Sunday, March 9, 2008

Monetization Potential For YouTube: Building Out a Model

This is a very good article. Pre-roll ads are dead. Long live the banner. I'm not so sure but, hey, it's Bear Sterns. They are American. They have a tough name. They must know. Right?

Here's a clip:
Bear Stearns has come out with a 70 page research report on online video and monetization potential for the major video sites, based on the evolving ad formats and revenue potential for each of them. The most extensive modeling it does is for the biggest video site, YouTube.

Click here for the whole article from PaidContent

Friday, March 7, 2008

Day 3

Mobile
SugaBabes - Endemol
Reuters - Mobile World Congress

Advertising Stats
Ed Lee Blog
Red Carpet Stats

Technology for Filmmakers
Sony Z1
Compression technology
Shooting for Youtube compression
Vistek
Formats: flv, avi, mpeg2, mpeg4, mov, wmv, divx.
Hardware over software for output


Venture Capital and Hedge Funds
Ricks Canadian VC Blog

Gaming - Xbox, Playstation, Nintendo, Ubisoft, EA Games
The rise of casual gaming

ARG - MindCandy: Perplex City

Second Life

Quarter Life
Prom Queen

Speaker -- MSN Canada - Mary Ellen Anderson

Day 2

III. Understanding Audiences

•Audiences by generation
•Audiences by regional market
•How audiences are changing

Comscore Presentation - Canadian audiences
Neilsen Netratings
Hitwise

•Essential criteria for creating a satisfying media experience for specific audiences
Relevancy
Narrative
Structure
Accessibilty
Technology Reliability

Advertising
Google Ad Words and Ad Sense
Building a Blog using Blogger
Sitemeter.com
DoubleClick
Youtube Video Overlay Demo


IV. Planning a multi-platform project

Case Studies:
Williams F1 Case Study
Splash News Case Study

•Cost-benefit analysis
•Planning for current and future versioning for different technologies
•Planning for avoiding obsolescence


V. Content Development
•Understanding the exigencies of various platforms - examining the unique experiences that traditional and interactive media platforms offer.
•Small vs. large screen content challenges
•Reusing content vs. developing unique content
•Audience participation in the creation of content – pros and cons

Day 1

I. Recent Rapid Changes in Media Consumption
•Impact of the rise of the Internet
History of the Internet on Youtube
History of the Internet til 2001 Youtube

Books to read:
The Google Story by David A. Vise
The Long Tail by Chris Anderson
Wikinomics by Don Tapscott
Freakonomics by Steven D. Levitt and Stephen J. Dubner
The Singularity is Near by Ray Kurzweil

•How has the media industry coped?
Fragmentation
Consolidation
Protectionism

•How has funding adapted for media projects?
Bell New Media Fund
Telefilm
OMDC
Telus Fund
Shaw Fund
Rogers Fund

•How should media professionals react to these changes?
Look outside Canadian borders - 2.2 billion people speak English and 385 million are on the Internet. It is a new burgeoning market place that has not borders.

II. The Future of Technology
•Emerging platforms/technologies
Online
Mobile
Gaming
ARG - Alternate Reality Gaming
Media portability

Websites
Viewble.com - facial recognition technology

•Expected changes to consumption and creation of traditional media
Less TV viewing
More co-viewing and media multitasking
The New Narrative

•Social impact of changing technologies
How people consume media is changing rapidly however not all viewers want change and change can be slow across various demographics and age groups.

•What these mean for media producers going forward
Assessing a project for both creative and business possibilities is the most important thing.

Course Content

I. Recent Rapid Changes in Media Consumption
•Impact of the rise of the Internet
•How has the media industry coped?
•How has funding adapted for media projects?
•How should media professionals react to these changes?

II. The Future of Technology
•Emerging platforms/technologies
•Expected changes to consumption and creation of traditional media
•Social impact of changing technologies
•What these mean for media producers going forward

III. Understanding Audiences
•Audiences by generation
•Audiences by regional market
•How audiences are changing
•Essential criteria for creating a satisfying media experience for specific audiences

IV. Planning a multi-platform project
•Cost-benefit analysis
•Planning for current and future versioning for different technologies
•Planning for avoiding obsolescence

V. Content Development
•Understanding the exigencies of various platforms - examining the unique experiences that traditional and interactive media platforms offer.
•Small vs. large screen content challenges
•Reusing content vs. developing unique content
•Audience participation in the creation of content – pros and cons

VI. Technological Fluency
•Understanding of what is currently possible to create and what are the limitations
•Familiarity with various technological development terms and what they mean
•What to consider when deciding on traditional or digital production of traditional media (tv, film)
•What to look for in a developer when hiring a team for projects that include digital elements

VII. Business Development
•When is it worth using digital technologies from a business perspective? How cutting-edge do you need to be?
•How to effectively market using digital platforms.
•How to speak with stakeholders who may not be familiar or comfortable with technology about the benefits and limitations of creating for various platforms in a project.
•How to find funding for projects that include emerging technology.

VIII. Keeping Ahead of Change
•What media producers need to plan for as we move forward with technological change
•How to keep abreast of changes in media and audience consumption habits
•Who to have on your team to help you

Learning Outcomes

Upon successful completion of this course, the student will be able to:

1. Understand current media consumer behaviour and emerging trends by demographic group and market (North America, Europe, Asia etc.).

2. Be able to identify appropriate sets of media platforms for use with specific types of projects.

3. Understand the differences in content and user experiences appropriate for different technologies.

4. Be aware of key emerging technologies and where they may provide opportunities and challenges for media professionals.

5. Be able to plan a large media project with contingencies in place for taking advantage of emerging platforms as they become viable.

6. Be aware of the technical, budgetary and rights challenges to producing multi-platform media projects.

7. Understand how to build an interdisciplinary production team that can build for multiple platforms (what to look for in your team members).

8. How to sell the use of new technologies to investors / clients.

9. Understand the exigencies of digital production of traditional media how this technology is changing the industry.

10. Understand how to use digital media to support and promote television and movie assets for various audiences,

The Course Outline

Emerging Technologies

February 16, 23 & March 8, 2008

This course is designed to help media professionals understand the impact of changing media and changing audiences on the work that they produce. It examines recent changes in technology and platform use by audiences and projected technological advances that may change media consumption in ways not experienced before now. Participants will examine prevalent existing and emerging platforms to understand the mix of traditional and interactive content that is most appropriate and satisfying for various audiences. They will also gain an understanding of how to plan for technical production needs depending on the type of project. We will explore how digital production of traditional media is changing the industry and what media professionals need to know about digital film/television production including high definition, and shooting for large screens and small screens.