostly by their own ineptitude, took the emerging machinima medium -- movies made with real-time video-game footage -- mainstream.

The videos are recorded directly from three Xbox consoles running a linked game of Halo. Players on two consoles play the red and blue characters, and one player on a third game console records all the action from the first-person viewpoint.

Red vs. Blue's popularity was bolstered when Microsoft decided to embrace Rooster Teeth's work instead of suing them."

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NBC backs Sugar

NBC has taken a stake in the Sugar publishing network.

From TechCrunch:

"Sugar Publishing, the company behind the hugely successful Team Sugar and ten or so other blogs aimed at the female demographic, will announce a new round of financing tomorrow. They are not disclosing the size of the round, but it is being led by NBC Universal, with participation from previous investor Sequioia Capital. They previously raised $5 million, on a rumored $12-15 million pre-money valuation.

Sugar Publishing continues to grow at a torrent pace. They claim 4.5 million monthly unique visitors and 40 million page views (see earlier numbers here). CEO Brian Sugar says they will continue to launch new blogs over the summer, including CasaSugar (home), LilSugar (babies), CitizenSugar (politics), PetSugar (pets) and SavvySugar (career & finance)."

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Network audiances trending older

A study by Magna Global USA shows the median age of the major network's viewers is rising.

From USA Today:

"An annual study by ad buyer Magna Global USA shows the four major networks each had a median age of 40 or more for the first time, meaning half of viewers are older and half younger than that figure.

"In other words, roughly half of its average audience is now older than what it still claims as its core audience," says the report's author, analyst Steve Sternberg.

Other findings:

  • The audience for NBC's Saturday Night Live had a median age of 45, way up from 39 four years earlier. Conan O'Brien's was at 44, David Letterman's 51 and Jay Leno's 52.
  • Cable networks Fox News, Hallmark, CNN and GSN had the oldest viewership, each with a median age of more than 60 in prime time.
  • Viewers of Tyra Banks and Maury Povich were the youngest among syndicated talk shows with a median age of 40. Audiences for Martha Stewart and Chris Matthews were oldest at 57.

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Tuesday, June 26, 2007

Virtual Goods Summit coverage

Great coverage of the Virtual Goods Summit by 3pointD.

From 3pointD:

Virtual Goods and Entertainment


"Panelists:

Jim Greer of Kongregate
Erik Bethke of GoPets
Sean Ryan of Meez

Charles: What motivates people to stay engaged, and how do virtual goods play into that?

Ryan: For us it’s about self-expression. When our users spend 4-6 hours online, self-experssion as they show themselves in their IM, in their blogs, in the game, is incredbly impoertant to them. Our most loyal users are female. Unlike in Second Life, where they routinely blow up the American Apparel store, it has to be a conscious choice to engage with the brand. We find our users actually associate with brands. "

The Next Big Business Model

"Panelists:
Tim Stevens of Doppelganger
Kevin Effrusy, general partner with Accel Partners (investor in Facebook)
Dan Kelly, CEO of Sparter
Min Kim of Nexon

Susan: How do you guys estimate the size of the overall virtual goods market?

Dan: It’s easily a billion dollar [secondary] market. Consumers have told us these things have value, the industry now is trying to reconcile that with their business model.

Susan: These are big numbers. Why aren’t more content developers and producers looking at this as a viable business model?

Kevin: If I had a startup doing that kind of revenue on virtual goods, I’d be ecstatic. It’s incredibly high-margin, you have no cost of sales and no sales force associated with it."

Why Virtual Goods Matter

"Panelists:
Craig Sherman of Gaia Online
Daniel James of Three Rings
Amy Jo Kim of Shufflebrain
Byron Reeves of Stanford University and Seriosity

Reeves: The human brian is not specialized to differentiate between virtual and real. Same neurons fire when an avatar smiles at you as when a real person smiles at you. Seriosity is looking at what happens when you create an opportunity to do serious things with virtual currency attached, such as sending email messages with virtual currency attached. The result? You open the email faster when currency is attached. Virtual money changes real behavior."

KartRider

"Min Kim of Nexon gave a presentation at the Virtual Goods Summit and said the company would probably announce the release of its KartRider in the US soon, which has been in closed beta. Kim also said Maple Story has been “kicking ass” in the US, with 3.5 million registered users. The company is also introducing prepaid cards at Target that can be used to buy virtual items, which it expects will push up sales as well. It also just released Audition, which already has 100,000 registered users, more than half of them female."

NeoPets:

"Kyra Reppen of Neopets gave a presentation at the Virtual Goods Summit on MTV’s Neopets. Like other MTV presenters before her, she began her presentation with a video. Perhaps the most interesting part, though, was about the new NC Mall that Neopets will introduce in beta next week.

It’s about customizing and self-expression. It’s complementary to the Neopoints economy, no exchange between the two. Themed items around Neopian events. Launching with PayPal. Why do we think this is going to work? Digital is real life for this audience. Technology is invisible. Emotional connection makes the pixels go away and it’s about these experiences.

Virtual worlds and virtual economies are simply applications to achieve those four core goals: fun, self-expression, social needs, and control. Kids ages 6-14 have $60 billion in income."

Tencent

"David Wallerstein of Tencent began the Virtual Goods Success Stories panel at the Virtual Goods Summit with a presentation, mostly to demonstrate what Tencent is doing in China: Chinese Internet penetration is only 10.5 percent. Wireless is 35.2 percent. Roughly 40 percent of Internet usage in China takes place in Internet cafes. Tencent currently has more than 4,000 employees, with roughly 30 percent R&D staff. Tencent has five leading online platforms:
  • QQ.com is the #1 portal in China
  • QQ games portal is the #1 mini casual games portal in China
  • QQ IM, #1 IM service provider in China
  • They also have a leading wireless portal
  • Qzone, the #1 blog site / MySpace in China"

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Monday, June 25, 2007

Bud.tv: not dead yet

Adweek reports that Bud.tv is making some changes.

From Adweek:

"Among the changes Bud.TV plans to implement are:
  1. Putting its content—tagged with Bud.TV—on more popular sites like YouTube, AOL and Yahoo to gain awareness and encourage people to check out more on Bud.TV.
  2. Reducing Webisodes to mostly one minute from the previous 5-6 minutes.
  3. Changing content providers to come up with edgier programming and playing a larger role in deciding on the type of content it thinks will work.
  4. Making Bud.TV an aggregator of Web content it deems its beer consumers would enjoy and building a social networking element to the site.
  5. In the marketing arena, converting some traditional media and sports sponsorships to mention Bud.TV; working with wholesalers to create Bud.TV point-of-sale materials that can be put up at retail and at bars to help create awareness; and placing Bud.TV ads on the sites of sporting events sponsored by Budweiser, like Nascar races, NBA games and AVP Tour matches."

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Wednesday, June 20, 2007

Susan' Wu's Virtual Goods Summit

Virtual goods equal real profit.

From Susan's blog:

"Virtual goods and virtual currencies are growing beyond their traditional roots in online gaming and beginning to exert growing influence on the development of social networks, community sites, and casual games. This growing influence is due in large part to the fact that consumers have shown a willingness to embrace virtual goods as a way to express themselves online. From pets to coins to avatars, virtual goods are becoming a real opportunity for companies who are looking to build more engaging online experiences:
  • Neopets users have created over 206 million virtual pets
  • Tencent has over 250 million active users in China and generated $100+ million in Q1 2007, 65% of their revenue comes from virtual goods and services
  • Nexon generated $230 million in 2005, 85% of which came from virtual item sales
  • Habbo Hotel has over 75 million registered avatars in 29 countries, 90% of their $60 million+ yearly revenue comes from virtual goods
  • Gaia Online does over 50,000 person to person auctions a day - making them the 3rd largest auction site on the Internet. Their average user consumes 1200 page views a month.
We encourage you to join us at this year’s event and participate in what promises to be an exciting and lively conversation around some of the key questions facing the virtual goods market today:
  • How will virtual goods and virtual currencies impact social networking?
  • Are virtual goods the next big business model?
  • What does it take to successfully launch a virtual goods offering?
  • Are virtual goods poised to go mainstream?
  • What does it take to nurture and develop a successful virtual economy?
  • Why are users embracing virtual goods?

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Tuesday, June 19, 2007

Embedded Joost

After bringing on the new CEO from Cisco, Joost seeks embeddedment.

From The Register:

"This week, Joost started publicly talking about getting equipment manufacturers to embed its video-playing software in TV sets and other consumer hardware.

That would help it solve two problems. First, the glitches it's currently running into when it tries to deliver high-quality video over internet connections that are too slow for the function. The second, which cannot be fixed by tweaking software, is that people want to watch the majority of their entertainment videos on that newly purchased 42-inch flat-panel screen that's hanging on the wall in the living room.

New CEO Mike Volpi said Joost is a piece of software that can reside on a variety of platforms, including a television with an internet connection, a set-top box, a mobile phone, or in some alternative device that might come out in the future."

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Online video: even more mass

Another report points to the fact that online video is no longer an "emerging media."

From VNUnet:

"Daily use of online video rose by 56 per cent over the past year, according to the online Magid Media Futures survey conducted over the last week in March in the US.

Nine per cent of 12 to 64 year-old Americans who used the internet in 2006 reported using online video daily. This number has now risen to 14 per cent.

"Clearly the use of online video demonstrates that the internet has become a mass platform for distributing video content to a wide cross-section of Americans," said Mike Vorhaus, senior vice president and managing director at consulting and research firm Frank N. Magid Associates.

"The breadth of content viewed by consumers regularly online is amazing. This is not just short clips on YouTube," said Vorhaus.

"Consumers are watching news stories, movie previews, clips from TV shows, and, in some cases, even full-length TV shows and movies."

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Prom Queen wraps

The serial video experiment comes to a close.

From The Washington Post:

"Prom Queen" was designed to test the business model as much as the content. The budget for the show was between $100,000 and $150,000 -- high for an Internet production but minuscule compared with the budgets Eisner handled at Disney. And financially, it worked. Although Eisner declined to say exactly how much the show earned, he did note that "on our first venture we did not lose money. This is not what we expected. We committed to it with no anticipation of any revenue."

Eisner says he's plowing ahead with four or five shows in various stages of production and he's confident that Internet entertainment is not going away: "It's not going to displace movie theaters and broadcast and cable, but it's going to be one of the dominant platforms. You've got to be nervous if you own one of these other platforms."

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Monday, June 18, 2007

Fox picks Brightcove

Fox has partnered with Brightcove to provide its network with ad supported internet video channels.

From Paidcontent:

"The pact will also give Fox the ability to target its broadband video directly to specific demos. Fox will able to use Brightcove’s social net functions, including the ability to solicit fan-submitted videos and add them to its individual network and studio websites. FX Networks, SPEED and the Fox Broadcasting Company are the first. Each network will manage its own monetization strategy through the Brightcove service. Financial terms of the deal were not disclosed. Release"

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Wednesday, June 13, 2007

Sparter: dollars for gold

Sparter, an virtual currency exchange company, goes live.

From Techcrunch:

"Sparter, a stealth startup founded by Bessemer Venture Partners, launched this evening. They are jumping into the middle of the estimated $1 billion market for buying and selling virtual currencies in games like World of Warcraft (WOW), EverQuest, Eve and others. The current spot price of 100 gold on WOW? About $10.

Sparter acts as the go-between for the parties, keeping payments in escrow until both sides say the virtual transfer went through properly. Users are also asked to rate each other after a transaction. Users with higher reputational ratings may be able to charge a premium.

The company only supports trading in currency for now. Other digital goods cannot be traded on the platform. They say they have no plans to deviate from that strategy, unless users show strong demand down the road."

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Me.dium: attention data

Me.dium raises $15m.

From Venturebeat:

"The figure might seem staggering, considering Me.dium is merely a downloadable plug-in for FireFox. Once you install it, it tracks where you go on the web and lets you talk with other people who have also downloaded the plug-in — as long as they’re sitting on the same websites you land on (See the screenshot above. The orange figure is me, the yellow figure is a friend, and the solitary blue figures are sitting on sites that Me.dium recommends based on the one I’m visiting.)

Attention data, captured on your computer, can produce much richer results. Me.dium knows when you initiate a search and what you’re searching for. It learns your browsing patterns and connects you to people whose patterns look like yours. And it communicates this information to its server and to you in real time.

If Me.dium reaches critical mass, you could theoretically connect to anyone browsing, shopping, even searching for the same things you are.

To reach its goals, Me.dium is going to have to collect a lot of data. Google, with its Web History offering, is already collecting similar data. Me.dium simply ads an element of social browsing to make it fun."

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Online video: not really emerging anymore

Wondering if online video is still in the "emerging" category? Well wonder no more, the answer is no. Online video is mainstream.

From Reuters:

"In March, seven of every 10 Internet users in the U.S. streamed at least one video online, with the average "streamer" viewing 55 videos during the month, according to digital measurement service comScore.

Such audience statistics clearly announce the arrival of online video as a mass medium worthy of attention, according to observers. And it is why media and entertainment giants are pushing into the Internet video space aggressively these days."

From Reelpop:

"The money quote: Such audience statistics clearly announce the arrival of online video as a mass medium worthy of attention.

Ya think?"

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Friday, June 08, 2007

Tom Daly at the MMA

The MMA is meeting this week. From the world of Coke, Tom Daly reflects on mobile marketing.

From the press release:

"Today, mobile spend by brand marketers is in the trial stages. Before allocating more budgets to mobile, brands require a deeper understanding of the role of mobile in the overall mix, consumer acceptance of brand messaging, consistent guidelines and best practices as well as insight into effectiveness and value. Under guidance of the MMA GMC, the industry will create a framework for the measurement of mobile marketing campaigns across all channels such as mobile video, television, multimedia services and more.

“The MMA is the right organization to lead the development of ad currencies against its current guidelines, given its diverse and representative membership base,” said Tom Daly, group manager, Strategy & Planning, Global Interactive Marketing, The Coca-Cola Company and MMA Global and NA Board Executive Committee member. “The Coca-Cola Company is committed to mobile as a viable channel to our consumer and measurement will help us ensure the investment is allocated in the right place.”

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Thursday, June 07, 2007

Sprite Yard!

KO global introduces Sprite Yard to the Chinese mobile market.

From the press release:

"The Coca-Cola Company is redefining the relationship between consumers and their sparkling beverages with the launch of the Sprite Yard, a real-time digital on-the-go community that provides social connections and downloadable content via their mobile phone anytime, anywhere. This mobile marketing breakthrough launched in China on June 1, and will go live in the US later this month.

The Sprite Yard creates an entertaining social experience beyond the value of traditional online destinations by providing consumers constant mobile, social and brand connectivity through mobile devices such as cell phones and personal digital assistants (PDAs).

Accessing the Sprite Yard is easy and simple. Anyone with a WAP enabled phone and access to a data plan can join the Yard. Beginning June 22, U.S. consumers can text YARD to 59666 (Lymon) and receive a reply with a WAP link to access the Sprite Yard for the fist time. Clicking the link directs the mobile device to the Yard where they are invited to register by selecting a tag name and password. As soon as they are registered, users can opt to create a profile to share information about themselves with their friends in the Yard.

Sprite is the first beverage brand to enable a mobile experience combining such a rich combination of features and functions, said Mark Greatrex, Senior Vice President, Marketing Communications and Insights, The Coca-Cola Company. The Sprite Yard provides an efficient, sustainable and fresh marketing platform that reflects changing consumer demands and significantly personalizes the relationship between consumers and Sprite.

From the NYT:

"Sprite Yard was introduced in China last week, and Coca-Cola plans to extend it globally and perhaps to other soda brands over the next few years. For the time being, Sprite Yard will function only on cellphones — the medium that Sprite’s marketing team said was the most popular with teenagers.

“Being with them on their mobile phones is absolutely essential,” said Mr. Greatrex at a news conference yesterday. Sprite, he said, is “trying to establish an omnipresent, on-the-go, everywhere relationship with teens.”

As more consumers send text messages and surf the Internet from portable devices, media companies and advertisers are starting to create content specifically for mobile viewing. Most consumer brand companies have tested the waters with cellphone advertising that centers on text messaging; in those campaigns, advertisers typically encourage cellphone users to send a text message to a specific number to receive free content or enter a sweepstakes.

Sprite Yard will take cellphone marketing a step further, establishing a permanent mobile site with a variety of features rather than a short campaign, advertising analysts said.

“It is a comprehensive commitment as opposed to the toe-dipping we’ve seen up to date from other marketers,” said Christine Overby, an analyst at Forrester Research. “This is a significant commitment from a mainstream brand to use mobile in their marketing mix.”

From Reuters:

"Coke said it worked with the top U.S. wireless providers on the service and is in touch with other social networks such as Facebook about expanding its experience.

One potential issue is how to keep children safe from predatory adults. MySpace has faced lawsuits and negotiated guidelines with legal authorities over protecting its teen members from convicted sex offenders posing as youngsters online.

"That certainly is a priority," said Sprite global brand director Denis Sison when asked how the mobile social network, Sprite Yard, would protect its members.

Sison said the site would be monitored to make sure inappropriate photos and video were not posted, while conversations would also be screened."

From Mobile Insider:

"On one level, Sprite is simply following the advice of many interactive marketers who tell brands to offer real value — not just messaging. In a user-generated media world, the best policy is to give users the assets they like to mash up and share, and build spaces for them to interact with one another. So in some sense, if Sprite Yard seems a bit silly to us, we have only ourselves to blame. We put them up to this.

We are testing the edges of brand credibility as marketers try to create user-generated platforms. If Sprite Yard is more about free content distribution than social interaction, then it has a chance of success — but it depends entirely on how much of a media platform it wants to be.

Unless the company really does partner with interesting media figures and assets apart from the Coke brands, then it is just another corporate WAP site giving crap away. But Coke is no MTV. Unless it really is willing and able to offer and promote a wide range of recognizable media, then I don’t see a compelling case for the idea. Trying to create a mobile social universe where users interact with one another on a regular basis seems like the weakest part of this plan. Aligning a corporate manufacturer with personal communications on the most intimate device we have feels like a very hard sell."

From Media Post:

"Coca-Cola saw several specific advantages in "going mobile" with the Sprite Yard community, including the chance to leverage mobile's potential for viral distribution, and fulfillment of Sprite's core consumers' desires for constant connectivity and instant gratification. "It's the perfect match for teens and young adults because we can develop content quickly and keep it fresh," said Shelley de Villiers, Coca-Cola's director of global brand management for Sprite. "But it's designed not to be overbranded. We don't want to alienate our teen advocates."

"The Sprite Yard is not an in and out promotion," Greatrex added. "It's a campaign that we will build and enhance over time. Coca-Cola is pioneering the mobile marketing landscape with Sprite, and ultimately through other efforts with our entire suite of brands."

From the IHT:

"
Advertising executives said that Coca-Cola could have a hard time creating a popular site even in the new mobile world. Facebook, for example, will be a competitor with a cellphone version of its site.

"Nobody wants to go hang out with Sprite," said Chad Stoller, executive director of emerging platforms for Organic, a digital advertising agency in the Omnicom Group.

"It takes a lot for a brand to ask that of a customer. You really have to be getting something compelling in return," Stoller said."

From ClickZ:

"Awareness will be driven not through media buys, but from PIN codes contained in the bottle caps and viral activity. Coke representatives said the company sells 10 billion single-serve bottles globally each year, providing a hefty activation mechanism for its promotional initiatives.

Coca-Cola made a significant investment in building a proprietary infrastructure to run the mobile platform. It plans to add more features as new technologies develop. The community will also benefit from partnerships with carriers, technology providers, and brands like the MBA and McDonalds in China. The mobile foundation could serve to benefit other Coca-Cola brands over time."

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Lin and Hearst launch social networking tools

Today both Lin and Hearst are launching social networking tools like user blogs, comments polls and recommendations.

From Lost Remote:

"Lin Television’s 29 websites are rolling out user-generated videos, photos, audio, blogs, ratings, polls, and other community-driven content powered by VMIX. “This is a significant milestone for our company and further advances our strategic vision of leading the industry in the convergence of local broadcast television and digital innovations,” said Vincent Sadusky, president and chief executive officer of LIN TV."

From Lost Remote:

"Hearst-Argyle’s WXII12.com is the first Internet Broadcasting site to debut comments, ratings, recommendations, user blogs and profiles powered by Pluck’s SiteLife Social Media Suite. Other sites will launch the technology soon. “Content becomes more relevant when the audience has a voice in creating it,” said IB EVP Clayton Rose. “Pluck’s SiteLife will go a long way in allowing visitors to share and discuss local news and topics that matter–in a way that complements a TV station’s news coverage."

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Tuesday, June 05, 2007

Joost, Volpi and...AppleTV?

Mike Volpi is the new CEO of Joost. He talks with GigOM about the new gig.

From GigaOM:

"OM: Why do you think the time is right for Joost?

MV: I think there are three things that have come together. Content owners have realized what happened to the music industry and have embraced the Internet. I think that combined with broadband, and the P2P technology platform.

OM: Is there a chance we will see Joost on AppleTV?

MV: We would love to put Joost on the Apple TV platform. We know we can make it run on any operating system."

From NewTeeVee:

"This vortex of funding, anticipation, and beta launches in the Internet TV space is getting intense. The latest signal is competitors telling us tales about advertisers grumbling about the performance of their ads on Joost. But it’s super early — the software has only recently been available in stable form — so we’re waiting for time to tell."

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Monday, June 04, 2007

Hearst partners with Youtube

Hearst partnered with Youtube to create Youtube channels for five of their local TV sites.

From WSJ: (subscription required)

"Hearst-Argyle Television Inc., one of the nation's largest operators of local TV stations, will distribute news, weather and entertainment video to Google Inc.'s YouTube in a revenue-sharing agreement.

The deal marks the first time TV stations will get paid when people view their content on the video-sharing site. Hearst will receive an undisclosed portion of the revenue generated from advertising sold against the video clips it makes available to YouTube."

From Lost Remote:

"In a first for a local broadcaster, Hearst-Argyle stations will share in the revenue generated by video clips they post to YouTube. Starting today, five stations have launched channels on YouTube: KCRA, WCVB, WBAL, WTAE and WMUR. Other stations will follow soon. Each channel features a variety of notable clips, from news stories to promos to bloopers. Revenue details were not disclosed.

A WCVB investigative piece plays on YouTube. One of the big upsides for Hearst-Argyle stations, besides the increased distribution and searchability, is their videos are now embeddable on local blogs."

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