2006/10/17

The New Digital Divide: a Generation Gap

Universal McCann released a study that points to web technology as the main source of information, entertainment, socializing and shopping. [pdf]

According to the report, the 16-34 age group leads the way for Internet socializing.
This is the present generation gap, and online marketers must figure out new ways to bridge the gap or risk seeing revenues decline.

Social networking sites are an influential platform that more advertisers must take advantage of. According to the report, “Although are not yet bypassing regular media sources in favor of creating, sharing and consuming user generated content, there are significant implications for the advertising industry for future trends.”

Also visible, a growing interest for streaming content, whether TV shows, radio programming or new music. Advertisers will use this platform by creating video, audio and text-based streams to be distributed online. For them, the greatest challenge and potential revenue boost is to integrate the web technology within a broader communications context.

Small is beautiful for Web 2.0 Start-ups

By Martin LaMonica, CNET News.com, February 6, 2006

Again, Small is Beautiful for Web 2.0 Start-ups.
More software start-ups are launching with relatively small upfront investments and niche products delivered via the Web.

Some investors and entrepreneurs contend the traditional model of starting companies--multi-million dollar VC investments, long product development cycles, and big price tags--is waning.

2006/10/16

Is Second Life a Web 3.0?


A contribution from Luis Moniz (Thanks!).

Related with post "What is Web 2.0"

Is Second Life a web 3.0?
I heard a few months ago someone talked about "the amazing world of second life".
Is it a game? a virtual world? a real world with virtual players? I still haven't found what is it... until I read that is been used my marketers to research and test new products and services.

A huge focus group with 902.643 residents!!...

In October issue, Wired published “Let's Go: Second Life - Taking a trip to the coolest destination on the Web?”. Online edition is now available.

What is Second Life?

Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by 900,000 people from around the globe.

From the moment you enter the World you'll discover a vast digital continent, teeming with people, entertainment, experiences and opportunity. Once you've explored a bit, perhaps you'll find a perfect parcel of land to build your house or business.

You'll also be surrounded by the Creations of your fellow residents. Because residents retain the rights to their digital creations, they can buy, sell and trade with other residents.

The Marketplace currently supports millions of US dollars in monthly transactions. This commerce is handled with the in-world currency, the Linden dollar, which can be converted to US dollars at several thriving online currency exchanges.