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	<title>MaxxoMedia Digital Media and Entertainment Trends &#187; IP Video</title>
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	<description>Tracking the ever changing tides of digital media</description>
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		<title>YouTube = Less TV</title>
		<link>http://www.maxxomedia.com/blog/youtube-less-tv/</link>
		<comments>http://www.maxxomedia.com/blog/youtube-less-tv/#comments</comments>
		<pubDate>Wed, 31 Jan 2007 04:55:14 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[IP Video]]></category>
		<category><![CDATA[Statistics]]></category>

		<guid isPermaLink="false">http://maxxomedia.com/blog/2007/01/30/youtube-less-tv/</guid>
		<description><![CDATA[A third of frequent visitors to the YouTube video-sharing site say they watch less TV as a result of their online video habit, according to a recent survey conducted by Harris Interactive. Forty-two percent of U.S. online adults say they have watched a video on YouTube, with 14% saying they visit the site frequently. Of [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" align="justify">A third of frequent visitors to the YouTube video-sharing site say they watch less TV as a result of their online video habit, according to a recent survey conducted by <a href="http://www.harrisinteractive.com/news/allnewsbydate.asp?NewsID=1168" target="_blank">Harris Interactive</a>.</p>
<p align="justify">Forty-two percent of U.S. online adults say they have watched a video on YouTube, with 14% saying they visit the site frequently. Of these, 32% said they are watching less TV as a result of the time they spend on the site.</p>
<p align="justify">&#8220;[YouTube] has really emerged as a major force in, and problem for, the traditional entertainment industry,&#8221; said Harris senior research manager Aongus Burke.</p>
<p><span id="more-111"></span></p>
<p align="justify">&#8220;Not only is YouTube using a lot of their own content to steal the eyeballs they want the most, the site has provided a launching pad to wholly new forms of user-generated video entertainment that are gaining popularity quickly.&#8221;</p>
<p align="justify">However, the survey also found that 73% of frequent YouTube visitors said they would visit less if the site introduced short video ads before every clip.</p>
<p align="justify">&#8220;Consumers as a rule are not averse to watching commercials online in order to catch an episode of a TV show they would otherwise miss,&#8221; added Burke.</p>
<p align="justify">&#8220;Yet those who are accustomed to finding and watching everything for free at YouTube may have developed a very different set of expectations for the site.&#8221;</p>
<p class="MsoNormal">&nbsp;</p>
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		<title>Global Online Video Sales 2006-2010</title>
		<link>http://www.maxxomedia.com/blog/global-online-video-sales-2006-2010/</link>
		<comments>http://www.maxxomedia.com/blog/global-online-video-sales-2006-2010/#comments</comments>
		<pubDate>Mon, 15 Jan 2007 20:07:49 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[IP Video]]></category>
		<category><![CDATA[Movie Downloads]]></category>
		<category><![CDATA[Statistics]]></category>
		<category><![CDATA[Web]]></category>

		<guid isPermaLink="false">http://maxxomedia.com/blog/2007/01/15/global-online-video-sales-2006-2010/</guid>
		<description><![CDATA[Online sales of TV shows, movies and other prerecorded video will become a billion-dollar business in 2007, according to Strategy Analytics. While video download sales made through Apple’s iTunes store and other sources totaled just $300 million in 2006, by the end of 2007 the market will grow to $1.5 billion. By 2010, global revenue [...]]]></description>
			<content:encoded><![CDATA[<p>Online sales of TV shows, movies and other prerecorded video will become a billion-dollar business in 2007, according to Strategy Analytics. While video download sales made through Apple’s iTunes store and other sources totaled just $300 million in 2006, by the end of 2007 the market will grow to $1.5 billion. By 2010, global revenue from online video sales, rentals and subscriptions will surge to $5.9 billion, and account for eight percent of total home video industry revenues. 2007 will be remembered as the year in which online sales of prerecorded video finally become a real business, just like with music, online delivery of video content is now emerging as a viable and increasingly important distribution channel for content owners. Along with broadband growth and consumer demand, online video sales will also be spurred by a growing number of distributors and payment models. While Apple’s iTunes store is the leading source for paid video downloads today, other major players such as Wal-Mart, Time Warner, and NetFlix are expected to enter the market in the near future. Although pay-to-own downloads account for most online video revenues today, other payment models will become a significant part of the market over time. By 2010, projections show that rentals and subscription-based services will account for about one quarter of annual online video sales to consumers.  <a target="_blank" href="http://www.kenradio.com">KENRADIO.COM</a><br />
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		<title>What will they think of next?</title>
		<link>http://www.maxxomedia.com/blog/what-will-they-think-of-next/</link>
		<comments>http://www.maxxomedia.com/blog/what-will-they-think-of-next/#comments</comments>
		<pubDate>Fri, 29 Dec 2006 08:19:17 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[Advertising]]></category>
		<category><![CDATA[Cool Products]]></category>
		<category><![CDATA[File Sharing]]></category>
		<category><![CDATA[IP Telephony]]></category>
		<category><![CDATA[IP Video]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[VOD]]></category>

		<guid isPermaLink="false">http://maxxomedia.com/blog/?p=25</guid>
		<description><![CDATA[Some digital media heavyweights and pundits chime in on their visions for 2007 Napster in 1999. MySpace in 2004. YouTube in 2006. Experts from the tech community look ahead to the innovations that will change how we work, play and communicate in 2007. by STEVE BALLMER; NED SHERMAN; RAFAT ALI; KEVIN WERBACH; CHRIS ANDERSON; HANK [...]]]></description>
			<content:encoded><![CDATA[<p>Some digital media heavyweights and pundits chime in on their visions for 2007</p>
<div class="storysubhead" />
<div class="storysubhead">Napster in 1999. MySpace in 2004. YouTube in 2006.  Experts from the tech community look ahead to the innovations that will change  how we work, play and communicate in 2007.</div>
<div class="storysubhead" />
<div class="storysubhead" />
<div class="storysubhead" />
<div class="storysubhead" />
<div class="storybyline">by STEVE BALLMER; NED SHERMAN; RAFAT ALI; KEVIN WERBACH;  CHRIS ANDERSON; HANK BARRY; JOHN BROCKMAN</div>
<p>December 28, 2006  LATIMES.COM</p>
<p><em><span id="more-25"></span></em></p>
<p>You&#8217;ll be back in control</p>
<p>STEVE BALLMER</p>
<p><em>Steve Ballmer is the chief executive of Microsoft  Corp.</em></p>
<p><em /><br />
RIGHT NOW, I AM as excited by the prospects for  technology-driven change as I&#8217;ve ever been. The impact of the Internet, e-mail  and mobile<strong> </strong>phones has been so dramatic that people tend to  think the digital revolution has already happened. I think it&#8217;s just getting  started.</p>
<p>Many technologies have the potential to catch fire, including  Internet television, mobile video devices and even robots. New  business-intelligence technologies will make sophisticated data analysis tools  easy enough for anyone to use. New &#8220;digital rights&#8221; technology, which gives  copyright holders more control over the distribution and reproduction of their  work, will continue to transform the entertainment industry.</p>
<p>But when we  look back in 10 years, it probably won&#8217;t be a specific device or company that  stands out. Instead, 2007 will be the year that unified communications  technology helped us regain control of our information and our lives.  Ironically, the proliferation of new technologies up until now has made  communications harder, not easier.</p>
<p>In 2007, I believe that phone numbers  and e-mail addresses will begin to give way to a single identity, and the  desktop phone will merge with the PC and mobile phone. Messages will be routed  to you on a device that will be smart enough to know whether you can be  interrupted based on what you are doing and who the message is from. Instead of  being ruled by e-mail and cellphones, we&#8217;ll have control over when and how we  can be reached, and by whom.</p>
<p>**</p>
<p>Where virtual meets real  life</p>
<p><strong>NED SHERMAN</strong><br />
<em>Ned Sherman is chief  executive and publisher of Digital Media Wire  (digitalmediawire.com)</em></p>
<p>THE TREND TO watch in 2007: Virtual  worlds, one of the most populous of which is Second Life, a 3-D environment  built and owned by its residents (currently about 2 million).</p>
<p>These  digital playgrounds combine elements of social networking with aspects of a  multiplayer online game. At Second Life&#8217;s virtual marketplace, residents buy,  sell and trade millions of dollars in digital goods. Even more fascinating from  a business standpoint is that millions of dollars in real-world currency are  being generated from the exchange of virtual dollars into hard cash.</p>
<p>A  cottage industry is beginning to develop around virtual communities, with  real-world businesses profiting from the sale of related goods and services. For  instance, there&#8217;s an e-commerce site that allows you to customize your &#8220;avatar&#8221;  — the persona you create for yourself on line — and another company that puts  together custom games for organizations that want to use Second Life for  training and education.</p>
<p>Second Life may not grow to the scale of a  MySpace or a YouTube, but it may be laying the groundwork for something that  will.</p>
<p>**</p>
<p>Breakout acts</p>
<p>RAFAT ALI</p>
<div class="storybody"><em>Rafat Ali is the editor of paidContent.org</em>IT MAY NOT BE a  service that catches our attention this year, but people — specifically, the  talent that will break out in the social media sites. Jessica &#8220;lonelygirl15&#8243;  Rose, who got famous playing a fictional teenager on YouTube, was just the  first. We will see online and mobile shows possibly breaking into the  mainstream, and talent from these digital realms will have a big effect on how  mainstream shows get developed.**</p>
<p>Video Napster</p>
<p><strong>KEVIN WERBACH</strong></p>
<p><em>Kevin Werbach  (werbach@wharton.upenn.edu) is an assistant professor of legal studies and  business ethics at the Wharton School of the University of Pennsylvania and the  organizer of the Supernova technology conference (supernova2007.com).  </em></p>
<p>I EXPECT THAT in the next year, at least one file-sharing — or  &#8220;peer-to-peer&#8221; — television service will hit the exponential growth curve of  Napster, Skype and MySpace. YouTube woke up users to the Internet as a video  platform, but because even a small video file can take up several megabytes, a  centralized website such as YouTube needs to limit clips to a few minutes.</p>
<p>P2P applications make every recipient of a file also a potential server,  distributing the load throughout the network. This is the technique Napster and  Kazaa used to upend the music business. By leveraging the distributed power of  the network, P2P video allows you to download and watch much larger programs  more quickly than you could at a centralized website.</p>
<p>There are several  candidates lined up to be the YouTube of P2P video. BitTorrent has content  partnerships with major media companies. The Venice Project is being developed  by the team that created Kazaa and Skype. Or the winner might be one of the  fast-growing P2P video companies already operating in China, such as Xunlei and  PPLive.</p>
<p>Not enough attention is being paid to these services because of  the perception that YouTube has already &#8220;won&#8221; the Internet video war. But  central video hosting was just one battle. P2P video will become too big to  ignore.</p>
<p>**</p>
<p>Gaming as communication</p>
<p><strong>CHRIS  ANDERSON</strong></p>
<p><em>Chris Anderson is the editor in chief of  Wired magazine</em></p>
<p>I&#8217;M WILLING TO bet that 2007 is the year that somebody  figures out how to make video advertising work in a YouTube world. And if I&#8217;m  right, the TV industry is going to get very rocky, very fast.</p>
<p>I doubt  that the same disruptive force will hit movies, however. The big-screen  home-theater boom created a market for high-def films, and that factor-of-10  increase in downloading time bought Hollywood another five years or so to figure  things out.</p>
<p>I also think that this will be a big year for video gamers,  and not just because of the delightful game-play innovations of the Wii and the  power of the Xbox 360. (I can&#8217;t wait for Halo 3.) Equally important is the fact  that all of the current generation consoles now have built-in Internet  connections. Their role as a bridge from the Net to the TV isn&#8217;t just a big deal  for gaming, it&#8217;s also potentially a breakthrough moment for online video of all  sorts.</p></div>
<div class="storybody">We knew gaming competed with television for time, but now  we&#8217;re learning that mainstream acceptance of networked gaming may also create  the greatest competitor for the broadcast distribution model itself.**</p>
<div class="cubeadbox">
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Memory to go</p>
<p><b>HANK BARRY</p>
<p></b></p>
<p><i>Hank Barry, </i><i>a lawyer</i><i>,</i> <i>was chief  executive of Napster</p>
<p></i></p>
<p>KISS YOUR laptop goodbye.  Virtualization technologies are making it possible for all of us to move beyond  personal computers.</p>
<p>Google and Microsoft are fighting over where you keep  your "state" — your operating system, your applications and all your files.  Google wants you to keep it on the Internet; Microsoft wants you to keep it on  your laptop.</p>
<p>Virtualization technologies have been used for years to  improve the usefulness of big servers. They allow a computer to move quickly and  seamlessly among different operating systems with different "stacks" of  applications.</p>
<p>Applied to personal computers, though, virtualization could  radically expand the portability of all your computer work. A company called  Moka5 has a program that keeps a snapshot copy of your state at all times. There  is no reason why you could not carry that copy with you on different media — on  a USB memory stick, on a cellphone or even an iPod — wherever there is some  memory. Wherever you take it, your software, your files and your operating  system will be available to use on any computer.</p>
<p>This splits the  difference in the fight over where you store your work. You are no longer bound  to a particular piece of hardware — and you also don't have to risk storing your  stuff with a server-side provider such as Google.</p>
<p>More and more, you are  in charge.</p>
<p>**</p>
<p>All computing, all the time</p>
<p><b>JOHN  BROCKMAN</p>
<p></b><i>John Brockman is publisher and editor of Edge  (edge.org)</i></p>
<p>WE WILL SEE migration of social applications as  user-generated content moves to the WiFi environment. YouTube, MySpace and  multi-user games will be available on hand-held devices, wherever you go. People  will carry their digital assets much like their bacteria. Israeli tech guru  Yossi Vardi calls it "continuous computing."</p>
<p>The nanotechnology world  foreseen by K. Eric Drexler arrives in the form of MEMS, or microelectronic  mechanical systems. Very inexpensive moving parts will be mass-produced like a  semiconductor. But unlike semiconductors, they move. Useful for anything that  employs moving parts.</p>
<p>Synthetic Biology pioneer George Church of Harvard  University expects $3,000 personal genomics kits in stores.</p>
<p>"Pop Atheism"  might include popular atheist TV and movie characters, professional athletes,  political figures, etc. Look for the first billion-dollar IPO for the Web  service that gets atheists together for "rituals," dating and political and  business networking.</p>
<p>Rod Brooks, director of MIT's computer lab, is  looking at new Web services aimed at the baby boomer age group, who realize  that, in terms of IT use, they've been passed by, missing out on IM,  text-messaging, MySpace, etc.</p>
<p>But don't put much stock in predictions.  Consider that YouTube/MySpace/Napster didn't change the real world for most  people very much. MySpace became TheirSpace and YouTube became TheirTube faster  than you can say "2006."<br />
<br clear="all" /><br clear="all" /></p>
<p></noscript></p>
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		<title>AT&amp;T embraces three-screen concept</title>
		<link>http://www.maxxomedia.com/blog/att-embraces-three-screen-concept/</link>
		<comments>http://www.maxxomedia.com/blog/att-embraces-three-screen-concept/#comments</comments>
		<pubDate>Thu, 28 Dec 2006 17:34:28 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[IP Video]]></category>
		<category><![CDATA[Mobile]]></category>

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		<description><![CDATA[AT&#038;T is integrating its offerings to deliver a more all-encompassing service package that includes IP video, DSL and wireless. Compelling content also is a key component in AT&#038;T&#8217;s growth strategy. Telecommunications (12/2006)]]></description>
			<content:encoded><![CDATA[<p><strong><a class="companyName" title="http://r.smartbrief.com/resp/fRjwlqfEnvjcrKCibvaLchSq More Info About AT&#038;T Inc." target="_blank" href="http://r.smartbrief.com/resp/fRjwlqfEnvjcrKCibvaLchSq">AT&#038;T</a></strong> is integrating its offerings to deliver a more  all-encompassing service package that includes IP video, DSL and wireless.  Compelling content also is a key component in AT&#038;T&#8217;s growth strategy.   <a title="http://r.smartbrief.com/resp/fRjwlqfEnvjcrLCibvaLoaeT" target="_blank" href="http://r.smartbrief.com/resp/fRjwlqfEnvjcrLCibvaLoaeT">Telecommunications</a><font size="2" face="Verdana, Arial, Helvetica, sans-serif" color="#666666">  (12/2006)</font></p>
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