The Meth Minute 39: Internet People

It all started with South Park and the Star Wars kid, Numa Numa did his thing and the Back Dorm Boys lipsynced... An animated tribute to the internet people of the world. First episode of the series The Meth Minute 39. Animated by Dan Meth, with music by Dan Meth and Micah Frank.

read more | digg story

[Faceboook]

Facebook Gets Personal With Ad Targeting Plan - WSJ.com
Social-networking Web site Facebook Inc. is quietly working on a new advertising system that would let marketers target users with ads based on the massive amounts of information people reveal on the site about themselves.

Eventually, it hopes to refine the system to allow it to predict what products and services users might be interested in even before they have specifically mentioned an area.

Pay attention to this ... Really ... Today ...


http://www.techcrunch.com/wp-content/joost2.jpg
New Web Sites Aim for TV Experience - Los Angeles Times
Watching video online in small, fuzzy boxes is heading the way of rabbit ears.

Some highly anticipated Web sites are being modeled on making the experience of watching video online more like watching television. These sites rely on software that enlarges the interface so that it fills your computer screen -- from edge to edge.

This new wave of applications is led by Joost and includes VeohTV and Babelgum. Though all are in beta (testing) phases, the hype has been mounting -- leading many to claim the next big advance in online video is imminent.

- Veoh (Windows and Mac)
- Babelgum (Windows PC only)
- Joost (Windows and Mac; invitation only)

Women so do too use games online ...


50 Million Adults Play Casual Video Games to Bond with Children, Grandchildren - MarketingVOX
Some 79 percent of those "family gamers" were female and 95 percent were age 30 or older - figures that closely reflect the overall casual gamer audience, according to PopCap.

As many as 44 percent of survey respondents identified themselves as mothers of children who play casual games, and 36 percent said they were grandmothers. Among males, 16 percent and 6 percent of respondents identified themselves as fathers and grandfathers, respectively.

dc-performics-moms-internet-use.jpg
Super Surfing Moms Rely Heavily on Search for Purchases - MarketingVOX
Moms rely heavily on search engines for both online and offline purchases, and when coordinating travel and planning a host of other activities, according to a study unveiled by DoubleClick Performics last week, reports MarketingCharts.

The "Searcher Moms - A Search Behavior and Usage Study" was conducted in cooperation with Microsoft and ROI Research.

"Of the nearly 1,000 moms surveyed, 89 percent use the internet at least twice per day, and 90 percent have been using it for more than seven years," said Stuart Larkins, VP of search for DoubleClick Performics. "A whopping 86 percent of respondents said search engines are the most efficient way to find information."

Graham Cousens writes ...

Interesting article entitled "Marketers Start to Use Social Networks for CRM
Instead of Ads" in Adage at the following URL:

http://adage.com/digital/article?article_id=119918

In addition to the article, I'd like to share a current State Farm campaign
that's happening on MySpace that is pretty cool.

In addition to a nifty microsite at http://nowwhat.com, they have a
community site at http://www.myspace.com/nowwhat.

Right now there is a 6 hour webcast concert featuring Linkin Park, My
Chemical Romance, Taking Back Sunday, Him and Placebo. In 3 weeks, they've
built up 65,000 friends.

MySpace is regarding this as best practice in leveraging their site.

Essential Web 2.0 Reference ...

googleapis.PNG
From quirky applications to venture-funded startups, a wide variety of new services are being launched leveraging Google’s APIs, helping users perform a multitude of tasks. Here is a non-technical introduction to some of the company’s most popular APIs and some of the most interesting applications built on top of them.

Dow does it the right way ...

Dow's 'Human Element' campaign is a push for respect.

Advertising Age - Rance Crain - Dow's Corporate Ads Have Great Chemistry, but Will Respect Follow?
The "Human Element" push, now a year old, has boosted Dow's brand-equity rating, as measured by Core Brand, 25%, but here's how Dow's CEO Andrew Liveris reckons the campaign will be successful: when a Dow employee in a bar anywhere in the world can tell the guy next to him where he works and get the response, "Oh, Dow. That's good."

Simple solutions, people ... Tag your ads with a short code not a URL.



Mobile Shortcodes Boosts Advertising Recall
The research revealed that 44% of mobile users between the ages of 18 and 60 fail to respond to advertising campaigns because they simply forget the brand name and contact details when the moment their interest was captured by the advertisement had passed - with many people wasting time later, trying to find the company, and eventually giving up.

Other key findings highlighted that more than one in three mobile users have sent a text message to a five digit shortcode, primarily in response to TV and radio advertisements, and competitions. When asked if they would find it useful using text as a response mechanism to an offline advertisement, to then be forwarded to a mobile internet site for more details, more than 51% of consumers said they would be quite keen or extremely keen to use it.

Like Gizmoz and Oddcast ...


Personiva
Personiva enables consumers to become brand stars, delivering higher levels of entertainment, brand engagement and community.

Personiva (pronounced Per-saw-niva) lets consumers relate to a brand’s personality through entertaining, personalized experiences, and then share them with friends, family and the rest of the world.

More on the recent Pew study ...

ClickZ
ClickZ: Pew Study: Web Users Want Professional Video
Sixty-two percent of online video viewers express a preference for video created by professionals, versus 19 percent who would rather watch video produced by amateurs. Eleven percent remains agnostic to the skill level of the creator. YouTube, which provides a mix of consumer-generated and professionally-produced video, is frequented by 27 percent of the online video audience.




Social video arrives to herald the dawn of Web 3.0 ...


Broadcaster Launches Social Video Network - 7/25/2007 1:02:00 PM - Broadcasting & Cable
Broadcaster Inc. has launched a two-way interactive video and chat tool to complement their current interactive community. Users can broadcast to one another using a webcam interface with interactive controls.

Users can choose to air their feeds live or record them for later, and can communicate one on one or one to many, depending on their needs. The interface will feature three windows and a text chat: the first window will have the user’s feed, the second will feature the people the user has selected to view, and the final window will show the people who are watching the user’s feed.

More support for online video ...

Pew Internet & American Life Project

Pew Internet: Online Video
Fifty-seven percent of online adults have used the internet to watch or download video, and 19% do so on a typical day. Three-quarters of broadband users (74%) who enjoy high-speed connections at both home and work watch or download video online.


The Pew Internet & American Life Project's first major report on online video also shows how many video viewers have contributed to the viral and social nature of online video. More than half of online video viewers (57%) share links to the video they find with others, and three in four (75%) say they receive links to watch video that others have sent to them.

Casual gaming is still the next, next big thing ...



Future Bright for Ad-Supported Casual Gaming - MarketingVOX
Casual gamers are serious about their gameplay, with 28 percent reporting they clock more than nine sessions per week - and 32 percent of those sessions lasting at least an hour, according to last year's survey.

Some highlights of the current casual-gaming survey:


* Some 83 percent of survey participants - casual gamers - are willing to view a 30-second ad in order to play a game for free.

* 53 percent are willing to purchase the game only after they have played with a trial version. Of this segment, 54 percent say they would decide whether they are willing to purchase a game within 60 minutes of play time.

* The percentage of survey participant that rely on promotional emails for more information about new games rose from 14 percent last year to 34 percent.

* The percentage of survey participants that use gaming websites to find out about new games rose from 28 percent to 45 percent.

Video calls on mobile phones arrive in the US ... finally! ...

CNNMoney.com
AT&T Video Share Arrives in Nearly 160 Markets Nationwide
AT&T Inc. has announced the nationwide launch of AT&T Video Share in nearly 160 markets. Video Share is the first-ever service in the U.S. that enables users to share live video over their wireless phones while on a voice call.

Throw your allergy to complexity out the window ...

forrester-technographics-ladder.gif
Forrester: ‘Social Technographics’ a Prerequisite for Social Strategy - Marketing Charts

Before brands and online publishers attempt to deploy social technologies, they must understand their target audience - specifically its social “technographic” make-up - and only then create a social-computing strategy, according to a just-released a Forrester Research report titled “Social Technographics: Mapping Participation in Activities Forms the Foundation of a Social Strategy.”

The term refers to the levels of audience participation in social computing rather than specific technology adoption, writes the report’s lead author, Charlene Li. Forrester groups users into six participation categories, using a ladder metaphor, with “Inactives” at the bottom rung and “Creators” at the topmost rung.

Not surprisingly, the Inactives constitute the majority (52%) of US adult online consumers - followed by, in ascending hierarchical order, Spectators (33%), Joiners (19%), Collectors (15%), Critics (19%) and Creators (13%).

--

The vast majority of agency people - creatives, account managers, media, planners, et al - express to me their avoidance of ideas and strategies that sound too "complex." I think it's time to re-think that. There's no way to deal with today's media without wholly embracing its complexity. And it's only getting more dense. There's no simple way out of this anymore.


Powered by ScribeFire.