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video killed the internet star…

11 Apr

the dea skinny on what’s happening:

if video killed the radio star, as the buggles 1979 song noted, it will also kill the free internet as we know it today. perhaps one of the most frustrating things we see is the telecom industry self-disparagingly blaming and flagellating itself for their “telco-head” slow innovation mentality. go easy on yourselves. we don’t even remember that stupid isdn idea from decades ago. we forgive you that. unlike 2-person-inked-hipster-social-video-internet startup types who can move quickly in their studio apartment virtual world-is-flat businesses, telcos have major constraints for good reasons. we all need to get that.

it is a simple fact that telecom companies are huge, their employees numbering in the many hundreds of thousands of people, who deploy billions of dollars of network infrastructure comprised of expensive switches, fibre-optics, cell towers, transmitters, microwave, and yes, miles of conduits and telephone poles. did we mention software?  read their balance sheets. these are BIG players. you try doing it. and try doing it quickly. plus they have to deal with pain-in-the-neck regulators in a million different jurisdictions who sometimes want pie-in-the-sky open everything for nothing. in the end, if you want a simpler business to run, buy a large international airline – it is child’s play by comparison. and telcos are the people who supply you your life’s blood: the internet.

to add insult to injury, we all expect it from them for free. like free video. facebook,  webex, youtube, netflix, hulu and The Content Which Cannot be Mentioned, porno, which some estimate already consumes almost 30% of the internet at any given time and is video-bandwidth intensive in nature.  video, unlike “bursty” interactive traffic which is more easily multiplexed for which the telco nets were originally designed (voice and now data), is long content, persistent in duration and session length and THE ultimate major bandwidth hog which multiplexing technologies cannot help as a “biggest loser” medium as easily. there is short and long form video and the long form is REALLY long.

on video traffic growth, ask the whizzes at cisco if you don’t believe us nor trust what the telco engineers have been saying for ages. the recent cisco visual networking index report  which tracks visual networking traffic stats that by 2015, video traffic on the internet will be 70% of all consumer traffic. sure, this is a self-serving vendor forecast (man, did they blow their e-learning traffic growth projects in the past!) but you catch the general drift so go with us on this. they are directionally dead-on. in the ballpark. no one is arguing against their general case.

for a telcom provider, the arithmetic for all this stuff adds up. adds up big. adds up huge. as in billions and trillions of dollars world-wide. by 2015, some projections say worldwide capital spending will reach $225 billion dollars per annum. but we are a spoiled “trophy” generation who expects its sushi and creme brûlée just so and we therefore naturally expect free bandwidth because we are “digitally entitled”, having grown up and actually gotten used to the freemium freakonomics of internet access. the era of over-investment and global crossing and worldcom and excess bandwidth is long over. video ate it up while you were grooving out on youtube videos of singing cats and your company’s mind-numbing webex meetings. but if you do the math kids, you will see the party is over and you need to grow up. video is here to kill it all for all of us.

the stakes:

trillions of dollars over decades in capital expenditures and at least $225 billion/year worldwide by 2015. we said that already. did it sink in? you don’t need a nobel prize in economics to figure out “free internet video” is over. but  who will pay? you. many telecom players will start taking it out of your pockets. they have to….it’s only business to quote michael corleone in the godfather. the recent att kerfuffle around “cramming” your cell bill with extra “value added network” charges is only the beginning. 

the dea takeaway:

if you are a telecom service provider, consider handling demand with special video rate schemes. yes, we know the natives will revolt and everyone will hate you but somebody has to pay for this. the airline seats are packed to the gills now and airfares are high, but at least, for now, they are temporally profitable. you are already working with the major bandwidth hogs for revenue shares, when they will take your calls, at youtube, hulu, netflix and the porno industry (we have no idea how to contact that last group) as well as the networks. so you have 5 simple alternatives: 1.) revenue sharing with the IP video providers (and that is chump change relative to your future build-out costs) unless you share rev with google, et al. 2.)  dampen video demand through new revenue streams a/k/a higher prices, a blunt instrument which works well (aka tariff play) at the access & service layers and then tango dance with regulators to do this as only your century-experienced clever rates & tariffs people and lobbyists know how to do so well, 3.) partner again or re-think cable franchise deals/acquisitions Justice Department be damned, 4.) develop new bundled services like att’s U-verse,to offload it and charge value-add as you are doing now, or 5.) and this is the least attractive, suck it up and build massive parallel new infrastructure and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access.

if you are a video IP TV content provider or content-producer or anyone else creating services, applications and, most importantly content, get used to the idea that you will need to bake increased IP video network telco access, transport and costs into your models now. don’t act shocked or angry when the telcos start to tell you this stuff costs money and that you have been getting a free ride for years. them days is over.

if you are a network-centric hardware, firmware or software infrastructure or service player, start innovating faster. you can make a ton of money if you continue to find new ways to compress, compact, route and shrink down bandwidth-consuming fat into nothing. this will take decades.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

check please…mobile electronic payments are the missing plumbing we need

8 Dec

(eyeball time: 2.2 minutes unless you fast-scrub the video)

the dea skinny on what’s happening:

www.google.com/wallet

by now you know we are not anybody’s lapdog (we tastefully forgo using the rap music alternative submissive relationship adjective here so please note our class).

look, you have lots of stuff to track and worry about out. so we bring this to your attention because it is one of the most non-glamourous but important things you need to track so pls listen up:  it’s how you get paid. we have discussed micro-payments and all the other plumbing needed to power games and all other forms of digital entertainment. but let’s get real. digital entertainment isn’t a big enough tail to wag an electronic commerce payment solution dog. even with facebook credits. but retail business-to-consumer sure as hell is…but you already knew that. besides amazon’s, apple’s, ebays’s and paypal’s legendary contributions in the digital payment space, google now makes it possible to purchase stuff on a mobile basis in physical retail outlets with their initial wallet offering.

google, with mastercard, is blazing a trail here with no help from our friends at the telcos. verizon just delayed allowing google’s electronic wallet solution on the samsung galaxy phones. we won’t waste your time or your pixels on a deep dive on this, the la times already did a brilliant job so check this if you need more.

the stakes:

think of it this way. basic trans-platform digital currency. digital currency which works the same in ALL worlds…on all devices and all services the same way: game worlds, movie worlds, tv worlds, music worlds, real world restaurants, stores and any point of sale. the same consolidated financial transaction records and interconnected devices. beyond paypal, ebay, second life world lindens or game coins, frequent flyer points,  way beyond amex, visa or mastercard or even square up. the ancient long-gone roman empire sorta pioneered this concept with the “coin of the realm” idea. the euro, which ain’t so hot these days, is a build on it since charlemagne.  the stakes are so huge it would be an insult to even try and convince you because you are already there.

we believe telcos are in a unique position to move the mobile payment world forward, despite the vision-impaired executives at verizon (who would now go work in the netflix marketing department where they belong). players like sprint already are leading as a small mighty mouse as usual in this area,  but asia, as with most things, is way ahead of the u.s.a. on this. so we don’t see them doing it in the u.s.a. we believe all new digital payment innovation will come from asia, driven by a.) smart innovators, b.) a mobile computing-based population of 4 billion people, c.) lots of great mobile device manufacturers who work well with infrastructure players like telcos.

the dea takeaway:

if your are a creative industry content creator or publisher, get educated fast in this area and built these digital payment solutions into everything you build at the service layer. bet on multiple tables and allow your customers multiple payments options. don’t worry about accepting diners club though. we think that is over. (as they say in japan, “we just told a joke to you [now laugh or I lose face]”

if you are a telco executive, try and forget that fact, “think differently” to quote our patron saint steve jobs, and do something your industry never does: innovate. no more excuses about massive capital deployments, security, etc. that is just too lame a set of luddite excuses. all cell phones now have security built in and players like google have baked it in already. wake up and answer the phone! hellooooo! you guys need to lead. you finally woke up to the net at the turn of the century, after pushing stupid failed isdn concepts for decades, don’t make us wait on this for pete’s sake! this is huge! what are we missing here? and revise your tariffs now to make it work and don’t be so greedy like you have been with sms fees which are so high they have completely stifled innovation.

if you are a credit card player like mastercard, visa, amex, etc. continue to make the smart moves you are making with micropayment and mobile payment companies. if you don’t, risk adjustment notwithstanding, you will lose. but the good news is that you guys get it. sorta. keep pushing and spending. this is the future and you know it.

if you are a retailer, check out new alternatives in the payment space. small businesses are loving square up despite some of its severe limitations. monitor google and the phone companies if the later ever start elephant-lumbering forward soon.

e3 & the state of the game industry (and why sony gets it despite hacker issues)

8 Jun

e3 2011

(eyeball time: 3.0 minutes but you might read faster…but if you check the cool video links …god only knows… you are on your own…)

full disclosure: we have no business or commercial interests with sony. this is an independent assessment.

the dea skinny on what’s happening:

www.e3expo.com

o.k. so we are at e3 in los angeles with all the pimply gamer geeks and tons of scantily-dressed video game demo bimbos hired to make geeks-who-can’t-talk-to-girls feel better about themselves and buy more games and looking at everything and finding no big breakthroughs this year. you were smart to stay home. sure, there are more microsoft kinect-enabled titles. sure there astounding looking 3d/hd graphics making major video titles look like, well, movies you direct. and yes, there are hand-held 3d nintendos and new psp (psvita) units coming out as well as the 100th. version of “medal of honor 4” and “halo 4” with ad-on pack features as well as a million new shooter games which all look the same. blah, blah, blah. sighs.

the bigger picture is this: the entire video game industry had negative growth this last year, down 2-5% depending on whose unreliable numbers you look at. and that is because it is in the middle of a major disruption, moving from a predominately console-based world of $60 games to cloud-based free-to-play cloud based, mobile social games and a much more complex gaming audience being fueled by older baby boomer and women. yes, the blockbuster shooter titles will always be there and aren’t going anywhere soon. but interesting enough, traditional players like ea are finally get it and are doing something about it as are brick-and-mortar-but-on-online retailers like gamestop who are transitioning their business models brilliantly so they don’t become the next blockbuster video roadkill in the game retail space (more on them later and elsewhere).

but for us, sony is one of the most interesting companies navigating this transition and is best-in-class at managing the elephants-can-dance paradigm shift, tipping point, black swan, creative destruction transition thing (enough cliches there for you?) going on in the video game world today. despite all the hoopla around the playstation network security break-in (don’t gloat buddy, you are next on the hacker’s list- just ask Nintendo), and its slow growth on psp game console sales, sony is well-positioned to play on multiple tables with different content, service and hardware offerings: traditional console games for the trans-media living room (ps3+), mobile gaming devices psp (new psvita), pay-to-play games on the Sony Playstation Network and the newer Sony Online, sony’s MMO cloud offering you have heard about lately for all the wrong reasons.

the stakes:

the key ingredient for success for managing through an industry disruption, like the one facing the video game industry today, is the ability to build new franchises while preserving or actually cannibalizing existing franchises. what makes sony different from others with its 75+ million plus subscribers on all their gaming platforms (compared to Microsoft’s XBox’s console-based approximately 25+ million users)  is that they have separate segmented offerings by platform type. they are playing on many tables and are ready if the MMO cloud world takes over beyond their current small base of around 800k users. but what we also love the most is sony’s ability to make bets on new, innovative indie game developer video game content (such as “flower” discussed on this site and a video preview is available to your left on the video menu). they provide developers with a free set of game development tools and support indie game developers more than any other major industry player. (see www.indiecade.com) their virtual world capabilities on the playstation network enables your Sony avatar to enter and play different game in different virtual worlds, something only once-promising star “second life” enabled. in short, sony, unlike any other industry player is well-positioned on many tables to dominate over time.

the dea takeaway:

for general management & biz dev people: we get that making millions is very, very hard to do and that established cash-cow franchises are hard to move off of in order to explore seemingly much less certain bets in new spaces which your management team may not believe in or support. the old cash cow franchise always dwarfs the potential new one almost every time, even when the cow’s milk slows down and stops flowing, ergo no interest in anything but short term thinking. but all the evidence shows that when companies or product lines fade, die or fail, it is because everyone is in collective denial and running to the legacy revenue mattresses. net net, make some wide-ranging bets like sony has and think deeply about where things are going. think partnering on a revenue-share basis or licensing if new spaces are spooky to you.

for game developers: think about the fact that while building casual games for Facebook and the apple and android app stores looks attractive and easy, realize that your odds of making it are probably slightly worse than getting signed as an indie rock band at SxSW with 10,000 other bands playing at the same time. check out the big players like sony and see how you can fit in their ecosystems.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

the trans-media convergence future and “pervasive experience”…from Corning

14 Mar

(eyeball time: 5.3 minutes for the cool video clip…)

you may not know it, but corning was a stagnant usa rust belt glass company until they pioneered the development of high impact glass for mobile devices, large flat screen tvs…and yes, even that “telestrator” blackboard wolf blitzer and everyone at cnn uses non-stop to show you election results to earthquake data…today, they own the world…look at your phone…your computer…your video screen…corning is in your face… with practically bullet proof glass… and wait till you see the new flat screens we saw at ces this january in las vegas which will hit the market by june, 2011 at a best buy store near you…

our transparency moment about our relationship with glass companies, with a nod to madoff’s folly: we have no economic or business interests or relationships with corning (they don’t even know we exist, much less care)…so we show you this blatantly wonderful visionary video made by corning that shows one of the many ways we believe that trans-media/convergence is entering our lives…sooner than you think…  we call this the world of “pervasive experience…” we remember the first apple visionary video from the 1990s…visioning an iPad-like device…and tablets…they are here now and the technology curves are much steeper…so you get things much faster…

so as the perfume ad for obsession perfume says…”share the fantasy”….

nothing else to say…

creating fun branded trans-media content for mobility: Tocquigny’s TripCast™by Jeep®

3 Nov

Tocquigny's TripCast™by Jeep®

(eyeball time: 2.5 minutes but you might read faster…or longer if you get into the cool video clip…)


the dea skinny on what’s happening:

http://www.tocquigny.com

check it out… it’s Jeep®’s first iPhone application: TripCast™, a trek-tracking, geo-social sharing utility which leverages iPhone as a mobility platform using all its bells as whistles for Jeep® branding purposes. Check the vid now… please…or else you won’t know what we are talking about below unless you are a savant or swami with powers none of the rest of us have… more below…

a lot of advertising or interactive agencies talk the trans-media talk but few know how to do it. Comes Tocquigny, an amazing austin-based full service interactive, social and mobile marketing firm. they get it on pretty much everything and are creating very innovative trans-media campaigns and solutions to enhance brands.

o.k., more on why we love this iPhone app…

1. this is what great product branding is all about

Tocquigny ‘s TripCast™by Jeep®  fully leverages apple’s iPhone as a mobile entertainment platform for the Jeep® brand… Jeeps® are about adventure. but you knew that. while it is true that you can make a social statement pulling up in a tuxedo or ball gown in a Jeep®  for valet parking at the next met ball in nyc, Jeeps® are more about, well, like taking an adventure trek someplace. to swipe another product’s motto: “share the fantasy!” mobility can also be about adventure, travel, maps, social networking, personal videos and photos…they all are fun and…you got this by now…so are Jeeps®!

that appears to be the general logic behind Jeep’s® TripCast™, which enables you to share and broadcast your trip, via twitter and twitpic to friends and family as a well as map your trip data in real time and listen to iTunes music. you can also store your trip for all kinds of Jeep®-like adventures which are part of the Jeep® “adventure experience” brand: kayaking, biking, and hiking. TripCast™ by Jeep® is a part of a new form of socially branded entertainment emerging in the marketplace. you don’t need a Jeep® to use TripCast™  so it is subversive the way the best advertising always is…it gets you thinking life might be more fun owning a Jeep® having an “adventure experience” parked in your driveway, available on demand . [note to don draper: that is great creative branding.] the trans-media entertainment experience is synonymous with the brand. the iPhone application features leverage the brand and the mobility concept wonderfully in an integrated way.

2. leveraging trans-media content with the mobile platform’s features

most iPhone applications are “hi! I am an application. I happen to be running on your iPhone. but that is just because i can.” true, there are thousands that leverage one or more aspects of the iPhone’s features but most don’t. Jeep’s® TripCast™ goes the extra mile using features built into the iPhone in a broad and deep way most others don’t: real time mapping, the iPhone camera, video, connectivity to facebook and twitter/twitpic, music from the iTunes store and mash ups with gowalla and foursquare’s technologies which run on the mobile platform as well.

3. showing how powerfully trans-media can work for mobile

it is sad but true that most brands simply “get on facebook” and think they are done. they don’t think about how they can leverage their brand  features with the features of the platform with which they are working. the core qualities of what their brand is about…in Jeep®’s case, a mobility metaphor. obviously, Jeep® is a synergistic [sorry, bucky, we had to use that word] brand for mobility. that is what a car/truck/SUV does. it moves around places. like a mobile phone, it is the essence of mobility. Tocquigny’s creative genius was putting these concepts together and expanding the Jeep® adventure experience metaphor into “adventure entertainment tools” linking the brand with the application they built and on the technology platform where they placed it.

the stakes:

according to the latest pricewaterhousecooper’s “2010 global entertainment and media outlook,” the wired and mobile global advertising market will be $66 bb in 2010 and grow at a compound annual growth rate of 11.4% over five years to $103 bb US in 2014. While not the size of exxon’s annual revenues these days, when viewed as a single segment of the worldwide advertising business, it is impressive growth, second only to video games. Anyway, nothing to sneeze at in the world of digital entertainment.

the dea takeaway:

1. brand managers and agencies

get with the trans-media program even more than you are. but don’t get all gimmicky on us with all kinds of gizmos and silly ideas. a good place to start is to think about trans-media venues, platforms and features which would lend themselves well to your advertising brand. then carefully and deliberately map your brand’s core qualities to the target market experiences you can provide and then pick the appropriate content and platforms for them the way Tocquigny did for TripCast™ by Jeep® by selecting the iPhone for a mobile application. make sure they are compelling, aligned with the brand and useful.

2. partner up

you know a lot but not everything. depending on who you are, figure out your ecosystem and do what you do best. if you are a brand manager, find a great agency who understands branding, trans-media, content and technology. if you’re an agency, find people and companies that know how to integrate facebook, foursquare, gowalla and iPhone apps together with content, video, phone and photo assets. if you’re area a content management company, find ways to create, manage and publish content easily across platforms with easy-to-use content management templates (like multiple mobile phone types from different companies, in this case). if you’re a network player, built a value-added services layer into your service architecture to allow closer integration with your mobile partners be they phone manufacturers or content providers… but nobody can do the whole mash up themselves. although it’s getting much easier…

3. the mobility opportunity and its core characteristics

think about all the ways you can leverage the fundamental qualities of the mobility experience…ask yourself some of these key zen mobility questions to get started, add to the list, then work yourself back to the pieces of your puzzle… your brand, your digital venues, your content, and the platform features you can leverage, etc. once you have locked onto some initial creative concepts…you are on your way…

mobility questions

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

why the“flower” user experience changes everything for everybody…

10 Jul

(eyeball time: 2.0 minutes but you might read faster…)

the dea skinny on what’s happening:

while the mainstream anemic usa game industry plugs along trying to woo new viewers with hd, wireless, 3d technology and interactive gizmos like wii and microsoft’s kinect, a quiet but potentially seismic revolution has been taking place elsewhere. it is a “game,” rather, an experience called flower, and it is not about gamingit is about user experience. ask your local hipster about it. they will know.  thank the people at sony playstation for trying to take the whole industry in another direction with this innovative move. this affects all user experience design because it implies an entirely new design paradigm: human emotions. and that is powerful stuff to be messing with.

comes a company started by 2 people out of university of southern california’s usc games institute… thatgamecompany led by two geniuses, kellee santiago and jenova chen, who we visited and interviewed in their santa monica studio. their idea? make user experiences based on human emotions. whadda concept. forget stupid categories like “casual gamer,” “hard core gamer” and “gamer.” their games (ahem, experiences)  are designed around a single emotion, amazing images, music and free exploration with mind-blowingly simple interaction. there is no “objective” except an amazing experience of chasing flowers across a landscape. you need to see the two video clips on our site to see what this is about. the first is an interview with kellee santiago, ceo of thatgamecompany which created it, and the second is a clip of flower. you need to do this now to get it.

several years back, kellee and jenova went to sundance and showed cloud, their first graduate-level “student” game done while at usc. next thing you know, enlightened executives at sony playstation sign them and cut a 3 game deal and place them on the sony playstation network. now you can download flower from the sony playstation network for just under $10us, making the purchase of a playstation3 worth the entire purchase just to get the ability to play this game alone. it is ground-breaking and will make you experience intense happy emotions. whadda concept, but we said that before! some users have reported literally tearing-up emotionally, it made them so happy.

as kellee says, flower is a video game poem that asks something different of the “player” with “no score, no time limit, no death.” their company tag line is “life in balance”  and they have another game under development for sony called journey to augment their other titles flOw and flower. hopefully sony and others will sign them to keep things flowing out of that game company in the future.

the stakes:

the future of user experience. what they are doing has much wider implications for anyone and everyone in trans-media. think about it: if you can deeply touch feelings, emotions in a user experience, this has many touch points way beyond gaming. it is about experience design.

kellee, jenova and their crew of ten+ others at thatgamecompany in santa monica are trying to push the boundaries of what games can do. but they are pioneers in developing new ideas about what a user experience can be: there is a simple interface which makes the experience immediately accessible (apple kind of made some hay with this concept, ‘ya think?), a user navigational experience that feels explorational without boundaries, a use of images and music that provide an intense emotional experience that alters your state.

besides altering user experience, thatgamecompany represents the game-changer almost-a-do-it-yourself-production small company which can make games at a fraction of what the big boys and girls like our friends at ea or lucas games spend. no mocap, hd or expensive cgi. but highly competitive with around 10 employees right now… as such, they represent the shift to network-based game delivery which traditional game companies are only starting to explore with sony, xbox and wii.

the dea takeway:

if you are a game company, think about exploring this space or acquiring a company that can do these things. it will improve your legacy product lines on a go-forward basis. it may push your offerings in entirely new directions.

for everyone else, including chief marketing officers at fortune 500 institutions or any company providing user experiences on the web, look at how you can re-position your current offerings and make them more emotional. much more.

application designers of every type should look at flower, cloud, and journey and determine how they can simply their user experience design and make it emotionally pleasurable. there are a million ways to do this.

for advertisers and brand managers in all walks of life…well, this is what you do…manipulate emotions to get people to buy your stuff. look at how you can leverage emotions on the web around your brands. this is the key to brand management. strong powerful emotions. (btw, we have already seen a tv ad done which literally ripped off flower to sell some financial services product…come on people…let’s have some original thinking here!

may all your user experiences flower. to everyone at thatgamecompany we say: BRAVO!, BRAVO!, BRAVO! and THANK YOU! you move us emotionally  bigtime.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

micro-payments can make you rich… (when advertising is not enough and you are creative and greedy…)

9 Jul

(eyeball time: 2.5 minutes but you might read faster…)

the dea skinny on what’s happening:

asian game companies like nexon have known how to mint money with micro-payments with “free-to-play” games for years. it is their core business model with hundreds of millions of users worldwide.  but there is a wider opportunity for social networking, net tv and gaming companies, digital advertisers, content, technology and infrastructure companies to leverage micro-payments for enhanced revenues. advertising revenues can’t pay for everything in the universe. even product placement has limits – last year only $25B us was spent on them. thinking creatively about micro-payment strategies on a much wider basis across content types, applications, technologies and infrastructure could pave a road to riches for many, if everyone can just shed their very provincial and limited thinking on the matter all can get rich. maybe, if you read this.

the stakes:

billions of dollars (or second life lindens if you prefer). free-to-play gaming companies have made millions using micro-payments. we are thinking of games like nexon’s dungeon fighter, maple story, zynga’s farmville on facebook, lord of the rings online, and even small linden lab’s second life. while they have pioneered the field (although porno probably leads in this area with video chat and “dating and mating” services), there is a huge opportunity for many companies to enhance revenues by using micro-payments. it is very simple. think of anything you can sell in small amounts, say $1 to $50. in games it typically objects players need like cars, guns or clothes. but in social network, gaming  and net tv environments it could be anything you can think of…say…an old yearbook picture, an object related to an organization like a t-shirt, any object you want to gift a friend from a book to a song or food, a coupon, a promotion, household or pet products…just about anything you can sell on the net. and all within the context of specific content or context situation while another activity is underway (e.g, a game, a social network conversation, a net tv viewing experience, a document, email, etc.).

the processes. well, you need to be able to do a number of things: users & subscription management, inventory, offer and store management, offer presentation & discovery, auctioning (optional), transaction management, wallet, payment, delivery, clearing settlement invoicing, and reputation management. those are just a few areas you should be thinking about.

the plumbing. while you can build and roll-your-own micro-payment environment on your own with the usual suspects (i.e., credit card companies, paypal, banks, etc.) there are several global full service providers who can help as well and this is a very partial listing at best from the gaming world but plumbing is plumbing. [nb: we don’t have a dog in this fight or any interests in any of these companies. we are independent.] but these companies have figured out how to integrate micro-payments in context of an another simultaneous interaction which is going on with the purchase/payment transaction. they all do different things but check them out to get going. in europe, check out digital river’s fatfoogo, zaypay international, and dialxs. in asia, try ppay .and in the usa/canada, check out usemyservices, instapayment, live gamer, mochi media, livegamergamersafe. we don’t vouch for any of them but that a start for you. you want more info., hey, call us.

the dea takeaway:

most usa gaming companies with some minor major exceptions, have their heads in their heads in the sand on this. as usual, asia leads on the and most americans don’t get out very much and don’t understand they don’t lead here. asians get it big time. many usa game companies say they have studied the mirco-payment opportunity casually but have convinced themselves that the audience will feel exploited and that “hard core gamers” will feel ripped off; “it’s for casual gamers only” they tell themselves. they have also convinced themselves they can’t make money on mobile phone platforms with high SMS payouts. although many are open to the idea, they not attacking it aggressively or creatively. message to game companies: wake up and smell the coffee! it’s ready!

for social networking companies, there is a huge opportunity that goes way beyond anything facebook has done with zynga and the farmville-style franchise. there are a million things that could be turned into micro-payment revenue sources. as yoda says in starwars “do or do not, there is no try.”

for content, context, service, application, technology and infrastructure players, think about how you can build the relevant features into your offerings. get moving now.

ditto for net tv and digital advertisers. it turns out that when a customer is provided a micro-payment offer, it increases interactivity, “stickiness,”, “dwell time,” and “virality.” customers don’t see this as a “rip-off”. if they did nobody would be using gmail with its ads or any other site on the net with any kind of promotion. throw away your old assumptions and explore this space.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!


why “prince of persia” matters (and why most movie, tv and brand people don’t get it but need to…)

11 Jun

(eyeball time: 3.0 minutes but you might read faster…unless you give yourself a.d.d. hyperlinking your way through this)

prince of persia

the dea skinny on what’s happening:

http://www.disney.go.com/Disneypictures/princeofpersia

prince of persia, the $200m us movie released on may 28 was rapidly panned and summarily dismissed in david denby’s recent uberkultur “pass the grey poupon mustard please” movie review in the new yorker magazine for being a simple, mechanically-executed video game on film.  “parkour.” cool reference. duh. that is the whole damn idea. and, yes, it didn’t “pop” with opening weekend box office numbers of only $30m us. but it has already grossed $220m us worldwide so far.  so what?  it is a giant movie plug for the popular game series namesake franchise from ubisoft games. in this context “art is just a guy’s name.” this is business. to pan the movie is to completely miss the point of the producer’s objectives: to sell multiple trans-media licensing deals into a much larger gaming market than just the ” blockbuster” feature film market. and we have two other words to explain why it is important: “jerry bruckeheimer,” the legendary hollywood film and tv producer. and, well, another word: “disney,” as in distribution.

the stakes:

billions of dollars. simple. we get that there have been many blockbuster franchises built in the past from “starwars” to “the matrix” and everything in between and many had moderate attendant video game success at best in many cases (although cameron’s ubisoft video game “avatar” has flopped thus far but with film box office like its film counterpart, who cares?). but those were feature film-content driven plays, not game-centric and video game-industry driven.

there is history here. years ago, “lara croft tomb raider” was one of the first popular games to be translated into a feature film series with angelie jolie playing lara in her specially constructed bustier. so let’s look under the hood at the lara croft numbers: the feature films did roughly $430 in box office alone but the video game is still being played by some fanatics long after the movie screens have gone dark for lara on a daily basis, for hours at a time. that is the beauty of a game franchise. dwell time. persistent experience. repetitive experience. locked “eyes-on-me” eyeballs for hours at a time.

but that was then and this is now. today the feature film industry is dwarfed by the video game industry, when online and “free to play” is included, and is conservatively guesstimated to be a $60b us worldwide industry in 2009. also keep in mind that the entire US film industry is only $40b us. That’s 1/5 the size of exxon oil’s annual revenues ($200b us/annum).  so film is a small industry which gets a huge amount of attention. in fact, from jerry bruckheimer’s perspective, it is a mere product segment of his global business.and that is why jerry bruckheimer is jerry bruckheimer and disney is disney.

what is interesting about prince of persia, despite its poor opening bo numbers, is that represents an open hollywood acknowledgement, once again, that the video gaming industry will ultimately be exponentially larger than the traditional feature film industry. and the licensing deals associated with cross platform gaming deals will be huge involving product placement, complex licensing, marketing and product sponsor tie-ins and multiple revenue streams. and these go across what we call “persistent context channels” – content venues which get consumed multiple times over time. while movies get viewed once, on average, video games are played multiple times over a period of years. and that is why jerry bruckheimer is a smart and very successful producer: he is creating trans-media product and advertising venues across and number of channels for advertisers, product brand managers and well as gaming technology platform players like pcs, sony playstation3, mircosoft’s xbox 360, and online.

the dea takeaway:

if you are a content developer in film or television it is obvious you should look for trans-media content opportunities based on already proven game franchises. although many transplants have failed (e.g., microsoft’s “halo“) picking properties which have deeper character potential with deep game play will succeed more than mere game play features. but the bigger opportunity is platform licensing deal tie-ins. while it is unlikely you will get a piece of the game platform revenues, there are many product placement and webisode potential tie-ins. especially with tv series and a multi-channel platform for distribution like hulu.

if you are a video game producer, start thinking like  think like a movie producer and pitch projects to the feature film world. but focus on franchises that have a shot of succeeding since so many have failed.

if you are a hardware platform manufacturer, it is a no brainer to license content for your platform but think film and gaming and online. what games can you license which take full of your platform’ s gameplay, video codecs, engines and distribution networks (net based) which can also leverage net sites and tie-ins to other promotions and platforms? finally, and this is counter intuitive, don’t look for exclusive deals. look for content that will be  licensed across your competitor’s platforms as well. think “coopetition.” come on, you read the harvard business review and know what this is. this will provide you with safety within a larger content ecosystem. it’s how many fish leverage coral reef systems. be a fish.

if you are a brand manager or advertiser…well…this is a target-rich environment,  to say the least. there are multiple. cross-promotional opportunities both large and small across the spectrum. and you too can become a producer like jerry…propose a film/gaming franchise to your brands. that how coca cola and ford developed “american idol” after all…it was an advertising brain child that drove it from day one.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

microsoft’s silverlight and the future of adobe flash and HTML5

3 Jun

(eyeball time: 2.2 minutes but you might read faster…and a bit geeky but important!)

the dea skinny on what’s happening:

http://www.microsoft.com/silverlight

microsoft’s silverlight is a free plug-in powered by the microsoft .NET framework and is compatible across browsers, devices and operating systems which plays video like adobe flash does. squashing recent rumors of a potential microsoft silverlight & apple iPhone marriage, after steve jobs slammed flash on the front pages of the wsj and the ny times a few weeks ago, the heightened attention towards the development platform comes as no surprise as discussions about html 5 and flash continue to gain steam. perhaps you can recall its use during the 2008 beijing summer olympics in china when used during the opening ceremonies. on the other side, html 5 is the latest web standard used by developers around the world. advocates claim that the standard will catapult the web into an even more advanced and interactive state.

the stakes:

apple’s dislike – or steve job’s vitriolic hate – for adobe flash can be found at the center of the recent developments fueling conversations. in fact, steve jobs’s latest smashing of anything adobe flash had many speculating what the tech giant plans to offer on its newest iPhone release this summer. adding to the fire, increased adoption and development of html 5 video support by companies such as microsoft also threaten adobe’s flash player. proponents of adobe’s flash player browser plug-in point to its influence over the internet’s current media rich, audio, video and animation environment. without it, the majority of videos online would be not viewable. however, as more and more organizations adopt html 5, the need for vendor specific plug-ins such as microsoft silverlight or adobe’s flash continues to diminish.

the dea takeaway:

for those developing, distributing and creating on the web (which we recognize is quite an ambiguous statement), the debate over which video player is one to watch. this is high stakes since 95% of all sites currently use adobe flash.  many argue that we are on a path to seeing html5 replace adobe’s flash player in the near future. and, while that may be the case in the future, there will be several large road bumps ahead. the first will require an overhaul by all browsers manufacturers to update the video codecs used natively by html 5. the world wide web consortium (W3C), which declined to specify a standard video codec, has placed the onus on these manufacturers. if html 5 is going to truly takeover, than either the browsers need to choose a single codec or figure out a way to publish in multiple formats.

the second hump is found in the shape of legal patented technology. the current h.264 technology mpeg-lis used under license from mpeg-la, a group supported by microsoft and apple. unless alternative encoders such as ogg theora or vp8 from our friends at google gain in popularity, we may see a legal battle ensue.

lastly, the third hump would be the sheer perseverance of adobe flash and its continued evolution of its flash player. the speed at which adobe can produce new innovations outpaces the adoption and implementation of html 5. therefore, browser manufacturers and developers must remain nimble and versatile because the jury is still very much out. and the track record of technology adoption always shows old technologies staying around much longer than you ever expected and the not-so-great ones winning out many times. so watch your parking meters and don’t follow leaders all the time.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

hulu introduces personalized ads with “ad tailor”

28 May

(eyeball time: 2.0 minutes but you might read faster…)

the dea skinny on what’s happening:

www.hulu.com

on may 13, 2010, hulu  announced a handful of new improvements to the site’s experience. hulu.com, an online video distribution outlet (a joint venture owned between news corp., nbc universal and disney), now offers an even more refined advertisement assessment tool. Named the “ad tailor”, this system delivers personalized ads to viewers while tracking its effectiveness.

the stakes:

shifting away from its original “thumbs-up/down” system to a “is this ad relevant to you?” and offering “yes” and “no” as possible answers, allows for hulu to better understand whether the product or service being shown is relevant to the viewer. this is invaluable data for advertisers who can now quantify direct viewer results. imagine having the ability to know exactly whether the latest “modern family” audience really loves your latest deodorant. this tool helps eliminate the guessing game. In addition, the system can then recognize and recommend “better” ads for viewers.

according to the interactive advertising bureau (IAB) and pricewaterhousecoopers (PwC), online advertising spending grew 7.5 % in the U.S. in the first quarter, a clear sign that the digital media industry is recovering from a rough 2009. revenue hit US $5.9 billion showcasing a vote of confidence among companies and results in increased marketing spending in areas like online advertising. hulu.com ‘s “ad tailor” can only help foster growth in this segment.

the dea takeaway:

for advertisers and brand managers, this is the magical metric measurement system you always wanted. combined with the hulu surveys, this new direct question & answer system can help really refine targeted marketing efforts. hulu serves hundreds of millions of streams per month and is a top 10 online video property which features an immense collection of premium entertainment across all genres and formats. hulu offers several packages and customized advertising solutions; however, rates are determined on an individual basis. online advertising rates are still highly competitive but significantly lower than traditional print or television spots. If you are looking for a new way to reach an audience, hulu.com maybe an excellent option.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!