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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.

serious games…seriously ?*!? get out of here, really?

24 Aug

(eyeball time: 1.5 minutes but you might read much faster if you took evelyn woods’ speed reading course in 1961…)

the dea skinny on what’s happening:

www.seriousgames.org

when you think of video games you thing of…well, fun. entertainment! yeah, that’s the ticket!  but there is a whole other world of  “serious gaming” out there.  a “serious game” is one that intends more than entertainment for its players. “serious games” focus on simulating some part of a real world system. according to dr. jane mcgonical, author of  reality is broken (buy book), they include business training games, marketing/advertising (known as “advergaming”), disaster preparedness games, flight or driving simulations, games that help patients understand how their bodies work, and so on. they allow players to test and experiment with systems.

an “alternate realty game” (a/k/a an “ARG,” you buzzword aficionados) on the other hand, is an interactive, trans-media narrative that evolves in response to what its players do. an ARG is truly a trans-media game in that it often involves multiple media and game elements and game mechanics to tell a story which evolves based on participants’ responses and with characters designed by the games designers. ARGs are internet-based an interesting because they have been able to attract large numbers of players in collaborative efforts to solve very difficult puzzles and challenges. jane mcgonical built an interesting game at institute for the future almost 4 years ago called world without oil in which participants gamingly collaborate on solutions to live without oil. ARGs tend to have a pro-social “change the world” focus in many cases, although not always.

the  serious game initiative is focused on exploring how the public sector can forge productive links with the electronic games industry in projects involving training, health, education, and public policy. several members of the initiative produced an initial and highly useful taxonomy of serious games which mapped out the landscape as they see it in a presentation in 2008 [ their presentation may be downloaded here on the “connections” page of our site].

the stakes:

this newly-emerging niche in the game world is very powerful. today, for example, the u.s. department of defense spends $5 billion us annually on building “serious game” simulation games, according to the defense acquisition university. that includes everything from large u.s. air force flight simulators to warfare strategy  “kill” simulators developed by the u.s. army. “full spectrum warrior,” a commercialized “shooter” game was originally developed for the u.s. military. ea games’ medal of honor” and a whole genre of single and group shooter games like bungie studios’ epic  halo 3are part of that military simulation game genre tradition.

but there is a gentler, perhaps more peaceful set of serious games in the marketplace today in a large number of categories: heath and wellness, training, education, science & research, production and work used by a variety of organizations such as corporations, government, healthcare, industry and ngo’s trying the save the world. while the u.s. government is by far the largest spender on serious gaming ($ billions), the corporate business market is spending much less (under a $1 billion u.s.), this space will be expanding quickly in categories like “advergaming”. car companies like mini cooper and jeep have games on their sites to promote brand experience, as do insurance companies such as progressive. increasingly, serious gaming and ARGs will be woven into our lives everywhere with tie-ins to facebook, google and yahoo games and many other trans-media venues.

the dea takeaway:

“serious gaming” will continue to evolve in the government and defense community on a massive scale and probably set the pace for major large spending efforts on complex simulations. they have the seemingly unlimited fountain of government money to fuel it as well as an entire “beltway bandit” group of private sector companies clustered in washington, d.c. and government-sim biz city orlando, florida, sucking up billions of our tax dollars. we have, in effect, what we are calling a gaming industrial complex, to paraphrase dwight d. eisenhower, when he coined the term “military industrial complex” in the good old 1950s.

the ARG movement, which is very new and still being born, may take major steps over time to accomplish what dr. jane mcgonical is seeking….games to change the world.  after the arab awakening in spring of 2011, which lead to political change and turmoil in tunisia, libya, eygpt and syria as well as the english rioting and looting, which occurred  in the summer of 2011, new attention is being given to the power of crowd-sourcing tools like facebook and social media. maybe ARGs will become effective tools to change reality as well. why not gamers?

see our presentation,Transmedia Gamification Opportunities for Serious Gaming dea Presentation @ Serious Play Conference, Seattle 08-23-11 and under our “connections” page.

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 game layer” at sxsw and “leveling up” game mechanics you can use now…seth priebatsch

23 Mar

(eyeball time: 16 min minutes if you watch the TED video clip or check out the slide links…)

the dea skinny on what’s happening:

http://www.slideshare.net/chiefninja1/sxsw-keynote-the-game-layer-on-top-of-the-world

http://s3.amazonaws.com/data.tumblr.com/tumblr_lhzbgaBHYR1qgm1xxo1_1280.jpg?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1300990171&Signature=CYR37wuUqYB0WakQBAQG6phCsF8%3D

there are always wiz kids around doing amazing things or bringing new ideas…comes seth priebatsch, current TED darling, and “chief ninja”, at scvngr.com, a location-based gaming advertising play, ala foursquare, gowalla and now mimicked on facebook. what makes seth interesting, who insists you “get” his  ivy league “drop out” profile (which he likes to drop more than a phd title to get you to associate him with gates, zuckerberg, bucky fuller and thoreau to pump scvngr’s market valuation), is that despite his careful self-image management program and youthful enthusiasm, he thoughtfully discusses “game mechanics” and how they can be applied to any business.

seth had recycled and added to memes developed by another wunderkind, who actually does have a phd,  dr. jane mcgonigal,  director of game r & d at institute of the future and author of a fab book entitled reality is broken (buy book) which you should get today.  seth gives you a playbook for how to build engaging experiences. we suggest watching the TED video first, then checking out his SXSW slides. then, if still interested, look at dr. jane’s TED video under our “networking” page under “gaming and immersive worlds” and get her book. (o.k., madoff  transparency moment: no, we don’t make money off her book! easier ways to get rich fast than that!). she is the source and mother lode of all seth’s great new ideas. together, they pretty much have it nailed and are part of that larger branch of pioneer experience designers like nathan schedroff and brenda laurel.

the stakes:

we believe, that the holy grail of everything, is simply knowing the rules of experience design. this, more than anything, is the core ingredient of trans-media and digital entertainment success. but it also applies to all organizations offering products, services, causes or missions.  today, it is cliche’d to say that customers own your brand, your product, your experience, your…everything. your job is to design experiences for them so they engage with you for their lifetime. seth describes some of the principals of what make up the “mechanics” of game design and how they can be applied to any business (e.g., “happy hour”). mentor dr. mcgonigal talks about the larger profound meaning all people want from life, as manifested in gaming experiences, which may be incorporated into any general experience design, as does nathan schedroff, in his very detail examination of the field of experience design. to overlook these principals, is simply to miss the core of what you and your experience are all about.

the dea takeaway:

for experience designers of all types: we don’t care if you design social networking, mobility, interactive, gaming, film, tv, music or other experiences, embrace seth’s and dr. jane’s experience design concepts in every experience design effort you undertake. as the old hippie bumper sticker says “question authority”….we suggest “question experience”…the one you currently provide and begin to re-imagnine how it could be improved, deepened and made more profound.

for general business people: maybe you don’t get it yet and still think the job title on your biz card says what you do. it is wrong. you are an experience designer. that is where all revenue comes from. think about it. but…

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!

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!

social networking is not a business, it’s a feature

20 Oct

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

apple's ping...a social network for music

the dea skinny on what’s happening:

the world has gone gaga over social networking, thinking its a business. yeah, we get facebook. but ask rupert murdoch who bought MySpace in 2008 (News Corp.) for $580 million if he would buy another. despite it’s “now uncool to use” factor, he bought a business that has fallen to the #3 position in the social networking word…with facebook, twitter and youtube fighting for the top position above MySpace. now comes google. and apple just released its iTunes-centroic social networking offering called “ping”…which is built into iTunes…and points to the future of social networking.

the stakes:

the undocumented “law of markets” says that once a market is stable, it generally can only support 3-4 major players. this “law” is wildly disputed but go with us on this. there are dozens of social networking sites attempting to be stand-alone businesses. we won’t waste time on listing them all or their issues…we have a white paper on that we can give you, “social networking 101″…what is important is how digital entertainment businesses approach this space. the value of any social networking business is not just in its revenue model (although these are still very unclear), it is how it leverages other content, context and platforms. and the sustainability of social networking as stand-alone businesses has not yet been established. remember stand alone email businesses when email network email started? where are they now? gone!

the dea takeaway:

social networking is not a business, it is a feature. the big established players will likely co-exist but most will die off or merge. our research shows that users tend to be fickle about social networking usage. when they first sign up, it is like a torrid weekend romantic fling. a few months later, neglected and hardly logged onto. plus age demographics play a huge role. younger facebook users, for example,we have found,  have dropped off in usage now that their parents have discovered it. 45% of facebook users are over the age 45 last time we checked! so the kids migrate from “cool” social network to the next new new thing. they started with friendster, went to MySpace, then facebook. they are registered on all still but use none of them very heavily as before (except that laggard/late-adapters). kids nomadically graze across social networks like buffalo once did on the great western plains of the united states. them’ days is over!

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!

social networking 101: the top 5 countdown…

15 Aug

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

btw, contact us for our free white paper “social networking 101” for further discussion on the topic


dea’s skinny on what’s happening:

no matter how you may personally feel about the recent flood of social networking sites, it would be impossible to ignore their impact on our society. in less than a decade, we have seen the rise and fall of these sites as technologies change. early entrants, like friendster, paved the way for behemoth networks like facebook. continuously evolving, we now see micro-anything mobile-everywhere sites to be of most value. twitter and tumblr are the new kids on the block; and, like their predecessors each is quickly learning what it means to create a “sustainable” business model.

it would be easy to dismiss the industry as over-saturated. yet, there is something to be said of the success of these sites. revenue models may not be public, but the buzz and adoption rates of these sites speak loud and clear. in a recent experian simmons report, social networks like facebook, twitter and myspace, are collectively rising in penetration with a 230 percent increase since 2007. over 43 percent of americans visit these sites more than once a day. additionally, it is worth noting the secondary ecosystems that have popped up as a result of these networking sites. companies like zynga, a social-gaming platform, have reaped the benefits of facebook’s community. open api technologies have become the key motivators in creating a marketplace of third-party applications.

the stakes:

the following is a brief breakdown of the biggest and most interesting social networks in the U.S. landscape:

facebook

current ranking: 1st in the u.s. » typical user: 18-34 y/o female with no children » avg. income: approximately + $60-$100K per year

YouTube

current ranking: 2nd in the u.s. » typical user: 18-34 y/o male or female with no children » avg. income: approximately + $100K per year

myspace

current ranking: 3rd in the u.s. » typical user: 18-34 y/o hispanic female with no kids» avg. income: less than $30k per year

twitter

current ranking: 4th in the u.s. » typical user: 18-34 y/o female with no children » avg. income: approximately + $60-$100K per year

linkedin

current ranking: 14th in the u.s. » typical user: 43 y/o male in middle management » avg. income: approximately $100K per year

tumblr

current ranking: not in the top 25 » typical user: 18-34 y/o male  oe female hipster with no children » avg. income: approximately +$30 to $100K per year

the dea takeaway:

whether you chose to use twitter or myspace to communicate your message, the key is to understand how each of these platforms work. then, dedicating yourself and your company to a few is the best strategy. it is easy to get caught up in the latest and hottest trend, but if you lack the man power to maintain such online properties, you’re doing your company a dis-service.

overextending your company’s online profile is just as dangerous as not having a presence at all. surprisingly, all of the networks, while competing essentially for the same audience, play well in the same sandbox. open api’s and savvy coders have created plug-ins, templates and applications that encourage integration. take advantage of this.

overall, the social network scene will likely have a new internet darling in the next couple of months, and the trick will once again be to reassess whether it brings value to your overall business strategy.

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!

social gaming: boom, bubble, business or bust?

6 Aug

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

the dea skinny on what’s happening:

for those who closely monitor the gaming industry, the term, “social gaming” may conjure up images of gaming farms in korea or large mmo conventions in las vegas. it’s the world of warcraft crowd or the halo armies on an xbox360. nope. it’s not that. well. sorta. it’s the complex multi-player fully interactive experience played by (and sold to)  the millions around the world. what once was a simple collaborative gaming feature for is now much bigger….it is a full multi-million dollar business. social networking and collaboration is not a simple  “collaborative game feature” anymore. they have merged into social gaming.

the stakes:

in late july, 2010, news spread of disney’s $763.2 million acquisition of playdom games. the purchase not only diversifies the entertainment company’s media portfolio, but underscores a growing trend of reaching potential customers via platforms they prefer. playdom is the third largest social gaming platform on facebook and zynga with about 42 million monthly players. it also claims that half of all facebook users engage in a social game amounting to 40% of total usage time spent on these games. that’s 42 million potential new customers for disney. as noted, social gaming is by no means a new concept. however, social gaming built on social networking platforms has only recently emerged as its own industry. these games tend to be less complex and far more casual than its predecessors on microsoft xbox or sony playstation.

consumers’ appetite for social games is growing — zynga’s “farmville” has more than 60 million active monthly users, as of july, 2010. according to appdata.com, zynga, the leader in social games, has raised approximately $520 million in venture capital, and the company claims 1.3 million daily active users. the company also recently announced the development of a $150 m US joint venture with japan’s softbank to accelerate development of the social game industry in Asia. these numbers are only attracting bigger players, like disney, who want to tap new sources of growth. retailer, gamestop corp. also recently agreed to buy online game distributor kongregate inc. for an undisclosed amount.

the value is also not lost on future entrants into the social-networking world. reports indicate that google, who has been rumored to be developing “google me” (a competitor to facebook) is also in discussions with social gaming developers, such as game network inc. and razorfish. a successful google offering would mean social-game developers wouldn’t be so heavily dependent on facebook, where the vast majority of users access the games. indeed, by august, 2010,  word leaked out that google has invested $100 million in social gaming with zynga in anticipation of its roll out of google gaming.

the dea takeaway:

will casual social games become as lucrative as its console brethren? the increase in offerings, funding and attention would indicate so. indeed, will probably go far beyond.  even nintendo, known for its casual gaming wii console, recently reported a net loss of about $289 million for its fiscal first quarter, compared to a profit of $487 m US in the same period a year ago, citing a strong yen and weaker sales of its hardware.

however, as the market becomes saturated and interacting on a social network becomes a daily norm, several questions emerge:  is the rash of new acquisition activity in social networking and social gaming just another tech bubble where people are over paying and over funding them? could disney’s acquisition of playdom be short-sighted? or will social networking become so prevalent that it is included in all future business development and practices? finally, how will mobile gaming play into this equation. the possibilities are vast; or is it a bubble and will it burst? we are betting it is a new vibrant global business.

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!