3. Network 2.0
Consumer 2.0
Media 2.0
Advertising 2.0
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6. DSL today:
212,000k
access a DSL connection worldwide:
59,000k in Europe
54,000k in the USA
90,000k in Asia
+
15,000k have access to a FTTH connection in the world
7. Internet Users vs. Non-Users:
96%
59% 67%
2000
41%
33%
4%
USA Europe Asia
89%
68%
52%
2006
48%
32%
11%
8. Hours Spent Online / Month:
Average worldwide Monthly Hours Online Among Age
Group 15+
43 hours in Asia
35 hours in Europe
27 hours in the USA
9. Multiplication of access points:
Internet
Everywhere
- Google provides free WiFi in Mountain View, CA
- Wifi communities develop (FON: 5,800 hotspots in France /
81,000 Worldwide)
- 3G+ becomes affordable
- Smartphones and WiFi gizmos everywhere (PSP...)
10. - 18 million Internet Users Download an Average of 5 Podcasts per week
- Over 50 million Ipods sold in total (8,5 million alone in Q2 2006)
- PSP sales at the end of 2006 (Sony Projection): 20 Million
- Music radio audience down 8.5% this year alone
The End of
Radio?
12. ME vs. US
The Web is no longer about Individualism,
but about Sharing and Collaborating
13. ME vs. US
Internet Users create and develop online identities and expect
recognition from peers...
14. ME vs. US
The Explosion of Online Video Gaming has triggered the increase
in creation of Community Websites over the last 2 years,
providing a virtual platform for gamers to gather and socialise.
15. ME vs. US
Internet Users want to valorize their offline contacts; social and
professional networks are now being shared Online
18. über-informed
WEB 2.0 offers consumers a whole new way of getting the
best information about products they plan to Buy: Trips,
Books, Music, Movies,...
19. über-informed
WEB 2.0 offers consumers a whole new way of getting the
best information about products they plan to Buy: Trips,
Books, Music, Movies,...
21. The Word Of Mouth Community is
gaining Mainstream Audience
Unique Visitors
Audience - May 2006 in the US:
51 Million : MYSPACE
14 Million : FACEBOOK
12 Million : YOUTUBE
9 Million : MSN SPACES
5 Million : FLICKR
22. Indymedia
With the support of internet users, Virtual NewsGroups rise
and compete with Mainstream Media Groups...
23. Consumer-bloggers making profit
Annual Incomes
From main players In the Pro Blog Market:
$ 3 Million : Nick Denton ( Gawker + Gizmodo)
$ 1 Million : John Battelle (Federated Media)
$ 730 K : Mickael Arrington (Techcrunch)
$ 600 K : Markos Moulitsas (Daily Kos)
$ 500 K : Andrews Carton (Tréonauts Blog)
24. Web Overtakes Newspaper In Europe
Average hours spent online per week per European in
2006
Average hours spent online per week per European in
2003
Average hours spent reading newspaper and
magazines per week per European in 2003
35. Television viewing continues to shrink...
The week of July 4th was the least-watched week in
recorded history, as only 20.8 million viewers were
tuned in to primetime TV at any given moment. This
was down from the previous low of 21.5 million
viewers set last July.
The fact that records are being set, shows that
network TV is gradually losing its hold on popular
culture: video games, the Internet, and MP3 players,
other ways of watching video content (Consumers can
now watch TV on cable, satellite, FiOS, IPTV, and the
Internet, all of which offer far more options than the
on-the-air networks) gain audience.
36. Podcasting Stealing Radio Audience
By 2010, today's 94% penetration for terrestrial radio
will have sunk to 85%."
27% of 12-24 yr. olds attribute their reduction in
radio consumption to MP3 and podcast.
Worldwide figure from ARBITRON, a radio industry research firm
48. Promote via Viral
Sexpacking: More than 3 million Visitors, 1,5 Million Video
Downloads
Sexpacking: 24,500 Google hits / 1,367 Blogs according to
Technorati
49. Promote via Viral
Music Groups promote their work and sell it on Community
Websites:
on the iTunes Music Store as of September 5, 2006,
this single has reached #11 and the album #2.
50. Not a penny of paid media > 1+ million views on YouTub,
significant play on TV talk shows + biggest-ever traffic spike to
three times more than
CampaignForRealBeauty.com,
Dove's Super Bowl ad
and resulting publicity last year, according to Alexa.com.
53. “New Playground”
Growing Opportunities are available for Brands in Games and
Virtual Worlds
ANIMATION: Mr Bruce Prokopets http://www.marketingworldnews.com
54. In-Game
Advertising
- In 2005, advertisers spent approximately $56 Million placing ads in
video games, up from $34 Million in 2004
- In-game avertising results in a 60% increase in awareness for new
products and animated 3-D ads achieve twice the recall of static
billboards