Monday, February 25, 2008

"Nothing work like brand play"

Interesting post from Future Lab about Reactrix, a brand experience company. Something like this has been done in Australia at least once already, but it seems like a really unexplored area to me.

Serious Games Creating Entertaining Branding Experiences

by: Eliane Alhadeff

In malls, theaters and other spaces, Reactrix creates highly entertaining branding displays that respond to the physical movements of the audience.

The resulting "brand play" makes Reactrix the highest engagement advertising available today and reaches top-market venues with monthly traffic exceeding 100 million.




At CES 2008, Reactrix demonstrated how users could stand in front of a Samsung LCD and interact with several games and information sites using the movement of their limbs


In malls, theaters and other spaces, Reactrix creates highly entertaining branding displays that respond to the physical movements of the audience.

The resulting "brand play" makes Reactrix the highest engagement advertising available today and reaches top-market venues with monthly traffic exceeding 100 million.

Nothing Works Like Brand Play

Advertising's ability to capture attention and spur real brand involvement has been almost non-existent.

Each quarter, the measured performance of traditional media continues to erode.

In response to the lack of audience brand involvement in traditional media, lies the creation of Reactrix - the first out-of-home advertising vehicle that allows for true brand interaction with its audience.

Reactrix creates highly entertaining branding experiences that are projected in public spaces. These advertisements respond to the physical movements of the audience and engage them in true brand interaction.

The result for the brands that are the subject of "brand play" is unprecedented brand name recall, enormous purchase intent, and message delivery recall that is astonishing.

In fact, this new media form actually keeps people's attention longer and creates more memorable brand messaging than any other out-of-home venue, as well as most television commercials.

Engagement: Extraordinary Scores

Reactrix Brand Experience captures more consumers

WAVEscape advertising platform

Natural human interfaces, ones that involve human movement, for example, tend to be incredibly engaging. It's rarely more noticeable than at CES 2008--the crowds nearly always gather around those exhibits that provide some kind of interactivity.

One of the most popular has been the WAVEscape advertising platform, developed by Reactrix and exhibited in partnership with Samsung.

WAVEscape is a stereo near-infrared vision system that sits above a television to enable interactions between viewer movement and content on the screen.

It uses a stereo 3D vision system to sense the distance of a person from the television. In the same way a person has two eyes to gauge proximity, the computer can get the full shape of everyone's body up to 15 feet away.

At CES, Reactrix demonstrated how users could stand in front of a Samsung LCD and interact with several games and information sites using the movement of their limbs.

The technology is being used as a means of engaging people in a public space for interactive display advertising. Reactrix's first big customer is Hilton Hotels, which will provide the technology in its lobbies and other public spaces to both entertain and provide information on hotel services.

WAVEscape was developed by Matt Bell, Reactrix's chief scientist and founder.

"We are using these technologies to reinvent out-of-home advertising," Bell said. "Most advertising outside of the home is billboards and digital signage. I describe this as glance media--you look at it for two seconds, if that, and then you move on. What we do is engage people, get them interacting. They have fun and therefore the advertiser loves it because the user remembers the message, and the venue is happy because the venue is more interesting."

Bell says users are 10 times as likely to recall the message of an interactive advertisement as a static one.

"It is a revolution in the way people relate to TVs," he said. "The TV is now able to sense you and respond to your wishes."

Via: Reactrix - Advertising Is No Longer A Spectator Sport

Barak delivers some slick web work

Nice effort from Barak here - http://www.hopeactchange.com/

One of his speeches turned into a song by Will.i.am, then used to create a mash-up video, which is then used as a canvas for a user generated image gallery.

Monday, February 18, 2008

Nielsen: YouTube is from Mars, streaming video is from Venus

By Jacqui Cheng | Published: February 14, 2008 - 09:20PM CT

There is a gender split when it comes to preferences in online video, according to new data from market research group Nielsen Online. While streams of network TV shows have proven to be pretty popular among women, men seem to take more interest in user-generated video sites (such as YouTube). Viewers tend to view the two types of sites at different times, too—data that could help online video advertisers better target their audiences.

The findings come as part of Nielsen Online's official launch of VideoCensus, the company's syndicated online video measurement service. VideoCensus uses "patented panel and server research methodologies" in order to monitor trends in video watching online, according to the company. Such a service is in high demand among content creators, Nielsen says, because video ad revenue is highly dependent on it.

VideoCensus' first month of data revealed some unexpected trends with online video viewing. This past December, Nielsen found that women aged 18 to 34 were almost twice as likely as men of the same age group to watch network TV streams, like those offered on NBC.com or Hulu. Nielsen did not provide an explanation, but it may be that men are more likely to get their TV shows in other ways (e.g., via BitTorrent). There appeared to be no accounting for iTunes (still one of the most popular destinations for online video) because it is not a web-based service.

When it comes to watching talking cats or "passionate" fans defending Britney Spears, though, the numbers are flipped. Men aged 18 to 34 were over twice as likely to check out user-generated video sites as women, with YouTube being their number one destination. Veoh, Break.com, and MySpace Video were also popular destinations, though, and Nielsen says this is because user-generated video is all viral. "With shorter clips and a viral nature, [Consumer Generated Media] Web sites are much more about discovery, and consumers are likely to view content on more than one," said Nielsen Online's Michael Pond.

Even the hours at which network TV and user-generated video sites are most active differ. Nielsen found that those watching user-generated video did so most often at night and on the weekends, between the hours of 11 PM and 6 AM. On the flipside, those who use streaming network TV sites did so on weekdays between 12 PM and 2 PM, most likely over lunch. "These results indicate that the largest appetite for streaming broadcast content is during the noontime hours, when viewers take a break from work to catch up on the shows they enjoy," Pond said.

The results not only give advertisers insight into which demographics they should target, but also which groups video portals could do a better job of attracting. Network TV sites could look for ways to make their video more appealing to men than alternatives like P2P apps, which provide higher-resolution video than most web services, and do so in DRM-free, device-friendly formats.


World's first QR Kill match - In Barcelona

From http://www.qrcode.es/?p=209&&language=en


Today we went to Corte Inglés (Barcelona Shopping Center) and we played the 1st QR-Kill match in history. Urban game based on cameraphones and the use QR-Codes.

Goals and Description

Before the match starts players are to decide a scenario, a modality and a meeting-point.

Players will stick in their back a QR-Code with his/her telephone and name embedded. They will have to kill each other capturing the code and sending an SMS.


QR-Kill Rules

A QR with your name and phone (SMS format) will be printed in a 20cm minimum width sheet of white paper. It will be reinforced by a hard cardboard and stuck to the back using american tape.

The QR must be visible at all times. It cannot be covered by any means, wall, floor, etc…

Once you receive the deathly SMS you must leave the scenario right away.

When team playing, members can only communicate by using same phone they use as a weapon.

Disguising is allowed as along as the QR is visible.

Unless playing “sniper mode” no extra devices can be used to capture the QR-Codes (E.g. zoom photo cameras, videocams, etc…)

If there is a conflict deciding who killed first, SMS time will decide (we recommend synchronizing watches before the game starts)

No one can assist you to kill the enemy with your phone. However you can hire spies, etc…

Modes

“There can be only one” (Highlander).
All player compete by themselves. Once everybody but the winner gets to the meeting point they will call the winner and communicate his/her victory.

Team
QR-codes will be printed in different colors (as many as teams) and when there only one team on the scenario they will be communicated.

Sniper mode
Whether playing individual or teams if playing “sniper mode” extra devices can be used to capture the codes.

Tuesday, February 12, 2008

Sad people spend more

Interesting post for futurelab about how the right sad emotional state can trigger a great likelihood to spend.
Something to consider for message placements a in relation to ecommerce functionality?
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Comfort Shopping: Sad Customers Buy More
by: Roger Dooley

Most merchants would include "happy customers" as a key part of their mission. Oddly, new research shows that sad customers are likely to spend more money when shopping. Merely watching a sad video clip caused subjects to pay nearly four times as much for a water bottle than subjects who watched an emotionally neutral clip.

The new study released Friday by researchers from four universities goes further, trying to answer whether temporary sadness alone can trigger spendthrift tendencies.

The study found a willingness to spend freely by sad people occurs mainly when their sadness triggers greater "self-focus." That response was measured by counting how frequently study participants used references to "I," "me," "my" and "myself" in writing an essay about how a sad situation such as the one portrayed in the video would affect them personally...

On average, the group watching the sad video offered to pay nearly four times as much for a sporty-looking, insulated water bottle than the group watching the nature video, according to the study by researchers from Harvard, Carnegie Mellon, Stanford and Pittsburgh universities. [From AP - Sadness May Encourage More Extravagance]

As Neuromarketing readers have come to expect, the subjects were oblivious to their altered behavior and insisted that the video clip they had seen had no effect on their purchase. The study's authors are Jennifer Lerner from Harvard, Carnegie Mellon's Cynthia Cryder, Stanford's James Gross, and the University of Pittsburgh's Ronald Dahl.

I suppose this is good news for funeral directors, though they certainly knew this already. For marketers who deal with customers other than the recently bereaved, the implications are less clear. One certainly doesn't want to sadden one's customers. Perhaps the best bet is to adopt a marketing approach that has broad appeal but might resonate particularly well with those individuals having a bad day. The AP story quotes Edward Charlesworth, a Houston-based clinical psychologist, as singling out the old McDonald's slogan, "You deserve a break today!"

Every purchase process involves the brain balancing reward seeking, pain avoidance, and no doubt other factors - it seems that when one is sad, the reward value of a desirable purchase goes up.

Comfort Shopping

We've all heard about comfort food, usually carb-laden dishes that hark back to childhood, and attributed the appeal of these dishes to a combination of physiological effects and emotional associations. While that may be true, this research suggests comfort food is a part of a broader phenomenon in which individuals reward themselves when feeling down. "Comfort shopping" is apparently part of that same group of behaviors.

Original Post: http://www.neurosciencemarketing.com/blog/articles/comfort-shopping.htm

Friday, February 1, 2008

A Complete List of the Many Forms of Web Marketing for 2008

Jeremiah Owyang gives a fairly definitive list of all the possible activities that an online marketer could undertake:


January 01st, 2008 | Category: Web Marketing, Web Strategy

This is an updated revision of the 2007 version, which was one of the top viewed posts for the entire year. I’ve added quite a few new forms as they’ve emerged or come to maturity over this last year.

Summary and Audience
This document catalogs the many tools and tactics available for corporate web strategy in 2008. Even if your strategy or resource limitations restrict you from entering all spaces, awareness of the changes in our digital landscape are critical. This document is intended for decision makers roles such as CMO/VP/Director of Web and Marketing.

Changes in communication require corporations to adapt and evolve
In North America the web medium in the number one medium in the workplace and second at home, a significant portion of your resources should be developed around your online programs, research indicates the web medium will continue to grow. We also know that prospects in a variety of stages in the buying stage use the web to make decisions, this is an arena no company can afford to ignore. Most importantly, future generations are native to the web, and this will only increase over time.

Limitations
This is not a substitute for a plan or strategy, this is simply an index of tools. This list is not prioritized, nor should it be considered formal analysis, A strategist should first identify objectives, develop a plan only then choosing tools, and in that order.

For many corporations who’re not fully aware of all the tools available, deploying web marketing goes beyond your corporate website and google results.


The Many Forms of Web Marketing:

1) Corporate Domain

This has been a standard since the late 90s, nearly every company, mom and pop boutique now has a web presence. The primary purpose of this is to provide the public with information about your company, it’s products, and anything else they may need. Corporate websites often compose of several features that are listed below.

A) Corporate Site
Large to small companies have established a websites around their brand, the content is around marketing products, support, and corporate information. Despite the massive efforts to perfect the corporate website, much of the content is irrelevant as prospects shy away from marketing content and start to use social media.

B) Portal Strategy
Widely popular in the late 90s this strategy was intended to serve up all user information on one page, and keep users on one’s domain. A few well known portals now exist such as MyYahoo which is a form of a feedreader. Most modern marketers realize that content is now distributed.

C) Microsites for Segmentation
Typically deployed around new product launches or campaign focuses, or specific market segments, these often short term websites are used for calling specific attraction. They typically have a unique URL and are tied to an integrate campaign. See Microsoft’s Origami microsite. Caution: some companies overly deploy these microsites and end up with a distributed and unfocused web strategy.

D) Interactive Web Marketing
The web is more than a ‘read only’ medium, unlike other mediums, companies can make the website interactive, encouraging a new dynamic of engagement. There’s a variety of technologies to use from uses of Javascript, AJAX and Flash based. Of course, one can only go far where the limitation is that it is still a ‘user to computer’ interaction. A few examples include Subservient Chicken experience, What kind of M&M are you, and Geico’s Caveman Crib.

E) Intranet
The web isn’t just for communicating to prospects and customers, similar strategies apply to your employees. You can get more information by joining the Intranet User Experience Group, or find other online resources to this specific field..

F) Extranet
Used for communications with partners, or customers, extranets are secured websites that companies grant access to. Features could include dashboards, updates, support information, and detailed product information.

G) Regionalization
In today’s global web, websites are translated, reformatted and segmented by region, culture, class. Be sure to focus on France, China, Japan as fast emerging languages. Also see report on internet usage in third world countries.

2) Search Marketing
Ever heard of Google? Many prospects use google in the ‘hunt’ phase for a product. By paying a third party or a search engine directly you can obtain a strategy to get your website listed in search results. I’ve heard a variety of stats demonstrating success of natural vs paid results, however the ROI is usually positive. It’s likely your competitor is also present on the Search results page. View my few posts on Search Strategy or contact Andy Beal, David Berkowitz or Brian Keith.

A) Search Engine Optimization (SEO)
Many web groups at large corporations have a document, a process, or even a dedicated resource who’s goal is to make sure web content is easily found, indexed, managed and correctly served in search results. There’s been some recent discussion
the state of the SEO industry.

B) Search Engine Marketing (SEM)
Frequently, companies will hire a specialized search company to purchase keywords that will help drive contextual links in search results. These ads are contextually displayed based upon the search query. There’s a growing and sometimes controversial industry focused on these techniques.

3) Out Bound and Syndicated Web Marketing
Used to help ideas spread off the corporate website, this list of tools extends reach by direct channels, and as well as ‘pull’ techniques where users opt-in. Be savvy when using these tools to respect the best interests of your customers, otherwise it’s one-click to unsubscribe or spam.

A) Email Marketing
While certainly not completely native to the web, they certainly are tied. Modern email campaigns (sometimes even direct marketing) involves barely personal emails blasted out to indviduals on a mailing list. These modern versions typically have the option to be HTML based, and have hyperlinks brining users back to the corporate site or Microsite. I hear the conversion rate for these are 2-5%, and typically deploy a positive ROI. Having spoken with many Web directors and Marketers, this is a task best suited for an outsourced vendor. Be sure to read the research on the growth for this industry in 2007.

B) Invasive Marketing

“Pop-ups”, and “Pop-Unders”, trojan and tracking software are both disruptive methods to obtain the attention and data of users. Research indicates this form of marketing is diminishing, use with caution, or not at all (ask your Ad Agency if they are doing this without your knowledge) remember the market can associate your brand with the way you reach them, and users are now in charge.

C) Syndicated Content and RSS

I lump Syndication into this category as I see it as being an evolution as marketing shifts from Push to Pull. RSS is quickly becoming a method where users can opt-in for additional content. For more information start with Six RSS Resources for the Internet Professional or Web Strategist, when you’re ready to deploy read Web Strategy: Understanding Syndicated Feeds for your Corporate Website.

4) Brand Extension
This is not a new concept, it’s simply been applied to web properties. The strategy is simple: where your market is, so should your brand.

A) Web Advertising
I’m sure you’re all familiar with the banner, tile, or skyscraper advertising (IAB) model on websites. This age old strategy simply suggests that if there are eyeballs your brand should ‘impress’ upon the users. Click through rates are typically in the 1% or lower rate, sometimes success is measured by brand impressions, (visitation by traffic). These ads are static and do not change even if the content on the webpage changes.

B) Contextual Advertising
These targeted ads will be served up on the webpage depending on the content that’s on the page. This is a more ‘intelligent’ and therefore more relevant than Web Advertising, which may not be targeted at specific content. This form of advertising can be text, images, media or other form and are common on websites, blogs, and are now appearing on web based emails sites. (Submitted by David Berkowitz: Feb 13th. 2007)

C) Sponsorship and /Cross branding
This is a method of promoting your brand with the right audience in which the property is rewarded for integrating your brand. This can occur on content sites, shows, media properties, blogs, podcasts, and just about everything else. This is expected to increase in 2007.

D) Social Advertisements
Having just appeared this year from Facebook, it uses contextual information from users who have become “Fans” of a brand, then ads are severed to their network, in an endorsement. This has been highly controversial, and the return on investment is not yet known.

E) Widget Advertising
Having just appeared this year from on containers like Facebook, Bebo, LinkedIn, and Friendster, widgets have proliferated at an amazing growth rate. Expect advertising networks to form over the next year, where a brand can purchase space on any number of widgets across different social networks and communities, groups such as: RockYou, Slide, Widgetbox, and Watercooler to start with. See all posts tagged Widget Strategy.

F) Affiliate Marketing
Affiliate marketing programs compensate partners and alliances that bring referrals, leads, or sales. While it overlaps with other forms of web marketing, the goal is to provide the right content or products to the target demographic. Examples of this include placement on comparison shopping sites, loyalty sites, and product review sites.

5) Community Marketing and Social Media Marketing
eMarketer’s research indicates that this is the fastest growing area of growth for Web Advertising and Marketing is in the Social Media space. In my experience, the awareness rate is around 30% and deployment 10-20% for most corporations. Some of the tools listed below are not new, while some become critical in how prospects find information about products. Remember this section is less about the tools than it is about the end result: people connecting with other people.

A) eCommerce/Rating Sites
For most consumer products and a majority of enterprise products, there’s a variety of websites that rate products both by expert (sometimes called analyst) or peer review. The most popular site that has done this in the text industry is CNET reviews which deploys both editorial reviews, video demos, and user ratings and opinions. Content can be both positive and negative about your company as well as your competitors. Ratings and voting has evolved with popular news voting sites like Digg.

B) Social Networking, Forums, Wikis, Collaboration
I’m tying these two together as both features are starting to merge in many modern versions. While founded from early usenet days, forums allow for communities to form around similar ideas and collaborate. Approximately 33% of companies deploy forums. Wikis have also been used to tie industries together as well as. Savvy marketers are starting to also realize the power of social networking sites in every flavor of focus, including image sharing sites like flickr for marketing. I’ve created a list of all White Label Social Networking platforms.

C) Syndicated Marketing
See section 3C above.

D) Podcast Marketing
Many corporations are reaching their community though on demand content on mobile devices, the key to this medium is certainly in the ‘pull’ strategy. I’ve listed out my recommendations in a recent post called Corporate Podcasting Strategies for 2007.

E) Blogging
I estimate about 30% or less of businesses are considering blogs (web logs) as forms of business communication. The subject has been talked about quite extensively, I recommend reading Naked Conversations, the Weblog Handbook, and the Corporate Blogging Book. To learn about all the forms of businesses blog. If you’ve not yet deployed a Corporate Blogging program, I reccomend learning from my experience as a corporate blog evangelist.

F) Widget Marketing
Widgets are light weight web applications that are being embedded in websites, blogs, forums, and social sites. Flickr badges, MyBlogLog, and in ways even the Firefox community marketing campaign are companies that are engaged in this way. This isn’t anything new, I noticed this trend before the term gained popularity, and called it Viral Chicklets, to learn more there’s a growing list of examples on Widgetbox.

G) Online Video and Live Streaming
While Online Video has existed for many years on the web, it’s most notably been gaining traction from the video blog, or video sharing sites of great popularity such as Google Video, or it’s recent acquisition YouTube. I recommend starting with thinking about Video for your Executives and thought leaders. This also includes live streaming where participants can webcast video in real time, often accomplished by chat features, see this full list of live streaming companies.

H) Instant Messaging, Presence
Clever marketers are figuring out how to involve real time conversational media using Instant Messaging tools, presence, and status tools, such as Twitter. These tools tie to online and mobile devices. My experience with Generation Y is that they are using IM as their primary way to communicate over all other mediums.

I) Tagging, Collective Tools
I’ve discussed how tagging can be used to harvest marketing intelligence as well as help your SEO results. See using Delicious for Market Research. Properly tagging content as well as researching how tags are used will help communities find your content.

J) Voting Features
Popularized with the website Digg, members submit news stories and they are voted up by the community. More representative than democratic, there’s criticism that only a few hundred users can control the content that makes it to the front page. This has also been deployed in corporate extranets, such as Dell’s IdeaStorm where customers can vote for future products or features. Expect this feature to appear in other websites over the next year.

K) MicroMedia
These microblogging tools allow users to share bite sized information with their social network or from mobile phones. With the launch of Twitter spring 2007, it started to gain traction, as well as Pownce and Jaiku. Expect this form to be a major form of communication for 2008, as it starts to gain hold. See all posts tagged MicroMedia.

L) Infinite Other Flavors
The list of potential applications can go on and on, from Toolbar plugins such as Delicious plugin, Alexa Plugin Attention recorder, etc, to web based mobile applications. User voted news sites are rapidly appearing such as Digg. There’s a whole another category (read all my posts tagged Community Marketing) on the many different forms the above tools create when they’re combined, from Community sites like Microsoft’s Channel 9 to real time Conversation indexes like Techmeme or Technorati’s WTF, new ways to find, sort and harness information will emerge over the year. The notable attributes include a ‘community’ or ‘viral’ and ‘conversational’ tone to them.

6) Virtual Worlds
Tied both to online gaming and social networks, the virtual world emulations have gone from experimental to a haven for some immersive communities.

A) Virtual Worlds
Second Life is being trialled by large companies such as IBM, Microsoft, Sun, Sears and a variety of retailers, although there are many other virtual worlds such as ViOS, ActiveWorlds, Entropia Universe, Utherverse (Redlight Center & more)

B) Online Massive Multi Player Games
Also popular are Massive Multiplayer Online Role Playing Games (MMORPG for short) are appearing online such as World of Warcraft (WoW), and Club Penguin a growing online game for kids, teens, and some adults. XBox 360 has IPTV capabilities and most console games have online components, so there are multiple experiences to tap into. Opportunities include content cross-over, branded experiences, and external social networks on the internet.

C) Online Games
Gaming networks have started to create mini-flash games such as mini-clips, Yahoo Games, and other networks. Supplemented with advertising or sponsored branding, these can be embedded and spread to other websites.

7) Related Mediums
The web will be a platform and will extend to other mediums as well as create new ones.

A) Internet TV (IPTV)
While still emerging, the web will marry the TV and content, communication will evolve to a new form of media we’ve not yet seen yet. I doubt it will be as simple as ‘TV content online’ or ‘Reading websites in the living room’. Something new will appear, and it will impact your web team. See all my thoughts on IPTV.

B) Mobile Content
Websites are already being viewed on mobile devices, either full browsers, or fast load browsers. Many executives, decision makers, road warriors and techies are accessing the web using mobile devices, so a strategy to deliver correctly to this medium is necessary. See all my thoughts on Mobile Technology.

8 ) Experimental: To Watch
While not yet here, here are some following forms to watch this coming year.

A) Portability of the Social Graph
Currently, social network members have to add over and over new contacts, and inaccuracy between networks is common. Expect the social graph (the online representation of your network) to be separated from the social networks. Websites will soon have members interacting with each other as the social graph extends to static websites. Read all posts tagged Social Graph.

B) Vendor Relationship Management
Purely conceptual, expect a systems to rely on the intents of prospects or buyers to emerge, which will anonymously signal to vendors to bid for the needs of customers. Learn more from Doc Searls program.

Putting it all Together
Whew, that’s the major families, but remember for many corporations, these elements will not be successful in a vacuum, the opportunity for momentum happens when they are combined and used strategically. At least one person or group should have full knowledge of how your brand is being used online and in other mediums.



User Generated Video Expects 34 Billion Views in 2008

According to a recently published market report from AccuStream iMedia Research, user Generated Video (UGV) scored 22.4 billion views in 2007, up 70% over 2006. Semi professional content grabbed a 47.5% total share on MySpace TV, and the Screen Bites category on Crackle.com generated a 17.5% cumulative share of total views.

A more refined analysis, says the report, reveals average views per video of 10,695 in 2007. Crackle.com led the UGV group, averaging 216,596 per video, accelerated by its re-organization emphasizing category expansion and more professional content.
User Generated Video Market Size (total "views")

Year Views
2005 3,250,000,000
2006 13,156,655,241
2007 22,368,960,636
2008 34,000,681,857

Source: AccuStream iMedia Research, January 2009


The report says that in the entire market segment, there were a total of 1.68 million non exclusive videos added to UGV libraries in 2007 (net of removed, retired videos) that generated views and became part of library rotation and were accessible to users, averaging 9,538 views. Almost 20% of total views generated in 2007 were delivered by videos published in 2006 or before. Yahoo Video was one of the exceptions, opting to focus almost exclusively on videos published in 2007.

Top line report findings and analysis:

(All data presented, analyzed, summarized and forecast in this research report is based on video views that are non duplicated, and double counting minimized)

There were a total of 22.4 billion views of User Generated Content (UGV) in 2007, including professional, semi-professional and partner channel video views on UGV sites
The market grew by an estimated 70% in 2007, up from a total 13.2 billion views generated in 2006
The market is forecast to grow at 52% in 2008, and reach 34 billion views, as indicated by straight line linear regression analysis of current market data
The UGV video segment is made up of several top tier brands which capture large chunks of viewing share, particularly YouTube and MySpace, as well as many second and third tier sites that contribute significantly to overall market
It's estimated YouTube added 831,147 videos to its library in 2007 (net of all video retired or removals)
An analysis of selected group of UGV sites reveals average views per video of 10,695
Crackle.com was the market leader in generating views per video at 216,596, accomplished by emphasizing professional content
Metacafe, a highly editorialized site with a mix of adult content was next at 85,505 videos per video


The report concludes that YouTube partner channels accounted for 10.6% of cumulative site views generated over the past year.

For a review of the complete released report, please visit AccuStream here.