There used to be a time where getting discovered for acting roles meant moving to Hollywood. Now with web sites like YouTube, the chances of getting discovered are considerably easier.
a blog about online research,online marketing and conferences about Internet related research issues and interests
There used to be a time where getting discovered for acting roles meant moving to Hollywood. Now with web sites like YouTube, the chances of getting discovered are considerably easier.
Microsoft continues to see revenue growth in its overall business, along with a 33 percent increase in its Online Services division, which incorporates its advertising and display ad businesses.
The Online Services business saw $688 million in Q1, compared to $580 million for the year ago period, bringing fiscal year-end revenues to $2.5 million, compared to $2.3 million for the prior year. Operating income in Online Services did see a loss of $239 million, compared to $187 million in Q1 2006, and a loss of $732 million for the year, compared to $74 million for last year. Microsoft's overall revenues were $13.4 billion for the quarter, a 13 percent increase over the same period last year, and $51.12 billion for the fiscal year, a 15 percent rate of growth.
Microsoft executives hailed the revenue growth for Online Services, including a continue growth in display advertising.
"From the quarter point of view, the underlying advertising revenue was up 33 percent, and it was across the board," said Chris Liddell, senior vice president and chief financial officer for Microsoft.
Liddell said the acquisition of aQuantive would have a positive impact on the prospects for adCenter and the properties and services it serves. "These acquisitions represent an important next step as we build out our central advertising platform," he said. "We will continue to build out our data services for Online Services."
Microsoft expects to close the acquisition of aQuantive next month, following a shareholder meeting and vote, which will have an affect on that quarter's revenue and operating costs. It pegged revenue growth for Online Services in the 20 percent range for the next fiscal period.
"Mid-twenties or higher is a good result for the business overall. Clearly we can do better, but it's not all that bad," Liddell said. "Overall, having revenue of advertising growing at better than 20 percent is a good starting stage."
Over three-quarters of US children ages 8 to 14 have completed an online shopping transaction, according to Stars for Kidz data cited by Internet Retailer.
Over half of the children who shopped online claimed to be helping their mothers with chores.
The children found ways to make the purchases. Over a quarter asked someone else to complete an order for them, or used a gift card. Just under a quarter of kids used their parents' credit card. Another 15% charged the purchases to their parents in other ways.
The respondents were 8 to 14 years in age, and yet 8% said they had used their own credit cards to complete a purchase.
Children shopping online were most interested in music, video games, movies, MP3 players and celebrities.
Adele Schwartz of Stars for Kidz said, "In this research, we saw clearly that busy moms and tech-savvy kids are joining forces as online shoppers. Children who help their moms with such an array of online tasks may exert even greater influence on family consumerism than we thought, which makes the process of building brand loyalty specifically among children something that all marketers should be reconsidering."
Final call for proposals:
1. soundobjects for curated SoundLAB exhibition
deadline 31 July 2007
2. soundart for SoundLAB Edition V
deadline 1 August 2007
1. soundobjects for curated SoundLAB exhibition
deadline 31 July 2007
in April 2008, SoundLAB will be exhibited in the framework of a digital art festival in Valencia/Spain including a number of selected physical soundobjects.
SoundLAB is looking for proposals of individual soundobjects or smaller installations
for being included in this 4 weeks lasting show.
Specifications and entry form are available on http://netex.nmartproject.net/?p=112
2. Call: soundart for SoundLAB - Edition V
Theme: soundSTORY - sound as a tool for story telling
deadline 1 August 2007
SoundLAB - sonic art project environments http://soundlab.newmediafest.org is currently preparing its fifth edition looking for new soundart works
In 2004, SoundLAB was launched as a corporate part of the global networking project
[R][R][F]200x--->XP - http://rrf200x.newmediafest.org on occasion of BEAP - Electronic Art Festival Perth/Australia 2004, but started soon also individually acting as an environment for sonic art.
Edition IV was launched in October 2006 under the title "memoryscapes" incorporating 144 artists and 235 soundart pieces dealing with "memory and identity" in most different ways, and it became corporate part of the media art exhibition://selfportrait - a show for Bethlehem - a show for Peace http://self.engad.org. - and was presented in Poland Italy and Argentina.
Edition V stands under the theme: --> "soundSTORY" exploring "sound" as a tool for storytelling. Therefore besides the soundart piece itself, the story this piece is telling has a particular relevance.
SoundLAB - Edition V is also planned to be presented in the frameworks festivals and media art exhibitions after its launch.
SoundLAB is inviting soundartists, musicians and composers to submit such a soundart narrative.
Please find all entry details and the submission form on http://www.nmartproject.net/netex/?p=24.
SoundLAB Editions I - IV can be visited on http://soundlab.newmediafest.org
CALL FOR PAPERS - EXTENDED DEADLINE
Refractory: a Journal of Entertainment Media is a refereed, peer-reviewed, e-journal that explores the diverging and intersecting aspects of current and past entertainment media. The journal is published by the Cinema Studies Program, School of Culture and Communication, University of Melbourne.
Submission of abstracts (500 words) + brief bio: 8/20/07
Selected proposals will be asked to submit a completed article of 4-6000 words by 11/10/07
Publication: Early 2008
ISSUE THEME: Series TV: New fields of critical thought and radical perspectives on series televisuality.
What is it to live with series television? Series television drama generates multidimensional and radical narrative adventures, as well as prescribing formulaic and oppressive aesthetic and ontological paradigms. While it intersects with other narrative modes, series televisuality continues to mutate and invent its own particular processes and raises its own particular questions.
This forthcoming issue of Refractory seeks articles that address the particularities of series televisuality, in its textual, theoretical, and participatory dimensions, and which launch its theorisation into a variety of new terrains.
In particular, articles of a rigorous intellectual standard are sought that traverse new and radical fields of critical thought in regards to series televisuality, or which create new concepts for exploring the politics, aesthetics, and participatory processes of series televisuality.
Some suggestions include:
+ The intersection of series televisuality and concepts from continental philosophy
+ The micropolitics of televisual series participation
+ Piracy and rearticulation
+ New territories of series televisuality, such as online modes of delivery, divergent modes of production, and participatory assemblages
+ Non-English speaking series; series focusing on ethnic minorities
+ Ongoing narratives of terror and espionage
+ Space colonialism; indigenous dramas
+ Children’s and young adults series
+ Sexuality and gender issues in series television drama (such as queer or lesbian situations in HBO dramas, issues of sexuality and culture or ethnicity in series dramas, queer issues in young adult dramas, or transgender issues in any contemporary series dramas)
+ Class issues and series television drama
+ Narrativised “reality” forms
+ Series televisuality and the body in extremis
+ Articles addressing shows that have not yet received significant critical attention, such as Skins, Night and Day, Shameless, Rome, Kick, The Circuit, Primeval, The Tribe, or Sugar Rush.
Please direct all enquiries to guest editor Lucian Chaffey (email@example.com)
Abstracts due 8/20/07.
Please submit abstracts of 500 words electronically as a rich text format (rtf) document, emailed to guest editor Lucian Chaffey (firstname.lastname@example.org). To be considered for publication, please include a (very) brief biography and institutional affiliation, and full contact details.
Authors of selected abstracts will be asked to submit completed articles of 4-6000 words by 11/10/07. Publication will be early 2008.
To be considered for publication, articles must follow the submission guidelines for authors, detailed here: http://www.refractory.unimelb.edu.au/home/toAuthors.html
Refractory is a fully refereed journal. All submissions will be anonymously peer reviewed before acceptance.
Inhabiting the Cultural Imaginary
21st September, 2007 - iCinema Centre UNSW, Scientia Building,
Kensington Campus, Sydney
The UNSW iCinema Centre has the pleasure of inviting you to attend a concentrated one day symposium on the 21st September, 2007, "Inhabiting the Cultural Imaginary".
Within the framework of technologies developed at the iCinema Centre, internationally acclaimed theorists and practitioners describe and deliberate recent advances in immersive and narrative exchange between human & place, human & machine agent, human & human.
Keynote speakers: Prof. Lev Manovich, Prof. Sean Cubitt, Prof. Johannes Goebel & iCinema Directors: Prof. Jeffrey Shaw, Dr Dennis Del Favero, Prof. Neil Brown
Set against a backdrop of demonstrations, the concentration of experience brought together in this symposium will allow robust theoretical and technical proficiencies in applied virtual heritage and media art to emerge.
Chairs: Sarah Kenderdine (Museum Victoria) and Jeffrey Shaw
As part of the VSMM 07 Conference
Please register http://australia.vsmm.org/registration.htm or
You do not have to register for VSMM to attend the Symposium. Please note that number of registrants is strictly limited.
The new issues of Design Research Quarterly is about to appear. This issue features an important article by Linda Drew titled "Designing the Interface Between Research, Learning and Teaching."
DRQ is both a quarterly peer-reviewed journal and a membership bulletin distributed to members of the Design Research Society.
The editor -- Dr. Peter Storkerson -- is developing an exciting new series of articles for which we now seek submissions.
Call for Papers:
Design Research Quarterly announces a new series of articles:
Case Studies in Research: Knowledge and Inquiry
'we want to hold a discussion on how research steers theory'
Designers use the term 'design' to cover a wide range of activities and types of problems, and we have many differing, often incommensurable and opposing models of design and its theoretical and methodological bases. As a result, we also have have a history of lively debates over specific theories. These debates have not been able to resolve differences.
Many regions of design are not well defined, and in such situations, researchers can find that apparently straightforward problems can lead to fundamental questions about the nature of design, what kinds of philosophical and theoretical positions that can frame the research and ground the methods, and their implications with regard to knowledge: what kinds of knowledge are possible within the frames needed to do the research.
In short, we want to hold a discussion on how research steers theory. Our idea is to look at research and theories in design not primarily as related to subfields per se, but to see theories as products of research problems themselves: the topics studied studied and the questions being researched. Rather than look at abstract problems of research and theory, we want to present actual problems as case studies. In this way, we can clarify design by mapping its terrain of activities and problem types with their fundamental theoretical and methodological requirements.
Over the next two years, DRQ will collect and publish articles on these topics and replies to those articles, using its regular publication schedule to build a discussion. If you have an interest or idea for an article or other submission, please contact the editor, Peter Storkerson.
We seek papers that explore issues including:
- ontological and epistemological implications or requirements of a research problem
- status of knowledge, its bases and levels of certainty
- conflicts between the knowledge that is possible in a given situation and the research goals.
-how research fits into fundamental paradigms: scientific, humanist, phenomenological, pragmatic, etc., and how those approaches compare in their strengths and weaknesses
- working across the boundaries of humanism and science: the extent to which a research problem requires use of more than one basic philosophical frame and how different frames can be reconciled
3,ooo to 6,000 words
For information or submissions:
Peter Storkerson email: email@example.com
EngageMedia has partnered with the OK.VIDEO Jakarta International Video Festival at the National Gallery of Indonesia to distribute the festival videos online.
OK.Video is a biannual Jakarta based video festival that was established in 2003 by Ruangrupa, an artists’ initiative based in Jakarta. OK.Video Festival "MILITIA" aims to explore the development of video as a medium and to build a social, political, cultural, and historical consciousness about what is that happening in our surroundings.
OK.VIDEO Militia conducted a series of video workshops in various towns and cities in Indonesia, capturing the 'quintessence' of each area by asking participants to explore their own questions about their social, political and physical surroundings using the medium of video.
Videos from the workshops are listed here to watch and download from EngageMedia: http://www.engagemedia.org/ok-video-militia/
More videos will be going up over the coming week so watch this space. As part of the festival EngageMedia will also present an online video training for video artists and participate in a discussion about video activism.
For more information about the OK. VIDEO festival and workshops see http://www.engagemedia.org/Members/anna/news/ok-video-workshops/ and http://www.ruangrupa.org/home/archive02.html
Parks Associates today opened registration for "The Digital Lifestyle: Services, Applications, Content, and the Consumer," a one-day executive seminar featuring data, forecasts, and expert analysis on advanced online and connected entertainment technologies and services.
"The Digital Lifestyle," hosted by Parks Associates' industry-leading analysts, will take place October 3, 2007, 8:00 a.m. - 4:30 p.m., at the Hyatt Regency in Santa Clara, Calif. Registration is available at www.parksassociates.com.
"U.S. revenues for online content services, including user fees, advertising, and other residuals, will hit $15 billion by 2010," said Kurt Scherf, vice president and principal analyst, Parks Associates. "Online video services will account for about one-half of that total, while online gaming will become a $4 billion business in the U.S. alone. The opportunities in these markets are tremendous, and success will come from providing unique user experiences. We have crafted "The Digital Lifestyle" workshop to provide insight and strategies to succeed in this new world of online media and connectivity."
-Broadband Update: Changing Dynamics in a Maturing Market
-Television 2.0: The Impact of IPTV on the Digital Lifestyle
-Digital Media around the Globe
-Console and Online Gaming Trends
-Home Networking: Beyond Infrastructure
-Social Media and Web 2.0
-Online Video: The Industry and the Consumer
The complete workshop agenda and registration are available at www.parksassociates.com. Early registration pricing is available until September 10. For more information on this seminar, contact Parks Associates at 972-490-1113 or firstname.lastname@example.org
About Parks Associates:
Parks Associates is an internationally recognized market research and consulting company specializing in emerging consumer technology products and services. The company's expertise includes new media, digital entertainment and gaming, home networks, Internet and television services, digital health, mobile applications and services, consumer electronics, and home control systems and security.
The PC's killer app meets the small screen.
E-mail users read their messages in a different way on mobile phones than on PCs, according to ExactTarget's "E-Mail Marketing for the Small Screen" report. Nearly nine in 10 mobile e-mail users skimmed messages on their phones, and then read the full version on desktop or laptop computers.
Smartphone users mainly checked mobile e-mail to stay connected and read urgent messages, but rarely read commercial e-mails.
Mobile e-mail users usually did not click on links within e-mails — just over half had ever done so. Nor do they make online purchases with their smartphones.
This does not mean the e-mail was not read — just not until users got home.
Mobile e-mail users were typically between the ages of 18 and 44, self-employed or employed full-time and highly educated. Nearly three-quarters of mobile e-mail users had annual household incomes of $100,000 or more, although falling smartphone prices were enticing middle-income users to buy them as well.
Only 9% of mobile users currently read e-mail on their phones, according to an April 2007 Ingenio/Harris Interactive study conducted in March and April 2007. Nearly a third planned to do so within the next three years.
for the full article with graphs and stats click here.
The Synthetic Aesthetics of New Media Art - Call For Papers
Presented by The New Media Caucus in Association with the College Art Association
February 20–23, 2008, Dallas, TX
Contrary to traditional aesthetic theories that argue for the primacy of either the subjective and phenomenological, or formal and objective interpretations of artwork, the aesthetics of electronic media, like the logic of technical media itself, is thoroughly removed from anthropomorphic sensibility. One could say that electronic media aesthetics are marked by technical trauma.
However, much contemporary new media art criticism exemplifies a hermeneutic approach that seeks to rationalize and transform work into intelligible “art objects” for canonization and social theories. Is this approach problematic for the logic of technical media? Can certain attributes such as color, form, affect, or sound, effectively reconcile computer based artwork with the subjective and humanistic drives in art making?
The panel invites papers that address the aesthetics of New Media art in distinction to previous aesthetic models or media platforms. For instance, papers suggesting the ways in which color, sound, line, form, symbolism, affect, anti-aesthetics, or ideology may be distinct to new media aesthetics are all welcomed. Essentially the panel inquires: what do aestheticians address in New Media art, and why? Which artists and / or commercial work do you think best exemplifies these issues? Special attention will be given to those abstracts that are concerned with the use of color in New Media work.
Abstracts (max 500 words) and a brief bio due by October 1, 2007. Presenters will be notified by October 15, 2007. Final Papers due February 1, 2008. Send abstracts and papers to: email@example.com
Presenters can propose brief lectures; media or artist presentations of their own, or other artists’ work; discussions; or other acceptable suggestions.
Contact me with any questions:
Carolyn Kane: firstname.lastname@example.org
For CAA conference information visit: http://conference.collegeart.org/2008/
After suing media-hosting and social networking site iMeem for copyright infringement, Warner Music has now dropped its claims and licensed free streaming of its catalog in exchange for a cut of ad revenue.
Though several other labels had already granted such licenses, Warner is the first major label to do so. We don't know the specifics of the deal, but it appears that users of the site can now keep sharing, playlisting, and listening to Warner songs, iMeem gets to keep providing innovative ways for them to do so, artists get paid -- and no one gets sued in the process.
For the complete post and related links:
Read the Information Week article:
See EFF's, A Better Way Forward: Voluntary Collective Licensing of Music File Sharing:
Making Links is pleased to announce Danny Butt and Dr Christine Satchell as keynote speakers at the Making Links conference October 30th - 31st.
Danny Butt is a consultant in new media, culture, and development based in Aotearoa New Zealand. In his presentation Danny will outline some of the ways that community-based practitioners can avoid some of the pitfalls of new technology in planning and evaluating their projects.
Dr Christine Satchell currently works at the University of Melbourne's Interaction Design Group. Christine will discuss emerging technology trends such as Web 2.0 with a particular focus on strategies non-profit and community organisations can employ to interact with youth and young people for social change and community action.
You can view Danny and Christine’s abstracts at: http://www.makinglinks.org.au/news/detail.chtml?filename_num=168129
Abstracts still being accepted
Don’t forget, the deadline for abstracts is COB Monday July 30th. See http://www.makinglinks.org.au/papers.shtml for suggestions and submission guidelines.
Registrations are openRegister now to take advantage of our generous earlybird rate. www.makinglinks.org.au/registration.shtml
Making Links 2007 acknowledges the support of Bronze SponsorThe Institute for Creative Industries and Innovation, Queensland University of Technology
see also our post about Making Links: Call for Papers
ValueClick has signed an agreement to acquire MeziMedia, an operator of comparison shopping Web sites, in a deal that should augment ValueClick's search optimization and marketing abilities.
ValueClick said it will initially pay about $100 million for all outstanding equity interests in MeziMedia. The MeziMedia management team will remain in place and additional payments from ValueClick, up to $352 million, will be made based on whether various performance benchmarks are attained by MeziMedia after the acquisition, said ValueClick VP of Investor Relations Gary Fuges.
ValueClick said the privately held MeziMedia is the nation's fourth-largest comparison shopping company. Its Smarter.com comparison shopping and CouponMountain.com coupons sites attracted about 10.5 million unique U.S. visitors according to a June comScore report, said ValueClick. The company generated approximately $40 million in 2006 revenue.
ValueClick believes the acquisition of MeziMedia will expand its growing comparison shopping segment to the point where it will become a leader in the U.S. comparison shopping market, a market that is, said one ValueClick executive, a form of search marketing.
"Generally speaking, we focus on providing very technology-reliant services, online marketing and ad services, that help advertisers generate sales or customer leads online," said Fuges. "Comparison shopping is one of the components of our offering."
Since the advertisers pay comparison shopping sites money for clicks, "comparison shopping is really commerce-based search," said Fuges. "You're searching for information on a product or category of product. You identify yourself as being in the market. It's a very performance-oriented online advertising tech, one we think is very powerful."
ValueClick's main comparison shopping presence, through Pricerunner.com, is in Europe. "Acquiring Mezi gives us immediate scale in the U.S. as it pertains to comparison shopping," said Fuges.
He said MeziMedia, whose executives include several veterans of Overture and Shopzilla, are "very well versed and experienced in using search" and they're taking the "broad-based reach of search engines, either in natural search in SEO or the paid listing results of SEM, and using that channel to generate traffic for their own sites," said Fuges.
He said MeziMedia has its own technology platform and "a lot of expertise" that ValueClick believes will help expand the existing ValueClick comparison shopping offerings and also help the company improve its use of search in its other businesses. Also, MeziMedia will give ValueClick a formal presence in China where most of MeziMedia's employees are situated.
In a statement, MeziMedia co-founders Talmadge O’Neill and Harry Tsao said they are proud of their "significant accomplishments in comparison shopping, SEO and SEM" and think the time is right for the ValueClick deal, expected to close in August.
Microsoft and Ask have joined together in a partnership to offer small business owners using Microsoft Office Live keyword advertising access to not only Microsoft's own MSN and Live Search vehicles, but Ask Sponsored Listings from the Ask.com search engine as well.
The Ask listings will be included as part of an Office Live adManager beta search advertising service, which is a management system to allow small businesses to purchase and manage search engine-based keyword advertising, according to Michael Schultz, U.S. business and marketing lead for Microsoft Office Live.
"This is one of the first times you've had search engines joining together to meet the needs for small businesses," said Schultz. "What's significant about Ask.com getting together with Microsoft Office Live, is we're actually making it simple and easy for small business to understand and take advantage of search marketing. To be able to do things like contextual targeting opens up another avenue to allow small businesses to get their message out."
Office Live users will be able to view and manage their keyword advertising accounts directly from an adManager interface within the product that will give them the option of purchasing ads on MSN, Live Search or Ask Sponsored Listings, he said. The Ask system allows marketers to purchase and manage pay-per-click and contextual advertising campaigns on Ask.com and its publisher network.
Although the deal between Ask and Microsoft comes 15 months after former Ask CEO Steve Berkowitz left the company to head MSN for Microsoft, the partnership was already being set in motion at that time and wasn't affected by his move.
Schultz also played down the importance of two separate search firms joining together to combine their services, saying "it's not a question about bringing in competition, it's about bringing in value. The Live and MSN properties are going to be able to stand on their own. All we're doing is bringing in additional capabilities."
However, some industry experts believe that despite the two well known companies of Microsoft and Ask joining together, their combined resources will still pale in comparison to the market share and reach of Google and Yahoo and the greater amount of advertising inventory they control.
"A partnership with Ask is a small deal. It does nothing to threaten Google or Yahoo," said Andrew Goodman, principal, Page Zero Media, a paid search marketing firm. Goodman said that giving small businesses access to both companies' networks will only "address 15 percent of searches, so you're still going to have to go use Google and Yahoo."
"The spend on ads ultimately derives from the overall search market share," Goodman added. "No distribution strategy for people wanting to spend ad dollars will increase your advertising inventory; you need inventory."
The telecom and Internet industries are colliding head-on in competition for control of the consumer mobile search business.
Telecom carriers, handset manufacturers, publishers, directory and yellow pages companies, Silicon Valley giants and a gaggle of start-ups are squaring off to contend for the title of mobile search champion. Each is trying to convince marketers that it is the natural inheritor of mobile search.
"Mobile search is a battle to define perhaps the most important new interface with the consumer," says John du Pre Gauntt, eMarketer Senior Analyst and the author of the new report, Mobile Search: Clash of the Titans. "Whoever cracks the consumer and commercial code for delivering and monetizing relevant answers for people on the go will secure a license to print money, at least for a time."
Depending on a researcher's particular bias toward telecom, Web or technology factors, the published forecasts for mobile search vary from $1.5 billion by 2011 (from Informa Telecoms & Media) to over $11 billion by 2008 (according to Piper Jaffray).
eMarketer forecasts that the general mobile ad spending market — along with ad spending that supports mobile multimedia — should reach over $13.8 billion worldwide during the same period.
Of that total, mobile search is expected to account for 17%.
Altogether, eMarketer projects that the global market for mobile search will approach $2.4 billion by 2011.
"While in absolute terms that figure is not earth-shattering, compared with the online search market, let alone mobile content categories such as messaging, the fact is that mobile search carries with it the promise of radically changing how users access other, far larger content and commerce categories," says Mr. Gauntt. "In that sense, the impact of mobile search goes far beyond its specific industry opportunity."
Regardless of its relatively small size, mobile will continue to attract investment and talent because it is one the best platforms for connecting marketers to consumers with short-term or immediate purchase intent.
For instance, Informa predicts that global mobile entertainment sales will reach over $38 billion by 2011. Of that market, the top three subcategories are music ($13.6 billion by 2011), mobile video and TV ($8.3 billion) and mobile games ($7.2 billion).
"The days when mobile search need only organize a mobile carrier's content retail store are rapidly drawing to a close," says Mr. Gauntt. "Too much money, talent and technology are moving into the mobile marketing space to expect that users, let alone advertisers, will stay content to search within the walled gardens that predominate today."
for the full article with graphs and stats click here.
Customer reviews hold weight with Canucks.
Canadian online buyers are heavy users of social media, according to a J.C. Williams Group study sponsored by Visa and Yahoo! Canada. The study was conducted in April 2007 among both online and offline buyers in Canada.
Nearly four in 10 online buyers visited more than one online store before finalizing a purchase, and 37% used a search engine to find a retailer.
More online buyers used networking tools and platforms to share opinions, insights, experiences and perspectives than those who purchased offline.
Online buyers were more likely than those who did not buy online to have written a product review, posted a video to the Web or written a blog.
Six in 10 online buyers said that consumer reviews were their most trusted information source. Only 31% said they trusted newspapers or magazines most.
Getting Canadians to purchase online is still a challenge. More than two-thirds of Canadian Internet users like to shop online, but only 53% are willing to buy online. eMarketer projects Canadians will double their online spending for retail goods to $16 billion by 2009, from $8 billion in 2006.
Hispanic-Americans will spend $21.6 billion online by 2011, from $12.8 billion in 2007, according to a JupiterResearch report cited by Marketing Pilgrim.
By 2011, Hispanic spending will comprise 13% of the online total, up from 11% in 2007.
Hispanics were more likely than non-Hispanics to research products online before buying them from a bricks-and-mortar store. They were also more likely to leave customer feedback than non-Hispanics.
Nearly six in 10 US teenagers forgo television for dating, according to OTX Research's "Teen Topix" survey, sponsored by eCrush. Teens also trade time with the Internet, video games and listening to music when they date.
Just because teens pass on some media to date does not mean they are out of the range of advertising. Popular dating spots for teens include movie theaters (87%), malls (64%) and restaurants (58%).
An average of two-thirds of all teens said their parents gave them dating rules, but application varies by gender: About half of boys are subjected to rules, compared with 83% of girls.
I HAVE AN AVATAR THEREFORE I EXIST: OPPORTUNITIES AND CHALLENGES IN METAVERSES
Millions of users from around the globe participate in massive multiplayer online role playing games (MMORPG), such as Second Life and World of Warcraft, 3D worlds that are often considered the next generation Web. With their user base growing at an exponential rate we are already experiencing the development of a phenomenon that may be as significant as the Web itself. The rapid development of MMORPGs and metaverses is likely to bring about significant business as well as social, legal, policy, methodological and technological opportunities and challenges.
This special issue aims to explore these and contribute to this rapidly expanding field by focusing on issues relevant to electronic business and management. Academics and practitioners are invited to submit conceptually and empirically based original papers addressing areas such as those listed below:
- Business opportunities and challenges
- Marketing implications
- Identity management issues
- Virtual economies and economic policies
- Virtual entrepreneurship and metaverse ebusiness models
- Developing MMORPGs and related strategies and ebusiness models
- Real money trading
- Consumer and business ethics in metaverses
- Case studies (e.g. Second Life, World of Warcraft etc)
- Human-computer interaction issues in metaverses
- Psychological aspects of participating in metaverses
- Legal issues (e.g. copyright and ownership of virtual property)
The above areas are just indicative and this special issue would welcome papers discussing other relevant topics. For the manuscripts guidelines please visit the journal’s web site. All papers, accompanied by a short biographical note for each author (approximately 200-250 words per author), should be submitted as an email attachment to the Guest Editors (Email: email@example.com). All papers will be double blind refereed.
Last date for submitting the manuscript: 1st December 2007
End of the first review cycle: 1st of March 2008
Tentative date for completing the revised papers: 15th April 2008
Tentative date for completing the second review cycle: 15th May 2008
Submission of the final manuscripts for print: August 1 2008
Authors of accepted papers will be asked to sign a copyright release form, provide a short biography and picture, and send the complete packet of materials to: firstname.lastname@example.org.
MAAP Media Art Mentorship Program
MAAP - Multimedia Art Asia Pacific is calling for applications from young and emerging media art curators and practitioners working with a focus on projects that intersect or consider connections with the Asia Pacific regions to undertake a three-month mentorship.
The mentorship enables an emerging artist or curator to explore new creative directions, to expand technical skills and increase knowledge of networks, debates and business practice. Applicants are invited to select a mentor and develop a program of activity spanning a three-month period. The mentor may be accessed locally, nationally or internationally. If required MAAP can provide contact details of suitable mentors who are willing to participate in the program.
Applicants must be Australian media art practitioners or curators who are 30 years or under. The mentorship will provide a fee for the mentee ($7,200 excl GST) and a fee for the mentor ($1,800 excl GST). The mentorship program should be completed by February 2008.
Other Australian Media Arts organsiations ANAT, d.lux and Experimenta are also offering mentorships:
+ ANAT will encompass distributed, portable, online, wearable, gaming, mobile and emerging platforms, contact Gavin Artz email@example.com
+ d.lux will hold their mentorship inside Second Life or a similar online virtual community, contact firstname.lastname@example.org for more information
+ Experimenta's focus is on Site Related and/or Public Work, contact email@example.com for more information.
MAAP APPLICATIONS CLOSE Friday 17 AUGUST 2007
For further information, guidelines and an applications form please contact:
Kim Machan, director firstname.lastname@example.org
MAAP-Multimedia Art Asia Pacific
This project has been assisted by the Australian Government’s Young and Emerging Artists Initiative through the Australia Council, its arts funding and advisory body. MAAP gratefully acknowledges the contract draft administration support offered by CraftSouth MAAP Media Art Mentorship Program.
a + b = ba ? [art + blog = blogart?]
Call for proposals - Deadline: 31 July 2007
JavaMuseum - Forum for Internet Technology in Contemporary Art http://www.javamuseum.org is starting its 2nd phase by releasing an open call focussing on the question whether blogs and/or blogging can be tools for creating a new type of net based art.
The launch of this new project is planned to be in October 2007 also the occasion for re-launching JavaMuseum after a phase of re-structuring since 2005.
The new show "a + b = ba ? [art + blog = blogart?]" will be presented in sequence on divers festivals.
JavaMuseum - Forum for Internet Technology in Contemporary Art, founded in 2000, realized during the 1st phase (2001-2005) 18 show cases focussing on Internet based art in a global context, including more than 350 artists from 40 countries.
For "a + b = ba ? [art + blog = blogart?]" JavaMuseum is inviting artists to submit such an art project in form of a blog.
The entry details, regulations and entry form can be found on http://www.nmartproject.net/netex/?p=7
JavaMuseum - Forum for Internet Technology in Contemporary Art
JIP - JavaMuseum Interview Project
DATABASE OF VIRTUAL ART & DEPARTMENT FOR IMAGE SCIENCE
DANUBE TELE LECTURE "MYTHS OF IMMATERIALITY" : is now archived
„MYTHS OF IMMATERIALITY: Curating, Collecting and Archiving Media Art”: Lectures and debate with
- Paul SERMON, media artist and scientist, UK
- Christiane PAUL, curator for New Media at the Whitney Museum, NY
In case you were not able to follow Danube TeleLecture #3 live from the MUMOK in Vienna, you can now view the lecture in our archive
During the last decades media art has grown to be the art of our time, though it has hardly arrived in our cultural institutions.
The mainstream of art history has neglected developing adequate research tools for these contemporary art works, they are exhibited infrequently in museums, and there are few collectors. Which practices and strategies in curating and documenting of media art do experts in the field suggest?
The discussion was moderated by Dr. Michael Freund, from Austrian leading newspaper “Der Standard”.
The DEPARTMENT FOR IMAGE SCIENCE at Danube University Krems is an institution for innovative research and teaching on the complete range of image forms. The Department is situated in the Wachau, Austria - a UNESCO world heritage site - in the Goettweig Monastery and is housed in a fourteenth century castle. It is the base of the public documentation platforms www.virtualart.at and www.mediaarthistory.org.
The Department's new low residency postgraduate master's programs in MEDIAARTHISTORIES www.donau-uni.ac.at/mediaarthistories, PHOTOGRAPHY, and IMAGE MANAGEMENT are internationally unique.
Next Tele Lecture:
We will be happy to welcome you live or via streaming for our Tele Lecture in November. Guest will be the media theorist Lev MANOVICH.
The Department for Image Science Team
Movie downloads begin to make a dent.
Revenues from streaming and downloadable audio and video will hit $2.6 billion in 2007, according to Accustream iMedia Research's "Streaming Subscription and Download Media 2003–2008" report. The projection includes both streaming subscriptions and media download revenues, and represents a 39% gain over 2006 levels.
Music will account for 85% of these revenues, with sports, movies, news, entertainment and Real Networks content making up the rest.
Music download and subscription revenues will grow nearly 50% in 2007. Most online music revenues come from purchases, with 82% of total revenues generated from paid downloads.
Movie download revenues will reach $60 million in 2007, up 133.4% over 2006. More than $100 million in revenues will come from movie downloads in 2008.
The online side of the digital music industry has received the most focus over the past few years because key developments in that area — notably the emergence of illegal file sharing in the late 90s and the rise of the Apple iTunes Music Store in 2003 — have had the deepest impact on the industry's fortunes.
eMarketer's own projections for the US put total online music revenues at $3.0 billion in 2011, from $1.1 billion in 2006.
for the full article with graphs and stats click here.
CALL FOR PAPERS
27th Annual Advertising and Consumer Psychology Conference
Virtual Social Identity and Consumer Behavior
The 27th annual Advertising and Consumer Psychology Conference will be held May 1-2, 2008 in Philadelphia, Pennsylvania. The conference is sponsored by the Society for Consumer Psychology (SCP).
The theme of the conference is Virtual Social Identity and Consumer Behavior. We encourage participation from a broad range of academic researchers and practitioners in such fields as marketing and consumer psychology, computer science, sociology, economics, and communications.
The creation and expression of identity (or of multiple identities) in immersive environments is rapidly transforming consumer behavior – even though at this point in time many mainstream consumers have not even heard of this phenomenon! The largest social networking, Second Life, currently has over 6 million registered users worldwide, while the gaming-oriented site World of Warcraft has close to 9 million users.
Consumers enter CME’s in digital form, as avatars. A user can design his or her avatar by choosing facial features, body types, clothing styles – and even nonhuman forms. These digital representations are socializing with one another in real time, taking virtual university courses, participating in corporate training programs, sharing reactions to new products, and of course shopping.
To date more than 40 RL (real life) companies including GM, Dell, Sony, IBM and Wells Fargo are staking their claim to online real estate in computer-mediated environments (CME’s) such as Second Life, There.com and Entropia Universe. In April 2007 alone, residents of the online “world” Second Life spent approximately $10 million (in real money) on virtual land, products and services. Corporate America’s transition to the virtual world is an attempt to reach and entice the growing flood of consumers occupying these virtual worlds.
Clearly this expanding space will be pivotal in fueling new consumer trends over the next decade. In addition, the parallel growth in spending on advergaming continues to transfigure the online C2C world. Forecasts suggest that sales of branded messages embedded in videogames will reach $733 million by 2010. Eventually, these CME forums may rival traditional, marketer-sponsored E-commerce sites in terms of their influence on consumer decision-making and product adoption.
Despite this huge potential, we know very little about the best way to talk to consumers in these online environments. How will well-established research findings from the offline world transfer to CMEs? For example, can we be sure that our received wisdom regarding the impact of source credibility upon persuasion will readily apply to a situation where a “source” espousing adoption of a new product takes the form of an animated supermodel with exaggerated “attributes” or a bright green demon with fearsome horns?
These new online platforms generate many fascinating research questions for the advertising and consumer psychology community. Here are some:
Avatars, the Self, and Attitude Change
· What does the consumer’s choice of his or her own avatar tell us about self-concept and role identity – especially since visitors often create multiple avatars to “experiment” with different identities?
· How important is it for visitors to be able to customize the avatars they encounter in advertising so that they control the image that speaks to them about its products?
· How effective are avatars as sources of marketing communications?
· What physical dimensions influence the consumer decision-making process when shoppers encounter avatars that represent RL organizations? Should a company’s “spokes-avatar” be modeled after a real person (perhaps the viewer herself)? A celebrity? A fantasy figure?
· How will the explosion in consumer-generated marketing communications now being posted in CMEs (including YouTube, Second Life and elsewhere) influence the process of attitude change and strategic communications decisions?
· How does the phenomenon of “presence” (the term communications researchers use to refer to the level of immersion in a virtual social environment) relate to flow states and high involvement situations documented in consumer research?
Virtual Influence and Decision Making
· What are the implications for information diffusion as consumers increasingly turn to CMEs for information about new products or to read other consumers’ reviews of these products?
· Can consumer researchers construct and populate virtual laboratories that will allow them to simulate RL decision-making contexts and better understand how heuristics, contextual cues, information displays and other variables will impact consumer behavior both offline and online?
· Can avatars’ conversations with one another, either in pairs or in groups, be a valuable starting point for buzz-building and word-of-mouth marketing campaigns?
· How will the growth in CME participation affect social interaction patterns such as dating?
· To what extent do consumers in CMEs participate in risk-taking behavior, and what implications does this have for RL?
· What are the implications for adolescent socialization, or for the ability of children to distinguish reality-based cues from fantasy?
· What are the ethical implications of the increasingly common practice of misrepresentation whereby companies pay individuals to promote their products on websites while masquerading as “ordinary” surfers?
Virtual Culture and Economies
· What is the potential of online prediction markets (like The Hollywood Stock Exchange) to improve researchers’ and practitioners’ ability to forecast consumer trends?
· How will norms regarding social etiquette, cheating, and gift-giving transfer to CMEs?
· What are the implications for cross-cultural consumer behavior as CME residents increasingly are able to interact with fellow avatars (and companies) from around the world?
· How will the integration of avatars on other internet platforms influence consumer behavior on e-commerce websites?
Submissions may be in one of two categories: 1) complete papers or 2) abstracts. Preference for acceptance will be given to papers that provide extensive integration of existing work and/or provide details of a relevant program of research that takes a psychological perspective. Authors of the best papers will be invited to prepare a manuscript for a book to be published by the Society for Consumer Psychology. Complete papers that will be published in the book must be submitted in camera-ready format within 30 days of presentation at the conference. Publication of full papers based upon submitted abstracts is contingent upon satisfactory review of the full paper.
Submissions must be received by December 15, 2007. Papers should be sent to Natalie Wood (email@example.com) electronically as an attached Word file. All papers will be blind-reviewed, so please submit your manuscript with authors’ names and contact information on a separate cover page. Please limit the manuscript to 30 pages double-spaced (excluding Exhibits) with 1” margins.
The conference will be held at the Loews Hotel in Philadelphia (www.loewshotels.com). Conveniently located in the heart of downtown Philadelphia, the Loews Hotel is steps away from the historic district (Liberty Bell, National Constitution Center), shopping, restaurants and sports arenas. To make reservations, contact the Loews Philadelphia and identify yourself as an attendee of the Advertising and Consumer Psychology Conference to receive the conference hotel rate of $189 per night. Reservations must be made by April 1st, 2008 to receive the conference rate.
For more information about The Society for Consumer Psychology or the Advertising and Consumer Psychology Conference, please see the website at http://www.consumerpsych.org/
Nearly a billion consumers worldwide will watch Internet video by 2012, up from roughly 300 million today, according to ABI Research's "Broadband Video and Internet TV" report.
Michael Wolf of ABI said, "Who pays for video online will largely be determined by who foots the bill through existing models. For broadcast television, including primetime TV content, we anticipate that ad support will be the primary engine of monetization as this content moves online. Movie content new to the home video window will be largely consumer pay-supported.
"User-generated content will be ad-supported, as sites such as YouTube and social networking sites make increasing use of content produced by their own online users as a way to drastically increase their inventory of premium advertising opportunities," Mr. Wolf continued. "We believe that pay-video adoption will grow through sites such as iTunes where consumer hardware platforms create end-to-end user experiences that enable easy access to premium video."
Almost 217 million people worldwide visited online gaming Web sites in May 2007, according to comScore's "World Metrix" report. That is up almost 17% from May 2006, and represents 28% of the total worldwide online population ages 15 and older.
Bob Ivins of comScore said, "The fact that these Web sites are pulling in over a quarter of the total worldwide Internet population shows what a global phenomenon gaming has become. The potential of the online gaming arena should be especially appealing for advertisers, as the average online gamer visits a gaming site nine times a month."
Not all sites were equally popular worldwide. Yahoo! Games was tops in North America, with 18.7 million unique visitors. In Europe, the same site was only the fourth most popular, with 8.6 million unique visitors.
The Web still beats other vacation planning tools.
A third of US Internet users now research and book travel online, according to the Conference Board and TNS' "Consumer Internet Barometer" study. The report covered US households and was conducted in the second quarter of 2007.
Two in 10 consumers used the Internet more this year than last to research travel arrangements, and 18% increased their online bookings. At the same time, nearly a quarter of respondents said they used the Internet less than they did last year for making travel arrangements.
Despite this flux in usage, about a fifth of US Internet users researched their travel online and booked offline in the second quarter of 2007.
More women than men, 21% vs. nearly 19%, used travel Web sites solely to research their travel arrangements. However, more men than women, 34% vs. 33%, researched and also booked their travel arrangements via a travel Web site.
Lynn Franco of the Conference Board said, "Consumers conducting travel research online continue to outnumber those booking online. Among consumers whose online travel arrangements increased this year, ease of use and instant availability are the key drivers."
Asked specifically which vacation planning method they preferred, respondents to a November 2006 survey by TravelFocused found more than half using the Internet. That was more than twice as many who read travel books, and three times as many who watched TV for their travel information.
Internet-savvy consumers are exploiting powerful resources to find information about travel products and pricing. They like businesses to come to them, not the other way around, with the right product, at the right time, in the right way. This challenges travel providers to transition from a service model based on mass consumption to one centered on creating customized packages for groups of travelers with unique interests and needs.
for the full article with graphs and stats click here.
Online marketing endeavors in Europe will gobble 18 percent of total media budgets by 2012 as spending increases from its 2006 level of €7.5 billion, or $10.3 billion, to more than €16 billion, or $22 billion, according to Forrester Research.
The online advertising market in Europe will grow at a compound annual rate of 14 percent between 2006 and 2012, says Forrester, with search growing at 14 percent, e-mail at 10 percent and display ads at 14 percent.
The findings are part of a new report from Forrester that says companies are planning to strongly pursue a "growing Net audience that relies on the Web for a widening range of decisions." The report, written by Forrester researcher Rebecca Jennings, says companies, "after five years of dipping their toes into" online marketing, now acknowledge the Internet is an important place to find new customers and retain them."
The study says search will grow from €3.7 billion, or $5.1 billion, to €8.1 billion, or $11.1 billion, with paid search taking 81 percent of the expenditure. It also predicts that display ads will double over the next five years, growing from €2.5 billion, or $3.4 billion, in 2006 to €5.6 billion, or $7.7 billion, in 2012. E-mail marketing, says Forrester, should hit €2.3 billion, or $3.2 billion, in 2012, up from €1.3 billion, or $1.8 billion, in 2006.
Most of the online marketing growth will take place in the U.K., France and Germany, which is expected to enjoy particularly strong growth as broadband access expands, says Forrester.
The firm maintains about 52 percent of Europeans regularly access the Internet from their homes and 64 percent of those who do are hooked up with broadband connections.
In fact, Europeans are spending more time browsing the Web than watching TV or reading newspapers and magazines, according to Forrester. The researchers found that 36 percent of those who access the Web say they watch less television because they're online instead, "enough reason for any marketer to review their media mix."
Consumers in Europe are increasingly relying on the Internet for everything from shopping, finding the latest news and gossip to conducting research, says the report. The Web is now "at every point in the consumer purchase and consumption cycle," notes Forrester, meaning marketers have many opportunities to engage potential customers.
There is, however, a fly in the ointment. "Trust in many types of advertising is low," reports Forrester. It says about 67 percent of online consumers think advertisers lie in their ads. The fact that 40 percent of these people trust price-comparison sites, and 36 percent trust online product reviews from other users "opens the doors for new online marketing forms like word-of-mouth (WOM) email campaigns and blog advertising," suggests Forrester
European companies, "after several slow years," are now increasing online spending, says Forrester. It believes 54 percent of companies budgeted more for online spending in 2007 than they spent last year. Display advertising continues to be popular with most marketers as nearly all of them reported using banner ads and many using buttons and online sponsorships. More than half use rich media ads, says Forrester.
Forrester found emerging channels like word-of-mouth and social networking are now generating interest. "Social media will bring real-time intelligence," wrote Jennings. "As different types of social media strengthen their grip on users, expect marketers to jump on the bandwagon by switching ad euros to social media forms like RSS, blogs, and networks."
She also said publisher and agency consolidation will present marketers with "easier routes online through integrated media operations" by erasing some of the complexity of placing ads online. Jennings, however, expects marketers will "maintain some independent relationships, both for best-of-breed channel expertise and for third-party validation of strategies and results."
Hi there and thanks for visiting my blog!
This little Online Research and Marketing blog of mine has been steadily growing over the last couple of months and although there aren't really that many readers, I believe to have found a nice niche for posting.
To make things easier for you, this site has several cool things that make your browsing life easier. At the end of each post you can find the Sphere: Related Content link. Clicking this link opens a neat window inside the blog telling you what other blogs are currently saying about the topic and showing you links for related articles. Let me know what you think about this new feature if you like.
Also (some of you have probably noticed this, too), you can now bookmark each post with your favourite social bookmarking site. Simply click the Add this: Social Bookmark button to do so. You can chose from all the major players in the field.
Today I created a Squidoo for this blog. I'm just trying out to see if this might bring some traffic over here, plus I put some book reviews on there that might even interest some of you. So feel free to have a look there. But honestly, there's not much there. Well, it's new, so be gentle with your criticism.
Speaking of which, you feedback is, of course, always welcome!
Convergence will bring new opportunities to the consumer electronics (CE) marketplace, probably.
Although convergence is on the horizon, it hasn't arrived yet and no one is certain what will happen when it does. One thing is certain, however: The Internet is now indispensable both for consumers and the CE industry.
"The world is going digital at a dizzying rate," says Lisa Phillips, eMarketer Senior Analyst and the author of the new report, Consumer Electronics Online: Converged or Confused? "New products, falling prices and increased capabilities have made the global CE market almost impervious to economic ups and downs."
In-Stat projects strong CE sales for several years to come.
Total global shipments are projected to grow from 2.1 billion units in 2006 to three billion in 2010, with Europe, the Asia-Pacific region and the "rest of world" region leading the growth.
"The digital home is the next frontier, the next huge opportunity for the CE industry," says Ms. Phillips. "But today if you say 'digital home,' most US adults will answer 'too expensive' or 'too hard to set up.' At the same time, many of them wish they could integrate and control the various electronic devices already in their homes."
According to Strategy Analytics, last year consumers worldwide spent $166 billion on digital home entertainment devices, an increase of 33% over 2005.
The "Global Digital TV" report, from Informa Telecoms & Media, projects that 489 million homes, or 40% of households worldwide, will receive digital signals in 2011.
Growth is expected to increase 14% this year, to $190 billion. That's not bad. But before more consumers will buy new digital technology, more of them have to be able to receive digital signals.
By then, the Asia-Pacific region — driven by digital TV growth in China — will surpass North America in the number of households owning a digital TV set.
"Nevertheless, Americans love technology, particularly if it delivers entertainment such as TV programs, movies, video games or music," says Ms. Phillips. "Digital technologies are most prevalent in portable form — cellphones, MP3 players and the like — but digital television, scheduled to become the standard broadcast technology in February 2009, is showing strong sales growth."
Currently, the music sector leads in digital downloads, but online TV and movie content will experience rapid growth beginning this year. US consumers will spend $3.6 billion on digital entertainment content in 2007, and nearly $8 billion in 2010 — a 115% increase.
for the full article with graphs and stats click here.
Open Call to Participate in Perry Bard's Global Remake of Vertov's "Man With A Movie Camera"
today on newsgrist: http://newsgrist.typepad.com/underbelly/2007/07/perry-bards-glo.html
New York artist Perry Bard has a new project that requires participants!
via MWAMC website: http://dziga.perrybard.net/
Dziga Vertov's 1929 film Man With A Movie Camera records the progression of one full day synthesizing footage shot in Moscow, Riga, and Kiev. The film begins with titles that declare it "an experiment in the cinematic communication of visible events without the aid of intertitles, without the aid of a scenario, without the aid of theater." It is often described as an urban documentary yet the subject of the film is also the film itself –from the role of the cameraman to that of the editor to its projection in a theatre and the response of the audience. It is a film within a film made with a range of inventive effects –dissolves, split screen, slow motion, freeze frame–all of which are now embedded in digital editing software.
2008: Man With a Movie Camera is a participatory video shot by people around the world who are invited to record video according to the original script of Vertov's Man With A Movie Camera and submit it to a website which will archive, sequence and deliver the submissions to The Big Screen ( www.bbc.co.uk/bigscreens/) in 2007-08. When the work streams your contribution becomes part of a worldwide montage, in Vertov's terms the "decoding of life as it is." This website contains every shot in Vertov's 1929 film along with thumbnails representing the beginning middle and end of each shot.
You are invited to interpret Vertov and upload your footage to this site to become part of the database. See the Scene Index.
2008:Man With a Movie Camera will be streamed on four public screens in the UK beginning in October 2007 on the Big Screen Manchester
All material on this site is public domain
MORE INFO: http://dziga.perrybard.net/
Please email firstname.lastname@example.org for questions about this project.