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	<title>MaxxoMedia Digital Media and Entertainment Trends &#187; What&#8217;s New</title>
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	<link>http://www.maxxomedia.com/blog</link>
	<description>Tracking the ever changing tides of digital media</description>
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		<title>In-Home Web Enabled Devices Multiplying</title>
		<link>http://www.maxxomedia.com/blog/in-home-web-enabled-devices-multiplying/</link>
		<comments>http://www.maxxomedia.com/blog/in-home-web-enabled-devices-multiplying/#comments</comments>
		<pubDate>Thu, 18 Nov 2010 04:43:01 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/?p=775</guid>
		<description><![CDATA[Image by programwitch via Flickr Average US Consumer Household Will Own 5-10 Web-Enabled CE Devices by 2014 SCOTTSDALE, Ariz., November 17, 2010 &#8211; Over 53 million US broadband households currently view TV programs over the Internet. 85% of these users already view online TV content on multiple devices, including personal computers, TVs and mobile handsets. [...]]]></description>
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<dt class="wp-caption-dt"><a href="http://www.flickr.com/photos/56661936@N00/3326598840"><img title="Amazon VOD menu on Roku" src="http://maxxomedia.com/blog/wp-content/uploads/3326598840_da0b766139_m.jpg" alt="Amazon VOD menu on Roku" width="240" height="180" /></a></dt>
<dd class="wp-caption-dd zemanta-img-attribution" style="font-size: 0.8em;">Image by <a href="http://www.flickr.com/photos/56661936@N00/3326598840">programwitch</a> via Flickr</dd>
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<p>Average US Consumer Household Will Own 5-10 Web-Enabled CE Devices by 2014</p>
<p>SCOTTSDALE, Ariz., November 17, 2010 &#8211; Over 53 million US broadband households currently view TV programs over the Internet.  85% of these users already view online TV content on multiple devices, including personal computers, TVs and mobile handsets.   By 2014, there will be over 200 million web-enabled wire-line Consumer Electronic (CE) devices in operation in the US.  When PCs and mobile devices are added in, the average US consumer will own between 5-10 web-enabled devices to choose from for viewing Internet-based digital entertainment.</p>
<p><span id="more-775"></span></p>
<p>“Today, content is consumed in a myriad of ways over a plethora of devices,” says Keith Nissen, Principal Analyst.  “The relationship between the user, the content they view, and the device they watch it on, has become complex.  Traditional viewing habits no longer apply and, as a result, a new and amorphous set of rules have taken over.”</p>
<p>To meet the changing needs of the industry, In-Stat has introduced a unique research service called th<a href="http://www.instat.com/abstract.asp?id=212&amp;SKU=IN1005044CM" target="_blank">e US Digital Entertainment Tracker</a>. The US DE Tracker delivers a consolidated view of the US digital entertainment market, covering devices, services, content, consumer behavior metrics and forecasts.  Most importantly, it answers the question: Who will be viewing what on which devices?</p>
<p>For example, the analysis found that:</p>
<ul>
<li>The installed base of devices capable of supporting online video will grow much faster than either the availability of online video content, or the adoption of OTT video services.</li>
<li>Web-enabled TV shipments in the US are increasing at a 94% annual growth rate.</li>
<li>45% of US broadband households prefer to obtain at least some of their digital entertainment from online video services.</li>
<li>54% of consumer households would be more likely to purchase movies using a digital rights locker-based online video service.</li>
<li>Yet, except for owning personal movie favorites, consumers strongly favor acquiring their TV programs and movies from subscription services, or rentals.</li>
<li>50% of electronic video files are stored on a PC hard drive</li>
</ul>
<p>This research is part of In-Stat’s Consumer Media Content service which provides comprehensive analysis and forecasts of digital media and content, including revenue, internet video streaming and downloads, digital TV, business models, competitive analysis, and consumer perspectives.</p>
<h6 class="zemanta-related-title" style="font-size: 1em;">Related articles</h6>
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<li class="zemanta-article-ul-li"><a href="http://eon.businesswire.com/news/eon/20101011005502/en/Sezmi-YTL-Deploy-Wireless-Hybrid-TV-Platform">Sezmi and YTL to Deploy Wireless Hybrid TV Platform as Part of the World&#8217;s First Nationwide Wireless Quad-Play Service</a> (eon.businesswire.com)</li>
<li class="zemanta-article-ul-li"><a href="http://eon.businesswire.com/news/eon/20101115006695/en/Comcast-Announces-Launch-Xfinity-TV-App-iPad">Comcast Announces Launch for Xfinity TV App for iPad with the Ability to Watch TV Shows and Movies Anytime, Anywhere</a> (eon.businesswire.com)</li>
<li class="zemanta-article-ul-li"><a href="http://www.adweek.com/aw/content_display/news/e3i9f69888b7f3209b66ee022b2476116e0">Are Web TV Viewers Cord Cutters &#8212; or Keepers?</a> (adweek.com)</li>
<li class="zemanta-article-ul-li"><a href="http://www.prnewswire.com/news-releases/four-in-ten-39-broadband-users-watch-tv-online-or-on-handhelds-weekly-one-quarter-25-watch-almost-every-day-108467574.html">Four in Ten (39%) Broadband Users Watch TV Online or on Handhelds Weekly; One Quarter (25%) Watch Almost Every Day</a> (prnewswire.com)</li>
</ul>
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		<title>Google to Patent Status Updates that &#8220;Spread the Word&#8221;</title>
		<link>http://www.maxxomedia.com/blog/google-to-patent-status-updates-that-spread-the-word/</link>
		<comments>http://www.maxxomedia.com/blog/google-to-patent-status-updates-that-spread-the-word/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 22:23:38 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/?p=674</guid>
		<description><![CDATA[Websites asking new users to “spread the word” by logging into their email accounts is not exactly new. Of late, it is not very uncommon to see the same thing happen with social networks. However, ‘The Mechanical Zoo’, the parent company of Aardvark – the social search engine that was recently acquired by Google has [...]]]></description>
			<content:encoded><![CDATA[<p>Websites asking new users to “spread the word” by logging into their email accounts is not exactly new. Of late, it is not very uncommon to see the same thing happen with social networks. However, ‘The Mechanical Zoo’, the parent company of <a href="http://vark.com" target="_blank">Aardvark</a> – the social search engine that was recently acquired by Google has applied for a <a id="aptureLink_Dfp8JiUhvA" href="http://appft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&amp;Sect2=HITOFF&amp;u=/netahtml/PTO/search-adv.html&amp;r=1&amp;p=1&amp;f=G&amp;l=50&amp;d=PG01&amp;S1=20100088180.PGNR.&amp;OS=dn/20100088180&amp;RS=DN/20100088180">patent</a> on the idea of viral ad campaigns via status messages.</p>
<p>In the application titled, “Online Word-of-Mouth Marketing of a Web Service Using Personalized Invitations via a Status Messaging Service“, the company has sought for rights on the concept whereby websites and web applications (like Farmville) that promote their service via the users’ status messages.</p>
<p>Here are a few screenshots of the idea that could now belong to Google.</p>
<p><span id="more-674"></span></p>
<p><a id="aptureLink_WdiNBOVPV1" style="margin-top: 0px; margin-right: auto; margin-bottom: 0px; margin-left: auto; text-align: center; display: block; padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px;" href="http://gorumors.com/wp-content/uploads/2010/04/status-message-ad-campaign.jpg"><img style="border: 0px initial initial;" src="http://gorumors.com/wp-content/uploads/2010/04/status-message-ad-campaign.jpg" alt="" width="525px" height="349px" /></a></p>
<p><a id="aptureLink_kKfNbWOvLG" style="margin-top: 0px; margin-right: auto; margin-bottom: 0px; margin-left: auto; text-align: center; display: block; padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px;" href="http://gorumors.com/wp-content/uploads/2010/04/status-message-ad-campaign1.jpg"><img style="border: 0px initial initial;" src="http://gorumors.com/wp-content/uploads/2010/04/status-message-ad-campaign1.jpg" alt="" width="559px" height="500px" /></a></p>
<p><a id="aptureLink_Z01SO0mmWx" style="margin-top: 0px; margin-right: auto; margin-bottom: 0px; margin-left: auto; text-align: center; display: block; padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px;" href="http://gorumors.com/wp-content/uploads/2010/04/status-message-ad-campaign2.jpg"><img style="border: 0px initial initial;" src="http://gorumors.com/wp-content/uploads/2010/04/status-message-ad-campaign2.jpg" alt="" width="521px" height="489px" /></a></p>
<p>With applications like Farmville (and the thousands of Facebook apps) and Twitpic (and other Twitter apps) making use of similar features to promote their services via status messages, do you think such an idea is patentable?</p>
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		<title>Online video used like DVR and not a replacement for watching TV &#8211; Nielsen</title>
		<link>http://www.maxxomedia.com/blog/online-video-used-like-dvr-and-not-a-replacement-for-watching-tv-nielsen/</link>
		<comments>http://www.maxxomedia.com/blog/online-video-used-like-dvr-and-not-a-replacement-for-watching-tv-nielsen/#comments</comments>
		<pubDate>Fri, 26 Mar 2010 02:04:39 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/?p=657</guid>
		<description><![CDATA[Image via CrunchBase Each week, on average, Americans watched roughly 35 hours of TV and two hours of timeshifted TV via a DVR. Adults aged 65 and up watched the most weekly TV, 47 hours and 21 minutes; while teens aged 12-17 watched the least weekly TV, 23 hours and 24 minutes. The overall growth [...]]]></description>
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<dl class="wp-caption alignleft" style="width: 167px;">
<dt class="wp-caption-dt"><a href="http://www.crunchbase.com/company/nielsen"><img title="Image representing Nielsen as depicted in Crun..." src="http://maxxomedia.com/blog/wp-content/uploads/19309v2-max-250x250.png" alt="Image representing Nielsen as depicted in Crun..." width="157" height="72" /></a></dt>
<dd class="wp-caption-dd zemanta-img-attribution" style="font-size:0.8em">Image via <a href="http://www.crunchbase.com">CrunchBase</a></dd>
</dl>
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<p style="text-align: justify;">Each week, on average, Americans watched roughly 35 hours of TV and two hours of timeshifted TV via a DVR. Adults aged 65 and up watched the most weekly TV, 47 hours and 21 minutes; while teens aged 12-17 watched the least weekly TV, 23 hours and 24 minutes. The overall growth in viewing is due to a number of factors, the DVR brings added convenience while high definition programming and flatscreen TVs have boosted the quality of the experience. Digital delivery, via cable or satellite, is delivering more channels and more choice to the home than ever before, according to Nielsen.</p>
<p><span id="more-657"></span></p>
<p style="text-align: justify;">DVRs, now found in 35% of American households, continue to gain popularity. Those age 25-34 watch nearly three hours a week of timeshifted TV, while those age 65 and older watch just more than an hour.</p>
<h2 style="text-align: justify;"><a id="aptureLink_g2qgSa4vZ0" style="margin-top: 0px; margin-right: auto; margin-bottom: 0px; margin-left: auto; text-align: center; display: block; padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px; " href="http://apture.s3.amazonaws.com/00000127982e35d137611574007f000000000001.32510-1.jpg"><img class="aligncenter" style="margin-top: 10px; margin-bottom: 10px;" title="32510-1" src="http://apture.s3.amazonaws.com/00000127982e35d137611574007f000000000001.32510-1.jpg" alt="" width="540px" height="279px" /></a></h2>
<p style="text-align: justify;">Online video consumption rose 16% from 2008-2009, to an average of 22 minutes. Of note, approximately 44% of all online video is being viewed in the workplace. Research shows that Americans watch network programs online when they miss an episode or when a TV is not available. Online video is used essentially like DVR and not typically a replacement for watching TV. Adults aged 18-24 watched the most weekly online video, 39 minutes. Kids ages 2-11 watched the least weekly online video, four minutes. Active mobile video users grew by 57% from the fourth quarter of 2008 to the fourth quarter of 2009, from 11.2 million to 17.6 million. Much of this increase can be linked to the strong growth of smartphones in the marketplace. However, total time spent per week watching mobile video is still low, partially due to the fact essentially no consumers ages 2-11 or 65 and up watch video in this manner. Overall, Americans watch four minutes of mobile video per week. Adults ages 50-64 watch less than minute of weekly mobile video, while teens ages 12-17 watch 21 minutes of weekly mobile video.</p>
<p style="text-align: center;"><img class="aligncenter" style="margin-top: 10px; margin-bottom: 10px;" title="32510-2" src="http://apture.s3.amazonaws.com/00000127982dacfe9c19bfd2007f000000000001.32510-2.jpg" alt="" width="520px" height="197px" /></p>
<p style="text-align: justify;">The broader usage patterns of online video suggest it is, for the most part, a replacement of DVR use, or used by those who do not have immediate access to TV. TV network content online is primarily used to catch up with programming, rather than as a replacement for TV viewing. When asked for reasons they watch TV shows on the internet, 54% of respondents said because they forgot to watch a specific episode when it aired on TV. Another 47% said they are catching up on a current season of programming, 33% said they are catching up on a previous season, and 32% specifically said they forgot to record a show with their DVR or TiVo. Only the bottom three answers, another household member watching another program at the same time, and watching while at work or traveling, could be considered reasons that replace watching TV in the traditional manner.</p>
<h6 class="zemanta-related-title" style="font-size: 1em; text-align: justify;">Related articles by Zemanta</h6>
<ul class="zemanta-article-ul">
<li class="zemanta-article-ul-li"><a href="http://radar.oreilly.com/2010/03/web-tv-convergence-is-already.html">Web-TV convergence is already here, just not the way we expected</a> (radar.oreilly.com)</li>
<li class="zemanta-article-ul-li"><a href="http://news.cnet.com/8301-1023_3-10470174-93.html?part=rss&amp;subj=news&amp;tag=2547-1_3-0-20">More Americans use TV, Internet at same time</a> (news.cnet.com)</li>
<li class="zemanta-article-ul-li"><a href="http://seattletimes.nwsource.com/html/businesstechnology/2011239219_apustivosredo.html?syndication=rss">TiVo hopes for a lift from DVR blending &#8216;Net, TV</a> (seattletimes.nwsource.com)</li>
<li class="zemanta-article-ul-li"><a href="http://blog.seattlepi.com/techchron/archives/199090.asp?source=rss">More Americans are watching TV while surfing the Web</a> (seattlepi.com)</li>
</ul>
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		<title>MITEF Tackles The Semantic Web</title>
		<link>http://www.maxxomedia.com/blog/mitef-tackles-the-semantic-web/</link>
		<comments>http://www.maxxomedia.com/blog/mitef-tackles-the-semantic-web/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 05:44:40 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/?p=645</guid>
		<description><![CDATA[While market leaders Google and Bing battle it out, new companies are taking search into uncharted territory. Tonight MIT Enterprise Forum of the NW featured presenting company Evri, a consumer web company that is changing the way users filter, discover, navigate, and engage with content on the Web. Evri’s web platform scours content from more [...]]]></description>
			<content:encoded><![CDATA[<p>While market leaders Google and Bing battle it out, new companies are taking search into uncharted territory.</p>
<p>Tonight <a href="http://www.mitwa.org" target="_blank">MIT Enterprise Forum of the NW</a> featured presenting company Evri, a consumer web company that is changing the way users filter, discover, navigate, and engage with content on the Web. Evri’s web platform scours content from more than tens of thousands of sources, such as real-time news, blogs, and Tweets. It then filters it by timeliness, relevance, and source credibility, and delivers that content to consumers in intelligent streams across multiple platforms.</p>
<p>Joining Evri&#8217;s CEO, Will Hunsinger, was a panel of leading experts, covering the challenges, issues, and opportunities in the world of search and information discovery.</p>
<div id="aptureLink_TAMqICbRZ4" style="margin-top: 0px; margin-right: auto; margin-bottom: 0px; margin-left: auto; text-align: center; display: block; padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px;"><object id="apture_embedPlayer2" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="386" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="bgcolor" value="#ffffff" /><param name="quality" value="high" /><param name="allowScriptAccess" value="never" /><param name="allowFullScreen" value="false" /><param name="flashvars" value="loc=%2F&amp;vid=5691713&amp;autoplay=false&amp;domId=apture_embedPlayer2" /><param name="src" value="http://www.ustream.tv/flash/video/5691713" /><param name="name" value="apture_embedPlayer2" /><param name="allowfullscreen" value="false" /><embed id="apture_embedPlayer2" type="application/x-shockwave-flash" width="480" height="386" src="http://www.ustream.tv/flash/video/5691713" name="apture_embedPlayer2" flashvars="loc=%2F&amp;vid=5691713&amp;autoplay=false&amp;domId=apture_embedPlayer2" allowfullscreen="false" allowscriptaccess="never" quality="high" bgcolor="#ffffff"></embed></object></div>
<p><span id="more-645"></span></p>
<p style="text-align: center;">Follow the Twitter Stream at <a href="http://twitter.com/#search?q=%23mitforum" target="_blank">#MITFORUM</a></p>
<p><strong>Presenter</strong><br />
<strong>Will Hunsinge</strong>r, CEO, <a href="http://www.evri.com">Evri</a></p>
<div class="zemanta-img zemanta-action-dragged" style="margin:1em;display:block">
<div>
<dl class="wp-caption alignleft" style="width: 260px;">
<dt class="wp-caption-dt"><a href="http://www.crunchbase.com/company/evri"><img title="Image representing Evri as depicted in CrunchBase" src="http://maxxomedia.com/blog/wp-content/uploads/19423v1-max-250x250.jpg" alt="Image representing Evri as depicted in CrunchBase" width="250" height="140" /></a></dt>
<dd class="wp-caption-dd zemanta-img-attribution" style="font-size:0.8em">Image via <a href="http://www.crunchbase.com">CrunchBase</a></dd>
</dl>
</div>
</div>
<p><a id="aptureLink_wL6JyaXQbb" style="padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px; display: inline !important; " href="http://www.crunchbase.com/assets/images/resized/0001/9423/19423v1-max-150x150.jpg"></a>Will brings deep knowledge of consumer Web marketing and product management to Evri. Previously, he served as Chief Executive of ad venture Adeze and Entrepreneur-in-Residence at venture capital firm Maveron LLC. Prior to Adeze, he was Vice President and General Manager of Gap Online, and Vice President of Product Management for Gap&#8217;s Direct Division. He also served as Senior Director of Strategy and New Business Development for Overture Services prior to its acquisition by Yahoo!, and as Vice President of Business Development and Product Management at Business.com. Will began his career at Andersen Consulting, now Accenture, and graduated from the Georgetown University School of Foreign Service.</p>
<p><strong>Moderator</strong><br />
<strong>Vanessa Fox</strong>, Founder, <a href="http://www.ninebyblue.com">Nine By Blue</a>, and Entrepreneur-in-Residence, Ignition Partners<br />
<a id="aptureLink_hRQUT76RUL" style="margin-top: 0px; margin-right: auto; margin-bottom: 0px; margin-left: auto; text-align: center; display: inline !important; padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px;" href="http://www.ninebyblue.com/boxes.jpg"><img class="alignleft" style="margin: 10px;" src="http://www.ninebyblue.com/boxes.jpg" alt="" width="200" height="200" /></a></p>
<p>Called a cyberspace visionary by Seattle Business Monthly, Vanessa is an expert in understanding customer acquisition from organic search. She shares her perspective on how this impacts marketing and user experience at ninebyblue.com, and provides authoritative search-friendly design patterns for developers at janeandrobot.com. Vanessa is also an Entrepreneur-in-Residence with Ignition Partners, Contributing Editor at Search Engine Land, and host of the weekly podcast Office Hours. She previously created Google’s Webmaster Central, which provides both tools and community to help website owners improve their sites to gain more customers from search, and was instrumental in the sitemaps.org alliance of Google, Yahoo!, and Microsoft Live Search. She was recently named one of Seattle’s 2008 top 25 innovators and entrepreneurs. Look for her book Marketing in the Age of Google in early 2010.</p>
<p><strong>Panelists</strong><br />
Enrique Godreau III, Managing Director, <a href="http://www.voyagercapital.com">Voyager Capital</a><br />
<a id="aptureLink_3hYdArEhBk" style="padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px; display: inline !important;" href="http://www.voyagercapital.com/images/common/voyager-capital-logo.gif"><img class="alignleft" style="margin: 10px;" src="http://www.voyagercapital.com/images/common/voyager-capital-logo.gif" alt="" width="155px" height="78px" /></a>Enrique has nearly 30 years of experience in the information technology industry. Enrique&#8217;s primary interest is in digital media and wireless businesses. Prior to co-founding Voyager Capital in 1997, he held senior roles with Gartner, Adobe, and Aldus. Enrique began his career with Xerox, including seven years on the research staff of its Palo Alto Research Center (PARC).</p>
<p>He has been involved with many boards, including aQuantive, Attenex, and CapitalStream, and currently serves as a Director of 1020, Global Market Insite, GoAhead Software, Photobucket, and Zebra Imaging. Enrique holds a Bachelor’s degree in Computer Science from Rensselaer Polytechnic Institute.</p>
<p><strong>Ed Lazowska</strong>, Bill &amp; Melinda Gates Chair in Computer Science &amp; Engineering, <a href="http://lazowska.cs.washington.edu/">University of Washington</a>, Interim Director, University of Washington <a href="http://escience.washington.edu/">eScience Institute</a><br />
<a id="aptureLink_EdOvT9HEcK" style="padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px; display: inline !important;" href="http://escience.washington.edu/assets/escienceName.png"><img class="alignleft" style="margin: 10px;" src="http://escience.washington.edu/assets/escienceName.png" alt="" width="200" height="50" /></a>Ed holds the Bill &amp; Melinda Gates Chair in Computer Science &amp; Engineering at the University of Washington, where he has served on the faculty for 32 years. His research and teaching concern the design, implementation, and analysis of high-performance computing and communication systems. Ed is a member of the Microsoft Research Technical Advisory Board, and serves as a board member or technical advisor to a number of high-tech companies and venture firms. He co-chaired the President’s Information Technology Advisory Committee from 2003 to 2005, and chairs the Computing Community Consortium, an effort sponsored by the National Science Foundation to engage the computing research community in envisioning more audacious research challenges. Ed is a member of the National Academy of Engineering and a Fellow of the American Academy of Arts &amp; Sciences, ACM, IEEE, and AAAS.</p>
<p><strong>Todd Schwartz</strong>, Director of Product Management, <a href="http://www.bing.com">Bing</a>, Microsoft Corporation</p>
<div class="zemanta-img zemanta-action-dragged" style="margin: 1em; display: block;">
<div class="wp-caption alignleft" style="width: 210px"><a href="http://www.crunchbase.com/product/bing"><img class=" " title="Image representing Bing as depicted in CrunchBase" src="http://maxxomedia.com/blog/wp-content/uploads/45808v2-max-250x250.png" alt="Image representing Bing as depicted in CrunchBase" width="200" height="200" /></a><p class="wp-caption-text">Image via CrunchBase</p></div>
</div>
<p><a id="aptureLink_X2mLsrGr6c" style="padding-top: 0px; padding-right: 6px; padding-bottom: 0px; padding-left: 6px; display: inline !important;" href="http://www.crunchbase.com/assets/images/resized/0004/5808/45808v2-max-150x150.png"></a>Todd Schwartz is a Director of Product Management at Microsoft focusing on product, business, and marketing strategy for Bing within the Online Services Division.  His team is currently responsible for launching Bing worldwide working with the development, marketing, and PR teams both in the US and internationally.  In addition, over the past five years, Todd has held product management and leadership roles within the Microsoft Advertising, Windows Live, and MSN business units.</p>
<p>Prior to joining Microsoft, Todd worked as a management consultant with Deloitte and Accenture helping drive business innovation and growth for Fortune 500 consumer and technology companies.  He has also worked in various leadership roles in venture capital, technology startups, and as a Captain in the US Army.</p>
<p>Todd holds an MBA from the MIT Sloan School of Management and B.A. in Economics from Colorado College.  Todd is an avid skier, golfer, and technology enthusiast.</p>
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<li class="zemanta-article-ul-li"><a href="http://www.xconomy.com/seattle/2010/03/15/how-semantic-and-social-search-are-evolving-lessons-from-the-evri-twine-merger/">How Semantic and Social Search Are Evolving: Lessons From the Evri-Twine Merger</a> (xconomy.com)</li>
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		<title>Mobile App Store Stats &#8211; Read Write Web</title>
		<link>http://www.maxxomedia.com/blog/mobile-app-store-stats-read-write-web/</link>
		<comments>http://www.maxxomedia.com/blog/mobile-app-store-stats-read-write-web/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 15:45:07 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[What's New]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[blackberry]]></category>
		<category><![CDATA[Distimo]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Nokia]]></category>
		<category><![CDATA[Research In Motion]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/?p=623</guid>
		<description><![CDATA[Written by Sarah Perez At the recent Mobile World Congress 2010, Dutch app store analytics firm Distimo presented their findings on the six largest mobile application stores in existence today: the iTunes App Store, BlackBerry App World, Google Android Market, Nokia Ovi Store, Palm App Catalog and Windows Marketplace for Mobile. In their presentation, they [...]]]></description>
			<content:encoded><![CDATA[<p>Written by <a href="http://www.readwriteweb.com/archives/author/sarah-perez.php" target="_self">Sarah Perez </a></p>
<p>At the recent Mobile World Congress 2010, Dutch app store analytics firm <a href="http://www.distimo.com" target="_blank">Distimo</a> presented their findings on the six largest mobile application stores in existence today: the iTunes App Store, BlackBerry App World, Google Android Market, Nokia Ovi Store, Palm App Catalog and Windows Marketplace for Mobile. In their presentation, they analyzed everything including store size, store growth, the most popular applications and where you can find the best deal. They recently shared some of the highlights from that presentation by way of a slideshow embedded <a href="http://blog.distimo.com/2010_02_our-presentation-from-mobile-world-congres-2010-mobile-application-stores-state-of-play/" target="_blank">on their blog</a>.</p>
<p>For mobile industry insiders, some of the findings won&#8217;t be all that shocking, just common knowledge paired with statistics. However, there were a few surprises that caught us off guard, maybe they will you too.</p>
<p>Distimo collects public application data from app stores and also offers developers an analytics tool which is used to monitor their apps and those belonging to their competitors. After examining and analyzing the data, the company releases market reports detailing their findings.</p>
<p><span id="more-623"></span></p>
<p>Free Vs. Paid Apps</p>
<p>One of their most recent reports looked at which application stores have the highest percentage of free apps. Not surprisingly, the Android Market was the winner here. In an interview with <a href="http://venturebeat.com/2009/12/25/android-apps-google" target="_blank">Venture Beat</a>, Distimo co-founder and CEO Vincent Hoogsteder said this was due to multiple factors: the nature of the open-source operating system from Google attracts the sort of developers that enjoy giving away their works and the open nature of the application- approval process (that is, no review board middleman exists between app creation and public release) makes it easier for casual developers to launch. Also, anecdotal evidence points to developer&#8217;s dissatisfaction with Google Checkout &#8211; paid Android apps are required to implement this payment method for purchase, a much slower process than Apple&#8217;s 1-click buying process.</p>
<p>The different ratios of free apps versus paid was one of the findings presented during MWC 2010. In the chart below, you can see the varying percentages by store. (Note that Distimo&#8217;s findings were focused on the U.S. market only). Android has the most free applications (57% free) and Nokia has the most paid (85% paid). The next closest store to Android in terms of free is Palm, followed by Apple, Blackberry, Windows Phone, and finally Nokia.</p>
<p><img class="aligncenter" src="http://www.readwriteweb.com/images/app_store_free_vs_paid.png" alt="" width="595" height="339" /></p>
<p>Another interesting finding had to do with the prices for the paid applications. Apple, Android and Palm were all in the same range when it came to the average price for paid apps ($3.27 to $3.62). However, RIM and Microsoft were more than twice as high ($8.26 and $6.99, respectively). This didn&#8217;t necessarily have to do with the different types of applications available in each store &#8211; sometimes, the exact same app was just priced higher on other platforms. For example, Tetris was $4.99 on Apple and $6.99 on Windows. IM+ was $4.99 on Apple and $29.99 on Blackberry.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.readwriteweb.com/images/app_store_price_comparison.png" alt="" width="595" height="366" /></p>
<p>Store Size and Growth: Look Out for Android!</p>
<p>Android is now the second-largest application store, reports Distimo, with 19, 297 apps. It&#8217;s still a far cry from Apple&#8217;s 150,998 apps, though. And other competitors are farther still. Ovi, we were surprised to discover, is the third largest with 6,118 apps available while Blackberry has a respectable 4,756. Palm has only 1,492 and Windows has 693. Apple is also the fastest growing store with a shocking 13,865 new applications added per month. Android&#8217;s growth is picking up too &#8211; they now have 3,005 new apps per month (15%). Relative to the number of apps housed, Android is actually the fastest growing store.</p>
<p><img class="aligncenter" src="http://www.readwriteweb.com/images/app_store_size.png" alt="" width="595" height="360" /></p>
<p><img class="aligncenter" src="http://www.readwriteweb.com/images/app_store_growth.png" alt="" width="595" height="366" /></p>
<p>Games, Games, Games</p>
<p>Also discussed were the popularity of applications by category. On Apple&#8217;s store, games and entertainment were the most popular categories (58% and 18%, respectively). Somewhat more surprising was the popularity of games on Blackberry, the platform often used more by enterprise and SMBs than by consumers. Here, games were also in the lead with 29% popularity to only 18% for utilities. One would have thought that would be the other way around &#8211; that corporate users would be more likely download apps that helped them work, not play. Apparently, that&#8217;s not the case.</p>
<p>For more details on this presentation, you can view the entire slideshow on <a href="http://www.slideshare.net/distimo/distimo-mobile-world-congress-2010-presentation-mobile-application-stores-state-of-play" target="_blank">Slideshare</a> or contact the company itself for a more in-depth marketing report.</p>
<p>via <a href="http://www.readwriteweb.com/archives/the_truth_about_mobile_application_stores.php">The Truth about Mobile Application Stores</a>.</p>
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<li class="zemanta-article-ul-li"><a href="http://techcrunch.com/2010/02/12/app-store-numbers-books-ipad/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%253A+Techcrunch+%2528TechCrunch%2529">App Store Now Has 150,000 Apps. Great News For The iPad: Paid Books Rule.</a> (techcrunch.com)</li>
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		<title>Now, more than ever, we need to shake things up &#8211; Free ebook from Seth Godin</title>
		<link>http://www.maxxomedia.com/blog/now-more-than-ever-we-need-to-shake-things-up-free-ebook-from-seth-godin/</link>
		<comments>http://www.maxxomedia.com/blog/now-more-than-ever-we-need-to-shake-things-up-free-ebook-from-seth-godin/#comments</comments>
		<pubDate>Wed, 16 Dec 2009 00:30:11 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/?p=566</guid>
		<description><![CDATA[Now, more than ever, we need to shake things up. Now, more than ever, we need a different way of thinking, a useful way to focus and the energy to turn the game around. I hope a new ebook Seth Godin has organized will get you started on that path. It took months, and he thinks [...]]]></description>
			<content:encoded><![CDATA[<p>Now, more than ever, we need to shake things up.</p>
<p style="margin-top: 10px; margin-bottom: 10px; text-align: left;"><span style="text-decoration: underline;"><a style="text-decoration: underline; color: #cc6600; float: right;" onclick="window.open( this.href, '_blank', 'width=640,height=480,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0' ); return false" href="http://sethgodin.typepad.com/.a/6a00d83451b31569e20128760a3602970c-popup"><img style="width: 350px; margin-top: 0px; margin-right: 0px; margin-bottom: 5px; margin-left: 5px; border: 0px initial initial;" src="http://sethgodin.typepad.com/.a/6a00d83451b31569e20128760a3602970c-350wi" alt="Newauthors" /><br />
</a></span>
</p>
<p style="margin-top: 10px; margin-bottom: 10px; text-align: left;">Now, more than ever, we need a different way of thinking, a useful way to focus and the energy to turn the game around. I hope <a style="text-decoration: underline; color: #cc6600;" href="http://www.squidoo.com/Whatmattersnowfreeebook">a new ebook</a> Seth Godin has organized will get you started on that path. It took months, and he thinks you&#8217;ll find it worth the effort. (Download <a style="text-decoration: underline; color: #cc6600;" href="http://sethgodin.typepad.com/files/what-matters-now-2.pdf">here</a>).</p>
<p style="margin-top: 10px; margin-bottom: 10px; text-align: left;">Here are more than seventy big thinkers, each sharing an idea for you to think about as we head into the new year. From bestselling author Elizabeth Gilbert to brilliant tech thinker Kevin Kelly, from publisher Tim O&#8217;Reilly to radio host Dave Ramsey, there are some important people riffing about important ideas here. The ebook includes Tom Peters, Fred Wilson, Jackie Huba and Jason Fried, along with Gina Trapani, Bill Taylor and Alan Webber.</p>
<p><span id="more-566"></span></p>
<p style="margin-top: 10px; margin-bottom: 10px; text-align: left;">Here&#8217;s the deal:<em> <strong>it&#8217;s free.</strong></em><strong> Download it <a style="text-decoration: underline; color: #cc6600;" href="http://sethgodin.typepad.com/files/what-matters-now-2.pdf">here</a>.</strong> Or <a style="text-decoration: underline; color: #cc6600;" href="http://www.webinknow.com/2009/12/what-matters-now.html">from</a> <a style="text-decoration: underline; color: #cc6600;" href="http://sashadichter.wordpress.com/2009/12/14/what-matters-now/">any</a> of <a style="text-decoration: underline; color: #cc6600;" href="http://37signals.com/svn/posts/2058-what-matters-now-seth-godins-new-free-ebook">the</a> <a style="text-decoration: underline; color: #cc6600;" href="http://globalmatterspost.blogspot.com/2009/12/ebook-and-iran-vs-michael.html">many</a> <a style="text-decoration: underline; color: #cc6600;" href="http://howardmann.com/blog/2009/12/the-what-matters-now-ebook-a-seth-godin-curation">sites</a><a style="text-decoration: underline; color: #cc6600;" href="http://discussionleader.hbsp.com/taylor/">around</a> the <a style="text-decoration: underline; color: #cc6600;" href="http://seachangestrategies.com/blog/">web</a> <a style="text-decoration: underline; color: #cc6600;" href="http://www.twistimage.com/blog/">that</a> <a style="text-decoration: underline; color: #cc6600;" href="http://blogs.harvardbusiness.org/hbr/meyer-kirby/">are</a> <a style="text-decoration: underline; color: #cc6600;" href="http://flowerdust.net/2009/12/14/what-matters-now-a-free-ebook-from-seth-godin">posting</a> it with <a style="text-decoration: underline; color: #cc6600;" href="http://michaelhyatt.com/2009/12/what-matters-now-a-free-ebook-from-seth-godin-and-a-few-friends.html">insightful</a> <a style="text-decoration: underline; color: #cc6600;" href="http://simplifierlab.com/mt/archives/2009/12/what-matters-now.php">commentary</a>. Tweet it, email it, <a style="text-decoration: underline; color: #cc6600;" href="http://www.tompeters.com/dispatches/011352.php">post</a> it on <a style="text-decoration: underline; color: #cc6600;" href="http://www.lifebeyondcode.com/2009/12/14/what-matters-now-free-ebook/">your</a> <a style="text-decoration: underline; color: #cc6600;" href="http://clickdocuments.com/connectthedocs/116/ClickLaunch-What-Matters-NOW-Things-to-Think-About-and-Do-in-2010">own</a> <a style="text-decoration: underline; color: #cc6600;" href="http://www.churchofcustomer.com/2009/12/70-things-to-think-about-and-do-in-2010.html">site</a>. Seth <a style="text-decoration: underline; color: #cc6600;" href="http://goodexperience.com/2009/12/happy-to-contribute-t.php">think</a>s it <a style="text-decoration: underline; color: #cc6600;" href="http://brandautopsy.typepad.com/brandautopsy/2009/12/this-matters-now-and-tomorrow.html">might</a> be <a style="text-decoration: underline; color: #cc6600;" href="http://sallyhogshead.com/?p=694">fun</a> to <a style="text-decoration: underline; color: #cc6600;" href="http://blog.bzzagent.com/post/seth-godins-matters/">make</a> up <a style="text-decoration: underline; color: #cc6600;" href="http://www.avc.com/a_vc/2009/12/what-matters-now.html">your</a> <a style="text-decoration: underline; color: #cc6600;" href="http://jchutchins.net/site/2009/12/14/what-matters-now-free-ebook/">own</a> <a style="text-decoration: underline; color: #cc6600;" href="http://blog.800ceoread.com/2009/12/14/what-matters-now/">riff</a> and <a style="text-decoration: underline; color: #cc6600;" href="http://www.43folders.com/2009/12/14/enough">post</a> it on your <a style="text-decoration: underline; color: #cc6600;" href="http://smarterware.org/4038/what-matters-now-download-the-free-e-book">blog</a> or <a style="text-decoration: underline; color: #cc6600;" href="http://www.seobook.com/what-matters-now">online</a> profile as well. It&#8217;s a <a style="text-decoration: underline; color: #cc6600;" href="http://blog.stevenpressfield.com/2009/12/writing-wednesdays-20-giving-it-away/">good exercise</a>. Can we get this in the hands of 5 million people? You can find an easy to use version on<a style="text-decoration: underline; color: #cc6600;" href="http://www.scribd.com/doc/23711234/What-Matters-Now">Scribd</a> as well and from <a style="text-decoration: underline; color: #cc6600;" href="http://www.wepapers.com/Papers/87208/What_Matters_Now_%28eBook%29">wepapers</a>. Please share.<span><a style="text-decoration: underline; color: #cc6600;" href="http://sethgodin.typepad.com/files/what-matters-now.pdf"><br />
</a></span>
</p>
<p style="margin-top: 10px; margin-bottom: 10px; text-align: left;"><em><a style="text-decoration: underline; color: #cc6600; float: left;" href="http://sethgodin.typepad.com/files/what-matters-now-1.pdf"><img style="width: 262px; margin-top: 0px; margin-right: 5px; margin-bottom: 5px; margin-left: 0px; border: 0px initial initial;" title="2downloadfree" src="http://sethgodin.typepad.com/.a/6a00d83451b31569e20128761ab287970c-300wi" alt="2downloadfree" /></a>Have fun. Here&#8217;s to a year with ideas even bigger than these.</em></p>
<p style="margin-top: 10px; margin-bottom: 10px; text-align: left;"><a style="text-decoration: underline; color: #cc6600;" href="http://www.squidoo.com/Whatmattersnowfreeebook">Here&#8217;s a lens</a> with all the links plus an astonishing array of books by the authors.</p>
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		<title>Find Your Digital Twin on Facebook</title>
		<link>http://www.maxxomedia.com/blog/find-your-digital-twin-on-facebook/</link>
		<comments>http://www.maxxomedia.com/blog/find-your-digital-twin-on-facebook/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 23:38:13 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/?p=546</guid>
		<description><![CDATA[If novelty is your thing, then you’ll be pleased to discover that Coca-Cola has finally launched their Coke Zero Facial Profiler. As you may recall, we covered the announcement of the facial experiment back in October, and were intrigued by the application’s premise: using Facebook to find your digital double. Now that app is live, [...]]]></description>
			<content:encoded><![CDATA[<p>If novelty is your thing, then you’ll be pleased to discover that Coca-Cola has finally launched their <a href="http://apps.facebook.com/facialprofiler/" target="_blank">Coke Zero Facial Profiler</a>.</p>
<p>As you may recall, we covered the <a href="http://mashable.com/2009/10/07/coke-zero-facial-profiler/">announcement of the facial experiment</a> back in October, and were intrigued by the application’s premise: using <a href="http://mashable.com/category/facebook/">Facebook</a><span><a rel="http://www.blippr.com/apps/336650-Facebook.whtml" href="http://www.blippr.com/apps/336650-Facebook" target="_blank"><span> </span></a></span>to find your digital double.</p>
<p><span id="more-164355"> </span></p>
<p>Now that app is live, we put it to the test and found that it works as promised. Once you connect your Facebook account with the Coke Zero Facial Profiler, the app will scan your photos (you can also use your webcam to snap a beauty shot) and use facial recognition software to match your face against others in their database.<span id="more-546"></span></p>
<p style="text-align: center;"><img style="margin: 10px; -moz-user-select: none;" title="Coke Zero Facial Profiler" src="http://cdn.mashable.com/wp-content/uploads/2009/12/Coke-Zero-Facial-Profiler.jpg" alt="Coke Zero Facial Profiler" width="600" height="417" /></p>
<p>Once the matching process is complete, voilà, there’s your digital twin staring back at you. You can then share your match on Facebook or <a href="http://mashable.com/tag/twitter/">Twitter</a><span><a rel="http://www.blippr.com/apps/336651-Twitter.whtml" href="http://www.blippr.com/apps/336651-Twitter" target="_blank"><span>Twitter</span><img src="http://netdna.blippr.com/images/inline-face_07.png?1251418262" alt="Twitter" /></a></span> or grab a URL to share with your friends (<a href="http://bit.ly/6luszj" target="_blank">here’s my match</a>). Should you be so bold, you can also contact your match on Facebook.</p>
<p>While the premise itself is kitschy, the application experience is pretty slick and some of the matches are surprisingly so dead-on that you might even do a double take. Try it out for yourself, and let us know your thoughts.</p>
<p>via <a href="http://mashable.com/2009/12/03/facebook-facial-profiler/?utm_source=feedburner&amp;utm_medium=email&amp;utm_campaign=Feed%3A+Mashable+%28Mashable%29">Find Your Digital Twin on Facebook</a>.</p>
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		<title>Advergaming Statistics</title>
		<link>http://www.maxxomedia.com/blog/advergaming-statistics/</link>
		<comments>http://www.maxxomedia.com/blog/advergaming-statistics/#comments</comments>
		<pubDate>Wed, 24 Oct 2007 08:44:17 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/2007/10/24/advergaming-statistics/</guid>
		<description><![CDATA[The Interactive Advertising Bureau, in association with the Games Committee, has introduced the first in a series of papers that outlines a detailed overview of the various game platforms, primarily &#8220;console&#8221; and &#8220;personal computer (PC) online.&#8221; Subsequent reports are expected to address audience demographics, behavior, and best practices. Video Games have emerged as a main-stream [...]]]></description>
			<content:encoded><![CDATA[<p>The Interactive Advertising Bureau, in association with the Games Committee, has introduced the first in a series of papers that outlines a detailed overview of the various game platforms, primarily &#8220;console&#8221; and &#8220;personal computer (PC) online.&#8221; Subsequent reports are expected to address audience demographics, behavior, and best practices.</p>
<p>Video Games have emerged as a main-stream entertainment medium that generates worldwide revenues of about $25 billion in hardware and software sales. Surpassing box office revenues, movie rentals, book and music sales, Video Game revenues reached $12 billion in the US in 2006. <o :p></o></p>
<p>DFC Intelligence estimates that:<o :p></o><span id="more-213"></span></p>
<ul type="disc">
<li class="MsoNormal">Over      40% of households have a video game console system <o :p></o></li>
<li class="MsoNormal">Over      120 million people play video or computer games in the U.S. <o :p></o></li>
<li class="MsoNormal">Personal      Computer Gamers are expected to reach 80 million in 2007 and up to 99      million in 2012 <o :p></o></li>
<li class="MsoNormal">Console/Online      gamers is expected to reach 6.9 million in 2007 and up to      18.5 million by 2012<o :p></o></li>
</ul>
<p>The integration of online games across all hardware platforms has resulted in the emergence of advertising as a significant revenue driver for the games industry. Analyst predictions vary, but they all point to big numbers. Parks Associates believes overall game-related ad spending will grow from $370 million in 2006 to more than $2 billion by 2012.<o :p></o></p>
<p>In-game advertising expenditure is widely expected to accelerate the fastest. Parks Associates predicts it will amount to more than $800 million in spending by 2012, a conservative figure compared to Yankee Group&#8217;s prediction that global in-game advertising spending will reach $971 million by 20113.<o :p></o></p>
<p>Projections for increased revenues could be well justified based on the results from a recently released study conducted by Nielsen Entertainment on behalf of Microsoft-owned in-game advertising specialist Massive Inc.. The research showed that:<o :p></o></p>
<ul type="disc">
<li class="MsoNormal">Average      brand familiarity increased by 64% due to in-game ads on Massive&#8217;s      network. The study also found <o :p></o></li>
<li class="MsoNormal">Average      brand rating increased by 37%, <o :p></o></li>
<li class="MsoNormal">Average      purchase consideration increased by 41%, <o :p></o></li>
<li class="MsoNormal">Average      ad recall increased by 41% and <o :p></o></li>
<li class="MsoNormal">Average      ad rating increased by 69%.<o :p></o></li>
</ul>
<p>This medium represents an opportunity for advertisers, however it is somewhat fragmented and can be difficult to navigate, says the report. Advertising opportunities may vary from platform to platform, and certainly demographics will vary based on platform and game type. A basic understanding of the game platforms and available advertising formats is an important piece of mastering the Interactive landscape.<o :p></o></p>
<p>Generally, advertising opportunities are either in-game or around-game and can be further described as &#8220;environment&#8221; or &#8220;immersive.&#8221; Around-Game ads are displayed in conjunction with, or alongside a game while in-game ads are elements of the game itself whether by display or interactive in nature.<o :p></o></p>
<p>Typically, web-based games are played within a &#8220;traditional&#8221; website environment where ad units can be displayed around the game window during game play. On the other hand PC-based downloadable games are typically housed in an HTML environment and are played in full-screen mode. <o :p></o></p>
<p>Advertising can be displayed both before and after gameplay, in the launch and exit windows, with digital video ads running while the game is loading. This format also allows for game patching, digital rights management, and commerce. <o :p></o></p>
<p><o :p></o></p>
<table class="MsoNormalTable" border="1" cellpadding="0" cellspacing="0">
<tr>
<td colspan="2" style="padding: 0in" valign="top">Ad   Formats For Web and PC Based Games<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top"><em><strong>Advertising   </strong></em><o :p></o></td>
<td style="padding: 0in" valign="top"><em><strong>Format   Description</strong></em><o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Advergames<o :p></o></td>
<td style="padding: 0in" valign="top">Custom-made   games specifically designed around a product or service (e.g. Burger King &#8211;   Sneak King)<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Dynamic   In-game <o :p></o></td>
<td style="padding: 0in" valign="top">Advertising   elements within a connected game itself, that can be dynamically changed   depending on location, day of week and time of day (e.g. vending machine   fronts, billboards and posters)<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Inter-level   Ads <o :p></o></td>
<td style="padding: 0in" valign="top">Display   or digital video ads shown during natural breaks in gameplay, such as between   levels (&#8220;inter-level&#8221;) or between rounds of play.<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Game   Skinning <o :p></o></td>
<td style="padding: 0in" valign="top">Includes game sponsorship of display units around the game, and/or custom branding   integration into the game<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Product   Placement <o :p></o></td>
<td style="padding: 0in" valign="top"><integrated><o :p></o></integrated></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Sponsorships   <o :p></o></td>
<td style="padding: 0in" valign="top">Advertiser   owns 100% share-of-voice in and around an existing game, such as sponsorship   of a tournament, zone (level), or session of gameplay. Advertiser might also   sponsor the release of new exclusive content associated with a game.<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Static   In-game <o :p></o></td>
<td style="padding: 0in" valign="top">Advertising   elements within a game that may not be changed. These may reside within game   play itself or on menus, leader boards, etc. This type of ad format is also   referred to as &#8220;Hard-Coded&#8221; advertising.<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Post-Game   <o :p></o></td>
<td style="padding: 0in" valign="top">Ads shown   following completion of the game<o :p></o></td>
</tr>
<tr>
<td style="padding: 0in" valign="top">Pre-Game <o :p></o></td>
<td style="padding: 0in" valign="top">Display   or digital video advertisements shown before gameplay begins as the game is   loading<o :p></o></td>
</tr>
<tr>
<td colspan="2" style="padding: 0in" valign="top"><em>Source:   Interactive Advertising Bureau, October 2007</em></td>
</tr>
</table>
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		<title>PWC Global Entertainment and Media Outlook</title>
		<link>http://www.maxxomedia.com/blog/pwc-global-entertainment-and-media-outlook/</link>
		<comments>http://www.maxxomedia.com/blog/pwc-global-entertainment-and-media-outlook/#comments</comments>
		<pubDate>Wed, 30 May 2007 01:34:40 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/2007/05/29/pwc-global-entertainment-and-media-outlook/</guid>
		<description><![CDATA[Price Waterhouse Coopers has released their Global Entertainment and Media Outlook: 2006-2010 book. In depth global analyses and 5-year growth projections for 14 industry segments Covering every major region &#8211; US, Europe, Middle East, Africa (EMEA), Asia Pacific, Latin America, and Canada A single point of reference for top-level comparative data for the industry All [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.pwc.com/extweb/pwcpublications.nsf/docid/5AC172F2C9DED8F5852570210044EEA7/$FILE/cover_large.jpg" align="left" height="161" width="131" />Price Waterhouse Coopers has released their <a href="https://www.materialogic.com/webapps/CUSTOM/ORDERSITES/bin/OrderSites/pwc_gemo_digitalmedia" target="_blank">Global Entertainment and Media Outlook: 2006-2010 book</a>.</p>
<ul>
<li> In depth global analyses and 5-year growth projections for 14 industry segments</li>
<li>Covering every major region &#8211; US, Europe, Middle East, Africa (EMEA), Asia Pacific, Latin America, and Canada</li>
<li>A single point of reference for top-level comparative data for the industry</li>
<li>All the information industry executives need to stay ahead of the curve — right on their desk or PC</li>
</ul>
<p align="left">&nbsp;</p>
<p align="left">&nbsp;</p>
<p align="left">&nbsp;</p>
<p align="left">Here are some facts and figures excerpted from the <a href="http://www.pwc.com/extweb/pwcpublications.nsf/docid/5AC172F2C9DED8F5852570210044EEA7?opendocument&amp;vendor=digitalmedia" target="_blank">publication</a>.</p>
<p><strong>Filmed Entertainment</strong></p>
<p class="bodytext" align="justify"> The filmed entertainment market consists of consumer box office spending for theatrical motion pictures plus spending on renting and purchasing home video products in both DVD and VHS formats. It also includes online film rental subscription services, such as those whereby DVDs are delivered via overnight mail, and streaming services, whereby films are downloaded via a broadband Internet connection. The figures do not include music videos (which are counted in the Recorded Music chapter), or video-on-demand (VOD), or pay-per-view (PPV), or movie distribution by cable, satellite, or telephone companies (which are covered in the TV Distribution chapter).</p>
<p class="subtitleHead"><strong>A sampling of global facts and forecasts:</strong></p>
<ul>
<li>
<p align="justify">&#8220;U.S. box office growth will average 4.3 percent compounded annually during the next five years from a weak 2005, taking total box office spending from $9.0 billion in 2005 to $11.1 billion in 2010. However, admissions in 2010 will remain below the levels achieved during 2002-04.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In EMEA online subscription services and video streaming services are entering the market. Together they will reach $2.2 billion by 2010 from only $216 million in 2005, averaging 59.1 percent growth compounded annually.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In Asia Pacific high-definition video and reduced piracy will stimulate the sell-through market. We project sell-through spending to grow at a 6.2 percent compound annual rate to $6.2 billion in 2010 from $4.6 billion in 2005.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;Countries in Latin America are supporting local production through various subsidy programs. As the experience of 2004-05 indicates, the success of local films can have a dramatic impact on the overall market.&#8221;</p>
</li>
<li>
<p align="justify">In Canada sell-through growth will average 4.9 percent compounded annually to $3.8 billion, and rentals will be flat at $1.3 billion.&#8221;</p>
</li>
<p><span id="more-173"></span></ul>
<p><img src="http://www.pwc.com/images/ui/tran.gif" height="16" width="550" /></p>
<p class="subhead"><a title="TN" name="TN"></a>&gt;<strong>Television Networks: Broadcast and Cable</strong></p>
<p class="bodytext" align="justify">The television network market consists of advertiser spending on broadcast and cable networks, plus other sources of revenue that vary by region. In North America, the television network market includes license fees paid by cable systems and satellite providers to basic and premium cable networks. In EMEA (Europe, Middle East, Africa) and Asia Pacific it includes public TV license fees. Net advertising figures, consisting of spending less agency commissions and discounts, are tracked in EMEA, Asia Pacific, Latin America, and Canada. Advertising in the U.S. is reported with agency commissions included, as is customary. The television distribution market is covered in a separate chapter.</p>
<p align="justify"><em>Multichannel advertising</em> refers to advertising on networks that are accessed by viewers via cable (analog or digital), satellite, digital terrestrial television (DTT), or other means but that are not otherwise available without these services. <em>Terrestrial advertising</em> refers to advertising generated by free-to-air broadcast networks, even if viewers may receive such networks through a cable, satellite, or DTT service.</p>
<p class="subtitleHead"><strong>A sampling of global facts and forecasts:</strong></p>
<ul>
<li>
<p align="justify">&#8220;In the U.S. digital video recorders (DVRs), digital television, and high-definition television (HDTV) will enhance the appeal of television, leading to increased viewership and advertising.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;The United Kingdom and Germany are the two largest markets in EMEA, at $10.7 billion and $10.1 billion,respectively, in 2005. Italy ranks third, at $7.8 billion, and we expect it will reach the $10-billion threshold in 2010.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;Japan is the dominant country in Asia Pacific in terms of value, at $19.7 billion in 2005, equivalent to 54 percent of total spending. Japan is slowly emerging from its long-term economic slump, and its television network market will expand at a 3.9 percent annual rate through 2010, a significant improvement compared with the 0.2 percent growth compounded annually during the past few years.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;Venezuela will be the fastest-growing market in Latin America,, at 14 percent compounded annually, but growth will be artificially augmented by continued high inflation, a factor no longer present to a significant degree in the rest of the region.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;The television network market in Canada will expand at a relatively steady 4.3 percent compound annual rate to $4.5 billion in 2010 from $3.7 billion in 2005.&#8221;</p>
</li>
</ul>
<p><img src="http://www.pwc.com/images/ui/tran.gif" height="16" width="400" /></p>
<p class="subhead"><strong>Television Distribution</strong></p>
<p class="bodytext" align="justify">The television distribution market consists of revenues generated by distributors of television programming to viewers. It includes spending by consumers on subscriptions to basic and premium channels accessed from cable operators, satellite providers, or Internet protocol television (IPTV) services, as well as on video-on-demand (VOD). In the United States, EMEA (Europe, Middle East, Africa), and Canada, it also includes pay-per-view. VOD operates through a server and enables viewers to access a program at any time. Pay-per-view uses dedicated channels to show films at scheduled intervals. In the United States, advertising on local TV stations and local cable systems is also included.</p>
<p class="subtitleHead"><strong>A sampling of global facts and forecasts:</strong></p>
<ul>
<li>
<p align="justify">&#8220;In the U.S. VOD will be the fastest-growing category, at 22.0 percent compounded annually, and will grow to $3.9 billion in 2010.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;Italy will be the fastest-growing country in EMEA, with 22.9 percent compound annual growth, fueled by a rapidly expanding satellite market and growing IPTV.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In Asia Pacific Hong Kong has been the fastest-growing market during the past two years, more than doubling as a result of the introduction of new channels and a developing IPTV market. Although Hong Kong constituted less than 1 percent of all subscription households in Asia Pacific in 2005, it accounted for 57 percent of the region’s IPTV households.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;The TV distribution market in Latin America, regardless of distribution platform, has been gaining momentum during the past three years and will post double-digit increases beginning in 2006 that will extend through 2009 before dropping to a high-single digit gain in 2010.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In Canada, buoyed by the revitalization of cable, VOD is taking off and by 2009 will generate more revenue than pay-per-view will.&#8221;</p>
</li>
</ul>
<p class="subhead"><img src="http://www.pwc.com/images/ui/tran.gif" height="16" width="400" /></p>
<p class="subhead"><strong>Recorded Music</strong></p>
<p class="bodytext" align="justify">The recorded music market consists of consumer spending on album and single sound recordings and music videos distributed in traditional formats and sold in record stores, including compact discs and cassette tapes. It also includes licensed digital distribution services that provide electronic files for use on computers, iPod devices, and MP3 players, as well as mobile music. Mobile music is music distributed to mobile phones through wireless carriers. Mobile music may be in the form of ring tones, which are monophonic or polyphonic tones that play aloud when the phone rings; or ring backs, which are ring tones or actual songs that the caller hears when a call is placed; or ring tunes, also known as master ring tones and true tones, which are either portions of or an entire actual music track with full vocals and orchestrations, heard either when the phone rings or as a ring back; or music video clips.</p>
<p class="subtitleHead"><strong>A sampling of global facts and forecasts: </strong></p>
<ul>
<li>
<p align="justify">&#8220;Licensed digital distribution will rise from $653 million in 2005 to $4.9 billion in 2010, a 49.5 percent compound annual increase. From a 5 percent share in 2005, digital distribution will constitute 33 percent of recorded music spending in 2010.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;The launch of new digital distribution services and growth in the number of broadband Internet subscribers in EMEA will fuel digital download spending.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In Asia Pacific piracy will continue to cut into sales, but improved enforcement, combined with an increasingly more sophisticated and enabled economy, will lessen its incremental impact as antipiracy efforts begin to yield results.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In Latin America antipiracy initiatives are beginning to yield results, and although still a major problem, piracy will have less of an adverse incremental impact on unit sales.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;New services and an expanding broadband market in Canada will boost licensed digital distribution services.&#8221;</p>
</li>
</ul>
<p><img src="http://www.pwc.com/images/ui/tran.gif" height="16" width="400" />      <img src="http://www.pwc.com/images/ui/tran.gif" height="16" width="400" /></p>
<p class="subhead"><a title="VG" name="VG"></a><strong>Video Games</strong></p>
<p class="bodytext" align="justify">The video game market reflects consumer spending on console games (including handheld games), personal computer (PC) games, online games, and wireless games. The category excludes spending on the hardware and accessories used to play the games.</p>
<p class="subtitleHead"><strong>A sampling of global facts and forecasts: </strong></p>
<ul>
<li>
<p align="justify">&#8220;In the U.S. wireless games will experience the fastest rate of growth, increasing from $646 million in 2005 to $2.3 billion in 2010, a 28.6 percent compound annual increase.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In EMEA the online game market will be driven by increased penetration of the broadband subscriber market as well as by the new consoles, which will emphasize online play.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;In the Asia Pacific region online games became the second-largest category in 2005, passing the PC game total, and will increase by 23.0 percent compounded annually, reaching $4.4 billion in 2010 as compared with $1.6 billion in 2005.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;As a result of lack of competition from the newer online and wireless technologies, PC games are relatively more important in Latin America and are not exhibiting the declines evident elsewhere in the world.&#8221;</p>
</li>
<li>
<p align="justify">&#8220;Canada has one of the highest broadband penetration rates in the world, spurring growth in the online game segment.&#8221;</p>
</li>
</ul>
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		<title>Besides Television How is Content Viewed</title>
		<link>http://www.maxxomedia.com/blog/besides-television-how-is-content-viewed/</link>
		<comments>http://www.maxxomedia.com/blog/besides-television-how-is-content-viewed/#comments</comments>
		<pubDate>Tue, 08 May 2007 16:49:20 +0000</pubDate>
		<dc:creator>Mark Levy</dc:creator>
				<category><![CDATA[What's New]]></category>

		<guid isPermaLink="false">http://www.maxxomedia.com/blog/2007/05/08/besides-television-how-is-content-viewed/</guid>
		<description><![CDATA[From KenRadio.com According to a new study by E-Poll, which focused on the viewing of video content, showed the youth are leading the way, with 26% of males 13-34 frequent viewers of video on devices other than a TV. Teens are by far the most prevalent users of mobile video devices such as iPods and [...]]]></description>
			<content:encoded><![CDATA[<p>From <a href="http://www.kenradio.com" target="_blank">KenRadio.com</a></p>
<p align="justify">According to a new study by E-Poll, which focused on the viewing of video content, showed the youth are leading the way, with 26% of males 13-34 frequent viewers of video on devices other than a TV. Teens are by far the most prevalent users of mobile video devices such as iPods and cell phones. The proliferation of user-generated content and expanding viewing platforms makes for a dizzying array of viewing choices. The study of consumers 13+, to see what they are doing with this freedom to choose, found that among those that view video content away from the TV the desktop computer had 75% of the group.</p>
<p><a href="http://whatcounts.com/t?r=5&amp;c=933491&amp;l=26942&amp;ctl=1760BFD:A560D290C32465784EAF622D04CD48E2F84C555F45D8AEFC"><span style="font-size: 9pt; color: blue; text-decoration: none"><img src="http://kenradio.com/IQ/5807.jpg" id="_x0000_i1025" border="0" height="193" width="521" /></span></a></p>
<p align="justify"> On iPods and cell phones, viewing of video content happens almost anywhere (traveling, school, work outdoors, social events), mostly in the afternoons and evenings. Most watched content includes: music videos, TV programs, movies, videos on websites. Considering television viewers, 13% currently transfer video content from their computer to their TV. In addition:</p>
<p><span id="more-165"></span></p>
<p align="justify">* Almost half didn&#8217;t know it was possible to transfer video to their TV<br />
* About 50% would like this functionality but only 17% would pay $100 or more for a device<br />
* Almost 1/3 would still be interested, even if it required a complicated installation<br />
Over half of those who watch video content online (55%) say they are interested in transferring this to their television sets. New devices to make it easy to transfer from computer to TV are hitting the market. Increased awareness and education will increase the adoption of moving content from computer to TV.</p>
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