Tuesday, July 31, 2007

Age-Verification Crackdown Looms for Social Media

Critics Say Laws to Block Access to Sites a 'Political Solution, not a Safety Solution'

CHICAGO (AdAge.com) -- Advocates of stricter identity-verification measures on social-networking sites got a boost last week when MySpace revealed it had deleted 29,000 registered sex offenders from its network, particularly in North Carolina, by far the furthest along of any state in attempting to legislate verification guidelines for social networks.

But critics say the North Carolina bill -- which requires minors to get parental permission to sign up -- illustrates the futility of trying to effectively verify who is online. "My son knows all my information, so there's nothing stopping him from signing on as me and giving himself permission to be on there," said Rick Lane, senior VP-government affairs for MySpace parent News Corp. "Verification is a political solution, not a safety solution."

The bill passed the North Carolina Senate by a 49-0 margin in May and figures to soon get a vote in the House. If it passes and Gov. Mike Easley decides to sign it, a lawsuit from one or all of the social networks -- and perhaps even from portals such as AOL, which has signaled its opposition -- is seen as inevitable.

Security questions
Providers have typically argued that adequate verification technology doesn't exist, and that imperfect verification would give minors a false sense of security.

While advocates such as North Carolina Attorney General Roy Cooper acknowledge that the technology is imperfect, they say the number of sex offenders already on MySpace makes not acting a worse option.

"It does give us more urgency," said Jay Chaudhuri, special counsel to Mr. Cooper. "It's illustrative of the potential harm that exists when you have predators mingling online with minors."

Mr. Chaudhuri said there are effective models of verification. He pointed to online tobacco sales in California, which require follow-up phone calls or postcards. He also cited the exhaustive methods used on most financial websites.

Negligible effect?
Some social-networking experts question whether gating online communities will do any harm. "I actually don't think it's something they should be afraid of," said Dave Gormley, chief product marketing officer for Tubes, which markets a tool that helps social-network users control who gets to view which information on their personal pages.

He said measures that increase privacy -- whether it's keeping personal information about a child from a potential predator or keeping weekend-in-Vegas photos from a would-be employer -- can enhance a user's experience on the site.

Link to AdAge Article

Social Networking Consuming More Time

Some MySpacers never log off.

MySpace and other social networks may have more growth ahead, according to data on June 2007 Web usage from Compete.

The firm measured what it calls "attention" (defined as the percentage of all time spent online that is devoted to one site), and attention for MySpace jumped 20% in June 2007 from the previous month.

In fact, the top six social networks all saw increased attention, and the top 20 social networks received over 15% of all attention in June. MySpace consumes an outsized share of Internet user time overall.

For marketers, this matters in part because many social networkers are willing to host or pass along sponsored content.

One study, from Microsoft Digital Advertising Solutions, concluded that "the advertising potential for social networking is huge: 70% of UK social networkers are prepared to include sponsored content on their personal page, whilst 10% have already branded their space."

The UK is similar enough in Web usage that it can serve as a directional guide to Internet behavior in the US. In the study, 68% of UK social networkers said they had visited another Web site after seeing something on a friend's social network page. Just under half used a search engine to learn more and 35% had forwarded the space, ad or link to a friend.

eMarketer Senior Analyst Debra Aho Williamson said, "There's no doubt that social networks take up a huge amount of Internet time, especially for younger demographic groups.

"However, the continuing challenge for marketers is to find ways to engage consumers in this environment. Often, their attention is directed toward their friends and their own profile page, not necessarily the advertising. When social networks get better at targeted advertising, consumers will be more likely to respond."

Link to eMarketer Article

Once Upon a Social Network

Bebo-hosted serial from LonelyGirl team tests interactive storytelling capabilities of social-networking sites.

Social-networking site Bebo debuted the new online video serial KateModern only last week, but already the fictional main characters have extended the drama of their daily lives into the comments, polls, quizzes, and other areas of the Bebo site, interacting with real-life Bebo users and creating a richly drawn world where real and fake become difficult to decipher.

It’s the kind of Internet-specific storytelling that KateModern’s producers, the folks behind the popular LonelyGirl-YouTube fake-out that had the world baffled and enthralled a year ago, have become experts in. And London-based Bebo is hoping that by scoring an exclusive for KateModern, it can profit from the experimental form of interactive storytelling emerging on the web and show that in a competitive online video landscape, social-networking pages can become the natural home for interactive serial dramas.


“YouTube is a great place to broadcast linear video, as you can only comment on things or forward them,” said Bebo President Joanna Shields, who on Monday officially announced the debut of KateModern. “In social-networking sites, if [KateModern’s main character] Kate uploads a photo from a mobile phone, people can react and speculate and give her clues, and you know the plotline is feeding into the community. I think there’s a potential to build a new form of entertainment here.”

That emerging genre is transforming social-networking sites like Bebo, the top such site in the U.K., Ireland, and New Zealand, from sites where the primary purpose for users is to personalize their own pages and connect with others, into full-scale entertainment destinations. The idea is to give sometimes-fickle users more reasons to visit a site, even after they’ve done just about everything they’re going to do to their own profile and met just about everyone they’re going to meet. Video serials also become a chance to cash in on the lucrative promises of video advertising. KateModern was profitable before it even started airing, Ms. Shields said, as Bebo and the show’s producers, working together, have already sold advertising incorporated into the storyline to six brands.

But Bebo, not alone in its attempts to become a destination site for online serials, is entering a suddenly competitive arena. Last April, with the debut of Michael Eisner’s Prom Queen series, MySpace began to focus on incorporating online video serials into its social-networking pages and separate video site, while interactive online game shows that incorporate user contributions—such as recent forays by Mark Burnett and AOL—are popping up all across the Internet. Not to mention that numerous video-focused sites are tripping over themselves to sign up a limited pool of proven web video talent.

Ms. Shields said the way to entice video producers like the LonelyGirl production team, Telegraph Ave. Productions, is to offer more personalized services that let them overlay their content on top of a richly networked community.

Telegraph Ave. bought that pitch. Miles Beckett, KateModern’s executive producer and co-creator, said that after meeting with the likes of Google, MySpace, and numerous Hollywood production studios, he preferred the controlled environs of Bebo that included tons of natural areas of the site for the fictional characters to inhabit. He figures the deal will let the makers earn about the same amount of money in advertising revenue shares as they would through other deals. Plus, the team liked the idea of a U.K.-centered site that could expand the basic idea behind LonelyGirl into new territories.

But the LonelyGirl team could be a special case. The producers have been at the forefront of attempts to create alternative reality storytelling online—the kind of storytelling that’s particularly suited to social-networking sites. And they’ve already proven themselves attractive to advertisers, with a built-in audience of 250,000 to 300,000 viewers per LonelyGirl episode, as well as several large-scale deals with teenage-friendly brands like Neutrogena.

Ms. Shields said Bebo has fielded countless pitches for new web serials, with two more shows on the way in the next few months. With the competition for attention online fierce, observers will be watching to see if this new genre of storytelling has enough in it to convince users to flock to social-networking sites for entertainment, rather than just to connect.



Link to Red Herring Article


Google bets on mobile market

Search giant Google is setting the stage for its biggest push yet into the U.S. mobile market, in a strategy that delicately straddles the line between partnering and competing with the major cell phone operators.

Last week, Google signed its most significant deal with a U.S. wireless operator to date. Sprint Nextel will integrate the company's mobile services with the carrier's new 4G WiMax network.

But in a move that could pit Google against wireless operators, the company recently announced plans to bid in the Federal Communications Commission's upcoming 700MHz wireless spectrum auction. Google is also continuing with its plans to build free citywide Wi-Fi networks in San Francisco and Mountain View, Calif.

The recent activity has many Google watchers speculating about the company's ultimate plans. Will it build its own wireless network using spectrum from the upcoming auction? Or will it strike more deals like the one it signed with Sprint Nextel? Will it come out with its own Google phone that will take on the likes of the Apple iPhone and other manufacturers like Motorola and Nokia?

Danny Sullivan, editor of Search Engine Land, says Google's moves in the wireless auction, WiMax with Sprint and its citywide Wi-Fi projects are all extensions to the company's existing business, enabling bandwidth for applications such as YouTube.

"They have real concerns that carriers will restrict access to their own services, and if they can't deliver those services they lose money," Sullivan said. "So if they can change the rules, or have the bandwidth themselves, they can go directly to consumers with that stuff. Now Google owns one of the big bandwidth hogs of the Web, YouTube. That sucks down a lot of the bandwith that's out there."

Google says its plans, whether they be to partner or to possibly compete with cell phone carriers, are all about providing Internet access.

"Mobile is the fastest and cheapest way to reach the largest number of people," said Chris Sacca, head of special initiatives at Google. "There are billions of people on this planet who still don't have access to the Internet. And we think mobile presents the biggest opportunity to get them on the Internet."

But the company has been tight-lipped about specific plans for building out mobile access. And now it seems to be hedging its bets between a strategy of partnership and one that puts Google in full control. So while it rails against the phone companies at hearings on Capitol Hill or within city halls, the company is also trying to strike deals with these same operators behind closed doors.

U.S. cell phone operators have traditionally viewed Google with some trepidation, not knowing if the search giant is a friend or foe. As a result, some--like Verizon Wireless and AT&T--have been reluctant to add Google's mobile services directly to their service menus.

Google has struck deals with large mobile providers in Asia and Europe, such as Vodafone and China Mobile, but Sumit Agarwal, product manager for Google Mobile, admits that wireless operators in the U.S. have hesitated when it comes to embracing Google as a partner. Still, Agarwal believes that U.S. cell phone companies will soon come around.

"Our intention is to work with all our global partners to bring together all the services that provide huge value for mobile users," he said. "Of course, there is a natural resistance to change from some operators. But carriers are smart and savvy. They see the direction that they need to go, and they're willing to do it."

Since November 2006, Google has had a relationship with Sprint to integrate some of its mobile applications, such as mobile Gmail, directly onto the Sprint wireless menu. Google has struck similar relationships with other U.S. operators like Helio, Leap Wireless and Kajeet.

But this latest deal with Sprint takes the relationship a step further, integrating more pieces of Google's technology into the wireless service and providing a potential outline for future deals with carriers. For example, Sprint plans to combine its location technology with Google's search tools, e-mail and chat to provide location awareness for users.

This means consumers could use Google to search for a local coffee shop, for instance, without having to enter an area code. They could also automatically broadcast their whereabouts to friends when they are setting up a meeting using Google Talk instant chat service or e-mail on their phones.

"What we have on the cellular side with Sprint is a simpler and less sophisticated integration," Agarwal said. "But the new 4G relationship gives the applications more prominence. It's more user-centric and tailored for personalized use."

But clearly the biggest gamble that Google is taking with its wireless strategy could happen in January when the company is expected to bid on licenses in the 700MHz spectrum auction.

The 700MHz spectrum, which has been used to provide analog TV service, is considered the last piece of prime real estate left among wireless airwaves because it's able to travel long distances and penetrate walls. Everyone from mobile operators to public-safety companies to Google sees the spectrum as a perfect opportunity to extend mobile broadband services.

"Google is willing to do anything necessary to introduce some competition into this space and to really drive the prices of service to where they are most affordable to the broadest number of people," Sacca said in a recent interview. "That entails everything from building and operating a network, if necessary, to partnering with the vast number of companies left out of this game--for whom $5 billion is an insurmountable hurdle to participate meaningfully in an auction that could introduce true competition--to any of the existing carriers, if they want to put users first in their business models and prioritize those customer experiences."

The company is pushing the FCC to adopt rules in the upcoming 700MHz auction that would ensure winners of certain spectrum licenses would have to adhere to four openness principles. These include guaranteeing that consumers can use any device or software on the network, as well as forcing winning bidders to offer spectrum at reasonable wholesale prices to ensure that small companies can get access to wireless capacity to build competitive wireless services.

AT&T and Verizon Wireless, the two largest wireless operators in the United States, say they would accept an open-access rule for devices, but they are against any rules guaranteeing open access for companies seeking to buy wholesale capacity.

The FCC is expected to vote on these rules on Tuesday.

Greg Sterling, a principal of Sterling Market Intelligence, said he doesn't know what the wireless spectrum bid means for Google's products, but "the fact that they're doing all these simultaneous things reflects their perception that mobile is a strategic area that they have to aggressively pursue."

He said Google's executives have strongly implied to him that the company is not planning to become an Internet service provider or a mobile virtual network operator. "They want to talk to partners and potential partners," not compete with them.

The ultimate goal for Google, he said, seems to be in improving the user experience. He pointed to "Goog 411," a voice-activated search tool for mobile devices.

"They're trying to improve usability so they can drive adoption," he said.

Some bloggers have speculated that Google is so interested in improving the user experience that it might go ahead and develop its own handset. Google hasn't said whether it would get into the handset market, but Sacca made it clear in a recent interview that Google feels there is plenty of competition in the device market.

"I think there is a healthy environment of competition and innovation in the device market worldwide," he said. "It's just the channel that discourages that kind of innovation here in the U.S. For example, you see the Nokia E61, which is a combined Wi-Fi and 3G device, that when it came to the U.S. suddenly became the E62, and the Wi-Fi was missing. We have seen examples where some devices have the ability to send photos back to a computer via Bluetooth, but carriers have restricted that transfer to make sure that the photo traffic has to go over their network."

Analysts say it's more likely that Google would continue to strike deals with phone makers. The company already has announced partnerships with Samsung, LG Electronics, Palm and Motorola. And some of its applications come embedded on some Blackberries and Windows Mobile devices.

Search Engine Land's Sullivan said he doesn't think the reports of Google building its own phone are realistic.

"Google has no experience with phone stuff," he said. "They've got partnerships with a lot of carriers, and if they roll out their own phone they threaten those partnerships. They could try to do their own wireless device down the line, but on a different frequency. So it would be not so much a phone as a mini-computer. Then you could use Google Talk to make calls."

Link to CNet Article

Researcher Finds Increasing Acceptance Of Cell Phone Ads

AS A DEBATE WAGES ON Madison Avenue whether consumers will be tolerate advertising over mobile phones, a leading academic who has been studying the subject has released new findings suggesting that a sample of technically oriented college students are growing increasingly receptive to text message ads on their cell phones and other mobile devices. The research, the latest in an ongoing series of tracking studies being conducted by Ball State University advertising professor Michael Hanley, found that 56.3% of the students he has tracked over a two-year period accepted ads if they would get something for free - such as premium content or consumer promotions - in exchange. About 37.4 percent of college students said it would only take the offer of a free ring tone for them to would accept advertisements on their cell phones while 21.4 percent preferred a discount or coupon to a restaurant, movie or grocery store and 20 percent wanted free minutes, upgrades, access to the Internet or music.

While it's unclear whether the research is representative of the national population, Hanley says it at least indicates some important changes among the college crowd.

"Just a couple of years ago few college students accepted ads on their mobile devices because they felt it was an invasion of their privacy," Hanley said. "Now all you have to do is offer free ring tones, cash or access to the Internet because this age group has grown up with cell phones and other mobile devices. It is the way they communicate with each other as well as with the outside world."

The study also found 36.7 percent of college students received a text message advertisement in 2007, up 13 percent from 2005. College students are less worried today about how a business obtains their cell phone or mobile device contact information. The percentage of students who said they were "very concerned" dropped by 25 percent while "concerned a little" fell by 33 percent.

Link to MediaPost Article

YouTube Partners With Interscope To Find Next Rap Star

GOOGLE'S YOUTUBE IS SET TO launch its second sponsored music promotion, this time in conjunction with Universal's Interscope Records, to discover hip-hop's newest rising star.

When the YouTube OntheRise RAP Edition contest begins next Friday, users 18 and older are invited to submit a video featuring original lyrics and production, competing for a chance to record a single for Interscope's G-Unit and win a $10,000 gift card from Guitar Center.

Hip-hop artists 50 Cent, Common, and Polow Da Don will choose 20 finalists at the close of the contest on Aug. 17. On Aug. 29, the winners will be presented to the YouTube community for voting, and the grand prize winner will be unveiled in early September.

Banking on the success of last year's YouTube Underground contest an effort co-sponsored by Cingular and ABC, the OntheRise effort will have a total of three genre-specific installments. Hip-hop/rap is the first, with the OntheRise Rock promotion slated to launch in Q4.

While neither company gave details of the financials of the project, a rep from Interscope did confirm that YouTube's value as a medium to generate artist awareness and Web site traffic did factor into the equation. "It's a promotional trade," said Ravid Yosef, digital marketing, Interscope. "50 will receive promotion for his upcoming album both editorially, and through advertising."

In addition to the sponsored page on YouTube, Interscope plans to promote the contest both on its own Interscope.com and 50cent.com.

Link to MediaPost Article

Gap Launches New 'Classic Redefined' Marketing Campaign

GAP INC.--STRUGGLING TO REVERSE A persistent slide in its U.S. stores--has launched a new ad campaign, using celebrity portraits shot by Annie Leibovitz.

Themed "Classics redefined," the company says the new ads play up Gap's commitment to personal style.

"Fashion portraiture is a subject near and dear to Gap. Our advertising has always put the individual ahead of the clothes," the company says in its announcement. "Whether it's a celebrity, a writer, a performing artist or a model, the person is always the art, the clothes the frame that sets them off. And a compelling portrait is a way to make sure it lives on forever."

Ads, running in September magazines, focus on such A-list celebrities as musician John Mayer and actors Forest Whitaker and Lucy Liu, as well as quirkier selections, like comedian Sarah Silverman and choreographer Twyla Tharp. Each of the 12 portraits focus on a wardrobe staple, and Gap is hoping the new effort will spark sales as it heads into the critical fourth quarter.

But the company continues to struggle. Gap, which named Glenn Murphy as its new chairman and CEO last week after months of speculation, has been struggling with poor sales and an exodus of talent.

Earlier this month, it announced that its June sales fell 4% overall, with same-store sales at its North American Gap stores plunging 9%, and sales at its Old Navy division skittered 6%. Same-store sales at Banana Republic North America gained 6%.


Link to MediaPost Article

Dave Matthews Band CD Hits Starbucks

STARBUCKS ENTERTAINMENT WILL SELL DAVE Matthews Band music via Matthews' "Live Trax" label. The CD will hit Starbucks stores in North America starting today.

The "Live Trax" compilation from Bama Rags/RCA Records features recordings of Dave Matthews Band performances dating back to 1995. Since 2004, per Seattle-based Starbucks Entertainment, Dave Matthews Band has released albums in the "Live Trax" series via its Web site and at concerts. "Live Trax," exclusively available at Starbucks, is the first national retail release in the series.

Starbucks and XM Radio have also developed a promotion to support the CD, which features recordings from the band's Meadow Brook Music Festival appearance, their show this year at the MGM Grand in Las Vegas, and elsewhere. The deal includes Starbucks music channel, "Starbucks XM Café" on XM.

For a month starting today, Starbucks in-store sweepstakes will offer customers who sign up for a free trial of XM Radio Online, XM's Internet streaming service, the chance to win tickets, passes and a meet-and-greet with Dave Matthews at The Hollywood Bowl on Oct. 2, among other prizes. Details are at xmradio.com/dmb.

XM will also offer subscribers special Dave Matthews Band programming. The Starbucks XM Café channel will have special episodes of "The Daily Grind," highlighting songs from the new album throughout the week.

Link to MediaPost Article

Thursday, July 26, 2007

270K iPhones sold in two days, 146K activated

AT&T said 146,000 subscribers bought the iPhone in the second quarter, while Apple reported that it sold 270,000 iPhones, which generated $5 million in revenues. Why the discrepancy? AT&T only counts activations, while Apple counted total units sold. At any rate, the figures are impressive for just a day-and-a-half of retail availability in the second quarter. iPhone was released on June 29 and the quarter ended June 30.

Apple also announced its plans for the EDGE/WiFi device outside of the U.S. Executives said during the company's earnings calls that the device would be launched in a few major countries in Europe before the end of September. By that time, Apple expects to sell one million units between sales in the United States and Europe. Company executives said that, in contrast, it took seven quarters to sell one million iPods. The company said it expects to launch the device in Asian markets during 2008.

But the company didn't answer one major question on everyone's minds: When will we see a 3G iPhone?

For more about iPhone sales:

- and read this transcript of the Apple conference call

Link to the FierceWireless Article

Sirius, XM Unveil a la Carte Pricing Plans for Post-Merger

XM and Sirius Satellite Radio have issued a joint press release that details the different options that will be available to subscribers after the merger - always assuming, of course, that the merger is allowed to proceed.

Tomorrow, XM and Sirius will file their joint reply comments with the FCC. The filing will include detailed programming and pricing plans, including two a la carte options. One option will allow subscribers to choose 50 channels for $6.99 - a 46 percent decrease from the current standard subscription rate of $12.95. The second a la carte option will allow subscribers to choose 100 channels and will allow SIRIUS customers to select from some of the best of XM's programming and XM subscribers to choose from some of the best of SIRIUS' programming.

The combined SIRIUS-XM will also offer several other new programming packages, including two "family-friendly" options. Those choosing one of the "family-friendly" options will be able to block adult-themed programming and receive a price credit.

A la carte programming will be available beginning within one year following the merger, and the other programming options will be available beginning within six months following the merger.

Link to Media Buyer Planner Article

Facebook Issues Site Stats

Facebook has more than 31 million active users, with an average of more than 100,000 registrations per day - and an average of 3% weekly growth - since January 2007, according to figures the social-networking site released this month (via Poynter Online’s E-Media Tidbits).

The number of active users has doubled since the site opened registration in Sept. 2006, according to the figures.

Some other data tidbits released by Facebook:

  • More than half of Facebook users are not in college.
  • The fastest-growing demographic is the 25+ age group.
  • Facebook is the sixth-most trafficked site in the United States*.
  • Users spend an average of 20 minutes on the site daily*.
  • The site is the No. 1 photo-sharing application on the web*.
  • Photo application draws more than twice as much traffic as the next three sites combined*.
  • Canada, with more than 3 million active users, has the most users outside of the US.
  • The UK has the third-largest user-base, with more than 2 million active users.
  • Over 1,800 applications have been built on the Facebook Platform.
  • More than 75% of Facebook users have used at least one Facebook application.

The full set of data released is available via Facebook (pdf).

*Source: comScore Media Metrix

Link to Marketing Charts Article

Wednesday, July 25, 2007

How Madison Avenue Is Wasting Millions on a Deserted Second Life

For months, Michael Donnelly had been hearing all about the fantastic opportunities in Second Life.

As worldwide head of interactive marketing at Coca-Cola, Donnelly was fascinated by its commercial potential, the way its users could wander through a computer-generated 3-D environment that mimics the mundane world of the flesh. So one day last fall, he downloaded the Second Life software, created an avatar, and set off in search of other brands like his own. American Apparel, Reebok, Scion — the big ones were easy to find, yet something felt wrong: "There was nobody else around." He teleported over to the Aloft Hotel, a virtual prototype for a real-world chain being developed by the owners of the W. It was deserted, almost creepy. "I felt like I was in The Shining."

Yet Donnelly decided to put money into Second Life anyway. He's no digital naïf: When he joined Coke last summer, the company was being ridiculed for its huffy response to a spate of Web videos showing the soda geysers that erupt when you drop Mentos into Diet Coke. Within weeks, Donnelly had Coke and Mentos sponsoring a contest on Google Video that's gotten more than 5.6 million views. But Second Life was different. "Many places you go, there's still nobody there," he concedes. That's certainly the case with Coke's Virtual Thirst pavilion, where you can long linger without encountering another avatar. "But my job is to invest in things that have never been done before. So Second Life was an obvious decision."

As with Donnelly and Coca-Cola, so with David Stern and the National Basketball Association. Stern, who's been NBA commissioner since 1984, was introduced to Second Life in July 2006, at the annual media and technology retreat hosted by New York investment banker Herbert Allen in Sun Valley, Idaho. Second Life's creator, Philip Rosedale, was one of the presenters, as was Chad Hurley, cofounder of YouTube, another company Stern had never heard of. "My initial impression was, 'Don't people have better things to do with their lives?' Then I said, 'Stupid! You're not the audience.'"

Stern left Sun Valley convinced he'd seen the future, and he was about half right. YouTube has become a powerful tool for pro basketball. The site's NBA channel, launched in February, has already garnered some 14,000 subscribers; users have posted more than 60,000 NBA videos, which have been viewed 23 million times. But over at Second Life, where an elaborate NBA island went up in May, the action has been a bit slower. "I think we've had 1,200 visitors," Stern reports. "People tell us that's very, very good. But I can't say we have very precise expectations. We just want to be there."

Coke and the NBA are hardly alone. Adrift in the uncharted sea that is Web 2.0 — YouTube, MySpace, social networking, user-generated content, virtual worlds — corporate marketers look at Second Life and see something to grab onto. At least 50 major companies have ventured into the virtual world to date, spending millions in the process. IBM has created a massive complex of adjoining islands dedicated to recruitment, employee training, and in-world business meetings. Coldwell Banker has opened a virtual real estate office. Brands like Adidas, H&R Block, and Sears have set up shop. CNET and Reuters have opened virtual bureaus there. It's as if the moon suddenly had oxygen. Nobody wants to miss out.

Ever since BusinessWeek ran a breathless cover story titled "My Virtual Life" more than a year ago, reporters have been heralding Second Life as the here-and-now incarnation of the fictional Metaverse that Neal Stephenson conjured up 15 years ago in Snow Crash. (Wired created a 12-page "Travel Guide" last fall.) Unfortunately, the reality doesn't justify the excitement.

Second Life partisans claim meteoric growth, with the number of "residents," or avatars created, surpassing 7 million in June. There's no question that more and more people are trying Second Life, but that figure turns out to be wildly misleading. For starters, many people make more than one avatar. According to Linden Lab, the company behind Second Life, the number of avatars created by distinct individuals was closer to 4 million. Of those, only about 1 million had logged on in the previous 30 days (the standard measure of Internet traffic), and barely a third of that total had bothered to drop by in the previous week. Most of those who did were from Europe or Asia, leaving a little more than 100,000 Americans per week to be targeted by US marketers.

Then there's the question of what people do when they get there. Once you put in several hours flailing around learning how to function in Second Life, there isn't much to do. That may explain why more than 85 percent of the avatars created have been abandoned. Linden's in-world traffic tally, which factors in both the number of visitors and time spent, shows that the big draws for those who do return are free money and kinky sex. On a random day in June, the most popular location was Money Island (where Linden dollars, the official currency, are given away gratis), with a score of 136,000. Sexy Beach, one of several regions that offer virtual sex shops, dancing, and no-strings hookups, came in at 133,000. The Sears store on IBM's Innovation Island had a traffic score of 281; Coke's Virtual Thirst pavilion, a mere 27. And even when corporate destinations actually draw people, the PR can be less than ideal. Last winter, CNET's in-world correspondent was conducting a live interview with Anshe Chung, an avatar said to have earned more than $1 million on virtual real estate deals, when Chung was assaulted by flying penises in a griefer attack.

One of the things you never see in Second Life is a genuine crowd — largely because the technology makes it impossible. In Stephenson's Metaverse, corporations established their presence along a bustling, almost infinitely long street that residents could cruise at will. Second Life is different. Created by an underfunded startup using a physics engine that's now years out of date, Second Life is made up of thousands of disconnected "regions" (read: processors), most of which remain invisible unless you explicitly search for them by name. Residents can reach these places only by teleporting into the void. And even the popular islands are never crowded, because each processor on Linden Lab's servers can handle a maximum of only 70 avatars at a time; more than that and the service slows to a crawl, some avatars disappear, or the island simply vanishes. "It's really the software's fault," says Andrew Meadows, Linden Lab's senior developer. "Way back when, we used to say, 'This is not going to scale.'"

Blank new world: Desolate corporate headquarters in second life.
Illustrations by Eddie Guy

And yet, so eager are corporate marketers to get in that a small industry has sprung up to help. Business appears to be good — very good. "We have basically not made any sales calls," says Sibley Verbeck, founder and CEO of the Electric Sheep Company, which has built in-world presences for such clients as AOL, Major League Baseball, the NBA, Nissan, Pontiac, and Sony BMG Music. "We would like to. But we can hardly keep up with the Fortune 500 companies that are contacting us."

From an obscure background in computational linguistics, Verbeck has emerged as perhaps the world's leading evangelist for Second Life business opportunities. Dressed in blue jeans and a flannel shirt, his long, dark hair flowing from beneath a wide-brimmed black hat, he looks like a diminutive New Age lumberjack. But Verbeck is also oddly charismatic, with an almost messianic belief in the potential of virtual worlds.

Electric Sheep launched with the mission of promoting Second Life by developing software to make the experience less clunky and off-putting. Bringing in big corporations was a way of generating money and adding new in-world attractions. Marketers weren't interested at first, but that changed after the May 2006 BusinessWeek story and Rosedale's appearance at Sun Valley a couple of months later. "By September, it was crazy," says Giff Constable, an investment banker who joined Electric Sheep after falling in love with Second Life. "A lot of people who missed MySpace said, 'You know what? We shouldn't let that happen again.'"

What do marketers want when they call Electric Sheep? "They don't know," Verbeck says. "Mostly it's 'We've been reading about virtual worlds — is there anything there for us?'" Almost inevitably, the answer is yes. The cost varies greatly: A company can stage an in-world speaking event for as little as $10,000, but hiring Electric Sheep or one of its competitors to create a full-time presence, with a private island and a lot of virtual construction, could run several hundred thousand dollars a year. (Linden Lab leases virtual land to cover its server costs but doesn't take a cut of what companies spend establishing their presence there.) Opt for a really elaborate build, hold frequent events to keep people coming back, and hire an employee or two to keep things running, and the budget could easily hit $500,000 a year.

Joseph Jaffe, the marketing consultant who advised Coke on its in-world presence, dismisses the notion that such efforts might not be worthwhile. "The learning is now," Jaffe says. "You are a pioneer, and with that comes first-mover advantage" — that chestnut from the Web 1.0 boom. And the paltry numbers? "This is not about reach anymore. This is about connecting. It's about establishing meaningful, impactful conversations. So when people ask, 'Why Second Life?' I ask 'Why not?'"

Jaffe logs on to show off Coke's Virtual Thirst pavilion, which was created by Millions of Us, a Bay Area company that does in-world builds. He's a close match for his avatar, Divo Dapto, a trim little figure clad in roll-up jeans and a red-on-white Virtual Thirst T-shirt. "You never know who you're going to meet," Jaffe says as Dapto soars toward the Virtual Thirst pavilion.

The Coke build is expansive, elaborate, and of course empty. But Coca-Cola has a plan. It's sponsoring a contest to create a Virtual Thirst vending machine that it hopes will become ubiquitous in Second Life, just as Coke machines are everywhere in real life. Jaffe professes to be overwhelmed by the number of entries, which he characterizes as "well north of 100."

Suddenly, another avatar materializes. "Ah, there you go," Jaffe exclaims. "Someone's just arrived! I think she's from Japan." As he speaks, Dapto starts air-typing in the weird way that Second Life avatars do, trying to chat up the new Japanese girl. She looks around, then teleports someplace else.

You might wonder what Coke is doing in such a place. "It had a lot to do with hype," admits Michael Donnelly.

Still, despite isolated reports of corporate dissatisfaction with Second Life, the influx continues. Electric Sheep claims to be turning away business. IBM has set up a virtual worlds business unit. Millions of Us, which has also built corporate presences for Intel, Microsoft, Sun, and — full disclosure — Wired, is constructing a virtual Hollywood Hills for show business companies.

What's behind this stampede is not that hard to divine. "A terror has gripped corporate America," says Joseph Plummer, chief research officer at the Advertising Research Foundation, an industry think tank. Plummer has been around Madison Avenue since the early '60s, when modern advertising techniques materialized. "The simple model they all grew up with" — the 30-second spot, delivered through the mass reach of television — "is no longer working. And there are two types of people out there: a small group that's experimenting thoughtfully, and a large group that's trying the next thing to come through the door." Second Life appeals to the latter — the ones who are afraid of missing out, who don't consider half a million dollars to be a lot of money, and who haven't figured out (or don't want to admit) that Second Life is less than the bold new frontier it appears to be.

"For people who've grown up in analog, Second Life is not that hard to understand," says Rishad Tobaccowala, CEO of Denuo, a consulting arm of the global ad giant Publicis Groupe. "I have a store in the real world; I have a store in the virtual world." In contrast, the kind of digital marketing that actually works requires a conceptual leap. Successful online marketing is targeted and specific, like direct mail — but it's direct mail in a fun house, where the recipients can easily seize control of what the mail says, where it goes next, and how it gets there. You need to know how to buy up keywords to maximize search returns, how to make the most of recommendation engines, how to use the viral potential of Web video, how to monitor what's being said in blogs and message boards, how not to blow it by trying to be deceptive. Building a corporate pavilion in Second Life doesn't require any of these things. It's simple and it's obvious.

Virtual worlds will evolve, of course. It's easy to imagine targeted in-world advertising, for example, or a 3-D version of MySpace. Although it won't comment officially, IBM is understood to be working to create a "virtual universe" by building software that will allow avatars to leap from Second Life to World of Warcraft as easily as we now move from Google to Yahoo. The Internet will eventually be full of such 3-D environments; Second Life might even be one of them. But in the meantime, it's just slurping up corporate dollars and delivering little in return.

"Companies say, 'It's an experiment' — but what are they learning?" Tobaccowala asks. "Basically, they're learning how to create an avatar and walk around in Second Life." Which is fine if that's what you want to do. Just don't expect to sell a lot of Coke.

Link to Wired Article

AOL Acquires Behavioral-Targeting Shop Tacoda

Portal's $275 Million Offer Trumps Microsoft's Bid for Third-Party Ad Network

NEW YORK (AdAge.com) -- AOL is bringing behavioral targeting into its stable, acquiring Tacoda, an advertising network that targets users by their online behavior, for $275 million.

The Time Warner-owned internet portal beat out Microsoft in the bidding, according to a person with knowledge of the deal. AOL wouldn't say whether it would deploy the technology on its owned-and-operated sites or across its Advertising.com display network, but would only tout the value of the scale the Tacoda network brings to the table.

Tacoda's scale is important
Scale is important in behavioral targeting, said Mike Kelly, president of AOL Media Networks. "If you don't have scale you're not going to get critical mass on these behavioral packages."

Tacoda launched in 2001, marketing its technology to web publishers and, three years ago, shifted to an ad network approach in which it tracked users across a variety of web publishers with whom it had relationships.

Mr. Kelly said he does not expect being owned by a portal to affect Tacoda's relationship with online publishers. "We have a lot of experience with that with Ad.com," he said. "It's one of the reasons why Ad.com is run as its own entity and Tacoda as well. We've proven it doesn't create a conflict, but creates more scale and value."

Targeted display advertising is expected to be a growing business. One reason: Behavioral-targeting technology is helpful for monetizing sites that aren't naturally commercial or contextual. For example, if a person is surfing an auto website and then moves to a national news site, a behavioral-targeting firm can detect that surfing history and serve up an auto ad on the news site, knowing this person is interested in cars.

Dave Morgan, chairman of Tacoda, said the question for the company was, "How do we get bigger faster? The demand in the market is extraordinary." He suggested Yahoo's recent announcement that it would increase focus on performance advertising is an opportunity for behavioral-targeting firms such as Tacoda, whose technology is usually attractive to brand advertisers.

Expensive form of ad inventory
Still, for advertisers, buying behavioral targeting can be about 20% more expensive than buying other types of online inventory. Some buyers suggest that marketers will begin to use the technology more when they begin to hit diminishing returns from other tactics, such as search.

Incidentally, AOL has been offering behavioral targeting on its site, although not through Tacoda. It had been licensing technology from Revenue Science, one of the other independent behavioral targeting firms.

"AOL is a happy customer of ours for a year and a half, they continue to be and plan to continue to be," said Bill Gossman, CEO of Revenue Science.

AOL is not considered to be done spending in the ad-network space. It recently purchased German network AdTech AG and Third Screen Media, a mobile advertising network, which will live within its Advertising.com unit. Tacoda, however, will operate as a separate division of AOL, much like Ad.com. Mr. Morgan is expected to take a senior executive role at AOL.

Earlier this year, AOL CEO Randy Falco talked up the scale that networks create to a group of advertisers at an iMedia Summit.

"The share of marketing dollars flowing to those top four [Google, Yahoo, MSN and AOL] is increasing," he said. "The simple fact is it's hard to build a network with the scale of AOL."

Link to AdAge Article

Kids Embrace Technology For Its Usefulness

by Wayne Friedman, Wednesday, Jul 25, 2007 7:00 AM ET
WHILE KIDS AND YOUNG ADULTS may be immersed in digital media, there are limits to what they want to know about the technology, according to new research.

A massive study--jointly produced by MTV Networks and Microsoft Digital Advertising Solutions--surveyed 18,000 kids ages 8-14 in 16 countries, offering a wide range of results on digital entertainment and communications platforms.

One major finding is that kids are not focused on the detailed workings of the technology itself: It matters more to them how technology lets them communicate and be entertained. Only 20% of teens and young adults showed any "interest" in technology.

Research on mobile technology data also revealed some interesting observations. In Japan, for example, kids don't really own their own PCs--not until they get to college. As a result, their main digital device is the mobile phone.

MTV/Microsoft also observed kids' growing number of technology-connected friendships--all with an eye to observing how those relationships can influence brands. Kids 8-14 will have an average of 11 online and face-to-face friends--a number that will quickly rise. Young adults 14-24 have an average of 53 online and face-to-face friends.

According to the press release, "friends influence each other as much as marketers do. Friends are as important as brands." Bill Roedy, vice chairman of MTV Networks International, says the study "will help us build stronger and more innovative alliances with business partners across our 137 TV channels and 260 Web and mobile services."

For the still TV-centric MTV, the study showed promising data for television viewing--59% of kids 8-14 still prefer traditional TV over the computer and the Internet. One major exception is in China, where the study noted that 8- to-14-year-olds prefer online over TV.

The countries in the study included: The U.K., Germany, Holland, Italy, Sweden, Denmark, Poland, U.S., Canada, Brazil, Mexico, China, India, Japan, Australia and New Zealand.

Link to MediaPost Article

'Simpsons' Kwik-E-Mart Sales Double

Hollywood Seeks New Ways to Promote Films as Homer Simpson Meets 7-Eleven

By SCOTT MAYEROWITZ
ABC NEWS Business Unit

July 24, 2007 —

While the Simpsons might be a fictional family, the very real cereal, soda and doughnuts from their cartoon world are flying off real-world shelves.

For the past three weeks, 7-Eleven has transformed 12 of its convenience stores into caricatures of the Kwik-E-Mart widely recognized as a staple of the cartoon family's fictional town, as part of a promotion for the soon-to-be-released "The Simpsons Movie."

The stores have been carrying boxes of KrustyO's cereal, Buzz Cola, pink doughnuts and special edition "Radioactive Man" comic books. The convenience store also renamed its Slurpee frozen drinks "Squishees."

Though one key Simpsons beverage, Duff Beer, did not make it to the shelves, fans of the hit TV show seem to be jumping at the chance to buy the other once-fictional products. The number of customers to walk through the doors at these special stores has roughly doubled, as have have sales, according to the company.

SEE THE SIMPSONS PRODUCTS

Since the promotion started July 2, more than 960,000 cans of Buzz Cola have been guzzled up.

Maybe fans were washing down their pink "Sprinklicious" doughnuts, the type favored by Homer Simpson. The convenience store chain has sold more than 880,400 of the doughnuts nationally in the past three weeks.

The company has also sold 1.1 million Simpsons' Squishee-Slurpee cups.

In total, the convenience store chain has sold more than 3.4 million units of Simpsons merchandise and generated 64.3 million clicks on its Web site, through Sunday. The promotion ends July 31.

"The Simpsons Movie" tie-in has been phenomenal, and so much fun for our franchisees, employees, customers and "Simpsons" fans," Rita Bargerhuff, senior director of marketing at 7-Eleven, said in an e-mail.

"While we knew that our customers and 'Simpsons' fans were often the same people, it has been amazing to hear stories of how people would drive across state lines to see the life-size characters, try the Sprinklicious donuts, buy Buzz Cola and KrustyOs and chuckle at the amusing signs throughout the store," she wrote.

So are the "Simpsons" products helping 7-Eleven's bottom line?

It's is hard to say. The private company, based in Dallas, doesn't release detailed sales figures, but it did give ABC News a summary of some of its "Simpsons"-related sales.

And because the company branded only 12 of its 6,000 stores as Kwik-E-Marts, a doubling of sales in those locations really doesn't affect the company's overall sales. But the free publicity sure doesn't hurt.

Fiction Meets Reality

There was a time when a successful movie promotion consisted of giving away plastic cups and toys with the purchase of a burger and fries.

Not anymore.

While fast food tie-ins are still a major part of generating hype for a new film, today Hollywood seeks larger and more creative means to create buzz. Call it organic, viral or guerrilla marketing.

The "Simpsons" promotion further blurs the line between reality and fiction.

It used to be that marketers tried to work real-life products into movies and TV shows. While that still happens, today some highly known fake products are creeping into reality.

One of the first was the Bubba Gump Shrimp Co., a seafood restaurant chain that came out of the hit 1994 movie "Forrest Gump." The first restaurant opened two years after the movie premiered. There are now 21 outlets in the United States and seven abroad, including locations in Tokyo, Hong Kong and Cancun, Mexico.

Items from the "Harry Potter" books and movies have also jumped from fiction to reality. Candy from the books  Bertie Bott's Beans  are now available from jelly bean manufacturer Jelly Belly.

"'The Simpsons' 7-Eleven campaign feels wonderfully fresh to me," Drew Neisser, CEO of Renegade Marketing Group told ABC News when the promotion started. "'Simpsons' fans are already buzzing about it."

7-Eleven converted only 11 stores in the United States and one in Canada but still managed to create a strong buzz, Neisser said.

"For 'Simpsons' fans, this is an inside joke on a colossal scale," he said. "Among 'Simpsons' fans, this conversion is sure to enhance their perceptions of 7-Eleven as a cool place to shop. What it is really clever about this is the blending of reality and fiction."

The Art of Hype

The marriage of movies and completely unrelated companies is nothing new. Fast food chains for years have offered collectible toys or plastic cups to mark a movie's release.

"James Bond" movies have always featured fancy cars, and the series had a major tie-in with BMW a few years back. When the latest "Shrek" movie came out, the producers teamed with Energizer batteries to market the film. "Shrek" had also joined with Burger King for its first two movies, and McDonald's for the latest one.

The number of promotions is also growing.

When "Spider-Man 3" was released, it had several different tie-ins.

Baskin Robbins launched a limited edition ice cream that included extra cream in the form of a web. Sony Ericsson launched special phones that included "Spider-Man" games, movie clips and wallpapers.

Even the U.S. Postal Service is getting in on the action, recently converting 400 mailboxes to look like R2-D2 from the "Star Wars" movies. The change was in honor of the franchise's 30th anniversary. A special stamp was issued to mark the occasion.

Promotional Nightmares

Not all marketing schemes go smoothly though.

Last summer's action film "Snakes on a Plane" tried a new promotion that sent people to a Web site so they could send their friends a phone message. The movie's star Samuel L. Jackson would call and in a partially personalized recorded message, urge people to see the movie.

But the system overloaded and in many cases, phones rang but the message was missing.

The most famous promotion mishap occurred last January in Boston, where citizens and police mistook dozens of blinking electronic devices showing a crude cartoon character for bombs. The campaign for the Cartoon Network's "Aqua Teen Hunger Force" backfired miserably. Police shut down bridges, and the entire city of Boston went on terror alert.

In the end, the head of the Cartoon Network resigned and Turner Broadcasting and an advertising agency involved in the promotion agreed to pay the city of Boston $2 million in compensation for its emergency response. The Cartoon Network is a division of Turner Broadcasting, whose parent is Time Warner.

Neisser said he didn't foresee any such problems with "The Simpsons" promotion.

"No one is going to freak out and call the cops when their 7-Eleven is suddenly a Kwik-E-Mart," he said. "My guess is that many won't even notice, but those who do will feel like insiders, which is one the true measures of a successful guerrilla effort."

Seeking New Ways to Grab Attention

These marketing techniques are aimed at cutting through all the clutter in the traditional marketing areas of TV and radio, said Kevin Corbett, a professor at Central Michigan University's School of Broadcast and Cinematic Arts.

But he said what was unique about the 7-Eleven campaign was that it jumped back to one of the oldest forms of advertising: storefront ads.

Many stores still use sandwich-board-style advertising, he said.

"In an age where the costs of promoting and marketing a movie can be greater than the actual production costs, these 'old-school' marketing techniques are kind of interesting," Corbett said. "Whether or not they're effective is another matter."

Stephanie Sigg, a freelance art director who worked for a number of ad agencies and in other areas of the entertainment industry, said advertisers were now trying to create "brand experiences." She said people were looking for new ways to activate and entice an audience.

Will a campaign at 12 stores really draw millions of people to the "Simpsons" movie?

"I think this effort is designed to get the hardcore "Simpsons" fans excited and in seats opening weekend," Neisser said. "If they go in droves, they can then spread the word to the less enthusiastic fence sitters."

Several of those fans were packed into a New York 7-Eleven on its first day of "Simpsons" sales, buying any product they could. The store ran out of the KrustyO's by 1 p.m.

Jill Duboff of New York was one of those fans. She spent $18.09 on "Simpsons" goods in the store near Times Square. Her purchases included some Buzz cola and copies of the "Radioactive Man" comic book.

"I'm so happy. I'm such a huge 'Simpsons' fan," she said on the way out of the store.

So will this promotion make her more likely to see the film?

"I would have seen the movie anyway," she said, "but I would not have shopped at 7-Eleven otherwise."

Hide the Button: Steve Jobs Has His Finger on It

Apple CEO Never Liked
The Physical Doodads,
Not Even on His Shirts
By NICK WINGFIELD
July 25, 2007; Page A1

The iPhone is Steve Jobs's attempt to crack a juicy new market for Apple Inc. But it's also part of a decades-long campaign by Mr. Jobs against a much broader target: buttons.

The new Apple cellphone famously does without the keypads that adorn its rivals. Instead, it offers a touch-sensing screen for making phone calls and tapping out emails. The resulting look is one of the sparest ever for Apple, a company known for minimalist gadgets. While many technology companies load their products up with buttons, Mr. Jobs treats them as blemishes that add complexity to electronics products and hinder their clean aesthetics. (Early iPhone sales figures from AT&T Inc. disappointed Wall Street. See related article.)


Buttons have long been a hot-button issue for Apple's CEO. Bruce Tognazzini, a former user-interface expert at Apple who joined the company in 1978, says Mr. Jobs was adamant that the keyboard for the original Macintosh not include "up," "down," "right" and "left" keys that allow users to move the cursor around their computer screens, giving it a sleeker appearance than other personal computers have. Mr. Jobs's reasoning, says Mr. Tognazzini: Omitting the cursor keys would force independent software developers to create programs that used the Mac's mouse -- a novel technology at the time.

"He wanted the thing to look nonintimidating," Mr. Tognazzini says.

Mr. Tognazzini says the strategy worked, but he adds that many users still craved cursor keys and other buttons missing from the original Mac. Just days after Mr. Jobs resigned from Apple in 1985, Mr. Tognazzini proposed a new keyboard that ended up nearly doubling the key count of the original Mac keyboard, earning it the code-name USS Enterprise for its girth. Customers snapped it up when it went on sale in 1987.

Spirit of Simplicity

The spirit of simplicity extends even to Apple retail stores. The elevator in Apple's popular Tokyo store, for instance, has no floor buttons. It stops on every floor of the four-story building. "I got used to this," said Hiroshi Kawano, 40-year-old employee of a printing firm, on a recent visit to the store. "It's simple, and I like it."

At an Apple event two years ago, Mr. Jobs mocked the complexity of traditional remote controls for consumer-electronics products, including "media center" computers designed by Microsoft Corp. and its partners. He showed an image comparing media center remotes that had more than 40 buttons each next to a new Apple remote control for playing movies and music on Macs. The Apple remote had just six buttons.

"I don't know that there's ever been a slide that captures what Apple's about as much as this one," he said. Mr. Jobs was wearing the button-free long-sleeve black shirt that has been his trademark at public appearances. A Microsoft spokeswoman said the company declines to comment on the button issue.

Roger Kay, a technology consultant who does work for Microsoft, says there's legitimacy to both the Microsoft and Apple camps' differing approaches to buttons. "If you're a wonk and you want lots of controls and features, Microsoft is right for you," Mr. Kay says. "If you want a simple experience and you're not tech-savvy, then you'll probably do better with Apple."

Sensitive Switch

In 2000, Apple introduced the Power Mac G4 Cube, a computer that replaced the traditional mechanical power buttons of most computers with a touch-sensitive on/off switch that blended inconspicuously with the machine's eye-catching plastic case.

Unfortunately, the switch proved too sensitive for many users, who found it easy to accidentally turn the computer off with a casual stroke of the hand. Apple discontinued the G4 Cube a year later.

In the '80s, Apple computer scientist Larry Tesler recommended that the company offer a computer mouse with a single button on it, reasoning that it would be less confusing for users. Years later, after Mr. Jobs returned to Apple and much of the personal-computing world was making the switch to more versatile multibutton mice, Mr. Jobs resisted the idea that computer mice should have more than one button, a former Apple executive says.

The executive says he suggested to Mr. Jobs about four years ago that it was time to finally offer a multibutton mouse. Mr. Jobs strongly rebuffed the idea, criticizing the multibutton mouse as "inelegant," the executive says.

New Mouse

Apple finally relented two years ago and it began selling a multibutton mouse. "When Steve hits on something important to him, for either a personal reason or a design reason, he sticks with it for pretty much his whole life...until someone can absolutely prove him wrong," says Steve Wozniak, a co-founder, with Mr. Jobs, of Apple.

An Apple spokesman declined to comment or to make Mr. Jobs available for this story.

When it comes to product design, Mr. Jobs functions like an exacting editor, challenging hardware engineers and industrial designers to trim unnecessary features that don't add value to a product, says one former Apple executive. Colleagues who share his sense of aesthetics -- like Jonathan Ive, Apple's senior vice president of industrial design -- tend to have the most successful careers at the company, several former executives say.

Apple's designers and engineers are often "more royalist than the king," says Jean-Louis Gassée, an Apple executive during the '80s. "They know the pain if they don't" fall in sync with Mr. Jobs, Mr. Gassée adds.

Users often seem to quickly adapt to quirks in Apple's designs. When the company introduced the iPod in late 2001, the most common calls to Apple's technical support lines for a time were about how to turn the device, which lacked a clearly defined power button, off and on, says a former Apple executive.

Eventually, the confusion ebbed as users become more fluent with the iPod, this executive says.

With the iPhone, Mr. Jobs is making a similar gamble that users will quickly familiarize themselves with typing text and phone numbers on the device's "virtual" keyboard -- a set of "buttons" simulated by software rather than etched in plastic keys on the front of the device. Mr. Jobs has said the decision to omit physical buttons from the front of the iPhone was driven by functional, not aesthetic, considerations since a virtual keyboard can be hidden when users want more screen space to view a map or watch a movie.

When asked on stage at a recent conference sponsored by The Wall Street Journal whether there was any debate internally about the decision to include a virtual keyboard with the iPhone instead of a physical one, Mr. Jobs had a suitably minimalist answer.

"None," he said.

Link to Wall Street Journal Article

Nokia Acquires Media-Sharing Platform Twango

Twango , a service combines online storage with social networking, has just been acquired by Nokia.

Read/WriteWeb posts a helpful chart that shows how device-friendly Twango is.

Twango's ability to play nicely with other devices is apparently what attracted Nokia, as the mobile company plans to use it to allow users to share multimedia via PC and mobile. The service supports over 100 file types and has a host of other features, including embedding, sharing and tagging.

Twango's Randy Kerr told Read/WriteWeb that media sharing is still in its infancy, citing a Forbes stat that claims "only 7 percent of digital images captured in 2005 were uploaded to the web."

Twango's target is in the 24-39 age group, older than most other social networks.
The company started in the fall of 2004 by five former Microsoft employees. It officially launched last October.

Link to Marketing VOX Article

Tuesday, July 24, 2007

AT&T nets 1.5M subscribers in Q2

AT&T's wireless unit has posted its second quarter results, which include a net gain of 1.5 million wireless subscribers (partially thanks to the iPhone) to reach 63.7 million. "Mobility is a major growth engine for AT&T," AT&T CEO Randall Stephenson said. "Our launch with Apple of the breakthrough iPhone has quickly redefined customer expectations for their wireless experience, initial response was unprecedented, and sales in July continue to be strong. On June 29, we also announced an agreement to acquire Dobson Communications, which will further expand our wireless coverage in key rural and suburban areas." Here are some other key metrics from the quarter:
  • The June 29 iPhone launch allowed for less than two days of sales and activations before the end of the quarter, but AT&T activated 146,000 iPhone subscribers during those two days.
  • Total service ARPU in the second quarter was $50.63, up 3.6 percent.
  • Total churn, including prepaid and reseller results, was 1.6 percent, down from 1.7 percent in the year-earlier quarter.

For more on AT&T's Q2:
- read this press release

Link to the FierceWireless Article

Facebook Driving Traffic to Widget Publishers

A dramatic increase in traffic has resulted for publishers that have built and deployed widgets on the now-open Facebook platform, according to an analysis of Quantified Publishers* by Quantcast Corporation, an open internet ratings service.

“Just six weeks into Facebook’s open platform initiative, we are seeing striking results,” said Konrad Feldman, cofounder and CEO of Quantcast, which terms the phenomenon “The Facebook Effect.”

Since Facebook’s open platform initiative began on May 25, three leading widget publishers, each with multiple applications running on the Facebook platform, have seen significant growth in daily unique visitors, according to Quantcast data:

  • Slide, the leading personal media network, has more than tripled its global reach in website traffic:
    • Slide grew domestic US daily unique visitors from approximately 312,000 to more than 1.1 million, an increase of 265%.
    • Slide grew global daily unique visitors from approximately 753,000 to more than 2.3 million, an increase of 207%.
  • HOTorNOT, an early leader in social media, has doubled its global reach in website traffic:
    • HOTorNOT grew domestic US daily unique visitors from approximately 182,000 to more than 350,000, an increase of 98%.
    • HOTorNOT grew global daily unique visitors from approximately 289,000 to more than 722,000, an increase of 152%.
  • RockYou, creator and distributor some of the most popular self-expression widgets, has more than tripled its global reach in website traffic:
    • RockYou grew domestic US daily unique visitors from approximately 145,000 to more than 521,000, an increase of 228%.
    • RockYou tripled its global reach, increasing global unique visitors from approximately 286,000 to more than 1.3 million, an increase of 339%.

These charts show the relative growth in daily unique visitors for domestic (US) and global audiences for the three sites:

*Note: Quantified publishers are those that have joined Quantcast’s Quantified Publisher program and added pixels to their web pages for direct measurement.

Link to Marketing Charts Article

Luxury Consumers: What Counts Are Experiences, Not Things

Luxury consumers in the US and much of Western Europe are remarkably similar in many ways, especially in the emphasis they place on experiences rather than ownership, according to a report by the Consumer Research Center of The Conference Board.

“The largest share of luxury consumers (44%) and the largest share of consumers in each country most strongly agree that ‘luxury is having enough time to do whatever you want and being able to afford it.’ So, for luxury consumers worldwide, time is the ultimate luxury,” said Lynn Franco, director of The Conference Board Consumer Research Center.

The report was sponsored by Conde Nast Publications, Gucci Group, Gibson USA, The Ritz Carlton and Tru Vue and is based on an online survey of 1,800 affluent consumers in the US, China, France, Germany, Italy, Japan, and the UK. Respondents were over age 18 and in the top 25% income brackets.

Some findings from the report, “The Global Luxury Market: Exploring the Mindset of Luxury Consumers in Seven Countries”:

  • Time is the most highly valued luxury (named by 35% of respondents as best matching their personal definition of luxury), then life experiences (25%), followed by having comfort, beauty and quality (18%).
  • About one-fourth of luxury consumers strongly agree:
    • Luxury is less about the material things one has or one owns and more about how one experiences life, a sense of happiness and satisfaction (26% strongly agree).
    • Luxury is being comfortably well-off and not having to worry about tomorrow (25% strongly agree).
    • Luxury is the finer things in life that surround you with extreme comfort, beauty, and quality (25% strongly agree).
    • Luxury is the “best of the best” in all aspects of your life (18% strongly agree).
  • Luxury consumers’ favorite pursuits worldwide include tech-related activities and travel:
    • Activities, such as using a personal computer, the internet, or a cell phone, rank as the most participated-in lifestyle activities by nearly three-fourths of all luxury consumers.
    • Travel is next, with 69% of luxury consumers worldwide reporting an interest.
  • The most popular status luxuries owned across the countries surveyed:
    • Collections of antiques and rare items (30%)
    • Original art, paintings and sculpture (31%)
    • Vacation/second home (27%).

Some differences among cultures, according to the study:

  • American luxury consumers lead in ownership of antiques or collections of rare items, while the Italian luxury consumers are more likely to own original art.
  • The Italian luxury consumers also enjoy the highest share of vacation or second homes; their next most widely owned status luxuries include collections of fine jewelry and watches (24%), fine musical instruments (22%), and collections of fine wine and spirits.
  • Chinese luxury consumers lead the other countries in ownership of fine jewelry and watches and in fine wine and spirits ownership.
  • French consumers have the highest incidence of fine musical instrument ownership.
  • Compared with luxury consumers living in other countries, Japanese consumers trail in their participation in the various lifestyle activities included in the survey, such as photography (enjoyed by only 30% in Japan, compared with the international average of 59%); avid book reading (35% versus a 58% average); listening to records, tapes, DVDs (37% versus 56%).
  • American luxury consumers are notable for their interest in cable/satellite television, pets, physical fitness and health foods, electronics, and investing in stocks and bonds.
  • British consumers are distinctive in their strong interest in internet and cell phone use, videos/DVDs, wine, gourmet goods, health foods, avid book reading, and cable/satellite TV.
  • German, Italian and French luxury consumers tend to be similar:
    • German consumers are more involved in reading books, attending cultural events, gardening, and home furnishings.
    • Italian consumers share many of the same interests as those in Germany, but they are more active in travel.
    • French consumers are similar to those in Germany and Italy, too, but with an even greater interest in gourmet food and wine.
  • China has the greatest interest in photography, electronics and home furnishings.

“For the largest share of luxury consumers, luxury is not specifically related to how much something costs or what brand it might be,” says Pamela Danziger, president of Unity Marketing and author of the report. “Luxury is highly personal and something the individual interprets and judges for him or herself. But while luxury is highly personal and separated from price and brand, luxury is expected to be something with a quality that sets it far above the ordinary product.”

The vast majority of luxury consumers surveyed say they reject conspicuous consumption or buying to impress: The person who most matters when it comes to luxury is the individual and how he or she experiences, interprets, and feels about his or her own luxury lifestyle—not what some neighbor, colleague, or coworker thinks.

While brands don’t necessarily define luxury, many luxury consumers look to the brand and the brand’s reputation as a signal of quality, according to the report. China is the only country surveyed in which a significant portion of consumers (46%) tend to agree that luxury is defined by the brand.

Link to Marketing Charts Article