Tuesday, May 31, 2011

YouTube’s "Studio" Strategy

Some liken YouTube to the distributor role multichannel TV networks now hold. Others might liken the role to that of HBO. Either way, YouTube wants to encourage new "native to the Web" content developers that essentially act as studios, fostering creation of video that has more of the appeal of professionally-created video.

For YouTube, it is all about scale, and networks of loosely aligned online video producers scale better than individual shows and viral-video phenoms. In fact, there is a brand new department inside YouTube called Networks that reports to global head of content Dean Gilbert. The purpose of the department is encourage the formation of these outside networks which then use YouTube as their distribution channel.

Nortel Patent Portfolio is of Interest Because of 4G

At its peak, in 2000, Nortel had a market value of $350 billion and 86,000 employees. At one time, the stock represented 36 percent of the entire value of the Toronto Stock Exchange. See http://www.thecanadianencyclopedia.com/index.cfm?PgNm=TCE&Params=M1ARTM0012362. On June 20, 2010, Nortel will no longer exist and the intellectual property it owns will be sold off to the highest bidder.

Of course, Lucent doesn't exist anymore, either. Nor does Scientific-Atlanta or General Instrument, once the two dominant technology companies serving the U.S. cable industry. That tells you something about the fundamental changes in the cable and telecom industries, aside from the value of assets serving those industries.

Google has made a formal bid for the patent portfolio, but many believe Ericsson, Research in Motion and Apple also might bid.
Some say the move is simply a defensive one for Google and Apple because a treasure chest of patents is increasingly seen as a strong defense against intellectual property litigation. According to research firm Fairfield Resources, there are 105 patent families essential to 4G technologies. Nokia holds 57 of these, Ericsson 14. Nortel holds about seven of the families.

Consumer Satisfaction with Subscription TV Falls

Video cord cutting has new drivers, a new study by Edelman suggests. As consumers are accessing content from multiple devices, 68 percent of US and UK consumers think the value they are getting from the entertainment industry has fallen, and only 17 percent of all respondents feel that entertainment sources today provide 'very good' or 'excellent' value.

One might infer there is very high latent dissatisfaction with current offerings, and presumably high receptiveness to alternatives.

At the same time, social media is arguably emerging as a potential contributor to changing end user perceptions of the value of linear video entertainment subscriptions, just as video games and other Web applications earlier established their own places within end user discretionary time pursuits.

According to the 2011 Edelman “Value, Engagement and Trust in the Era of Social Entertainment” survey, 63 percent of UK respondents and 56 percent of US respondents report they are spending more “entertainment” time than a year ago with the Internet, and 40 percent in the UK and 49 percent in the US report spending more time with social media.

Broadband Choices Tend to Be Rational, No Matter What Experts Say

People often buy products, or use those products in ways not originally intended. People also sometimes buy products experts think they should not buy. Consider the matter of broadband access. Virtually all studies suggest that fixed line access “works better” than terrestrial wireless, mobile broadband or satellite broadband, whether the measure is peak throughput or latency.

But all the evidence suggests that people continue to buy mobile broadband and satellite access services. In fact, there is evidence from the United Kingdom that significant numbers of people in the U.K. market buy mobile broadband access in place of fixed access, even though the mobile service has limitations, compared to fixed access.

One has to assume consumers are illogical, or that they mostly are buying products based on overall utility, and that value is not defined by top download speed or even latency.

Android Leads U.S. Smart Phone Market Share and Data Usage

smartphone-data-usageAccording to Nielsen’s April 2011 survey of mobile consumers, 36 percent of smart phone consumers now have an Android device, compared to 26 percent for Apple iOS smartphones (iPhones) and 23 percent for RIM Blackberry.

Some 74 percent of Android smart phone owners and 79 percent of iPhone owners report having downloaded apps in the past 30 days. About 43 percent of Android owners and 46 percent of iPhone owners say they streamed online music or mobile radio in the past 30 days.

Also, 35 percent of Android smart phone consumers and 37 percent of iPhone owners report having watched video or mobile TV in the past 30 days.

But smart phone users still consume little data, compared to fixed-line PC users. Android users used 582 Mbytes per month. BlackBerry users consumed just 127 Mbytes.

Human Brain Limits Twitter Friends To 150

Virtually all social networks, even when originally composed of people one actually knows, become "media" at about the point that any user reaches 150 people in the network, research suggests, because a human being cannot actually maintain more than 150 "strong link" relationships at a time.

Bruno Goncalves and researchers at Indiana University recently studied the network of links created by three million Twitter users over four years. These tweeters sent each a whopping 380 million tweets.

Researchers say it's not enough simply to follow or be followed by somebody for there to be a strong link. Instead, there has to be a conversation, an exchange of tweets. And these conversation have to be regular to be a sign of a significant social bond, so occasional contacts don't count.

At some point, "strong links" have to be replaced by "weak links." And turns any social network into a broadcast medium.

Will Facebook Credits Work as a Real-World Currency?

horizonfacebookcreditsMillions of Facebook users use Facebook Credits to pay for virtual goods inside games like CityVille and FarmVille. But the logical next step is to use Facebook Credits to purchase digital and real-world goods. That might have some implications for mobile payments, in some instances.

This has begun to transpire; we are seeing a robust Facebook Credit economy for virtual goods and an early stage Facebook Credit economy emerging for digital and real-world goods. Facebook Credits are used to purchase movie rentals, for example.

Directv-Dish Merger Fails

Directv’’s termination of its deal to merge with EchoStar, apparently because EchoStar bondholders did not approve, means EchoStar continue...