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winter 2007
Contributors




olivier   steve   damon & charles          minhiu
USA       UK      FRANCE                   CHINA
Network 2.0

Consumer 2.0

Media 2.0

Advertising 2.0
                              NOTE:
                  Click anytime on the fullsix logo
                   to come back to this page.
                  Click on the arrows to go to the
                      previous or next slide.
Network 2.0
A Maturing
Network
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
Internet Users vs. Non-Users:


                                                  96%
        59%                         67%
2000




                41%
                              33%
                                                 4%




          USA             Europe                Asia

                                                      89%
       68%
                        52%
2006




                                          48%

                  32%
                                                11%
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
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...)
-   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?
A Network with
a Human Face
ME vs. US
The Web is no longer about Individualism,
  but about Sharing and Collaborating
ME vs. US
Internet Users create and develop online identities and expect
                   recognition from peers...
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.
ME vs. US
Internet Users want to valorize their offline contacts; social and
      professional networks are now being shared Online
Consumer 2.0
Consumer
Über-Informed
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,...
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,...
über-informed
These new types of Content search provide opportunities for
         players in the Video and Music Markets
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
Indymedia
With the support of internet users, Virtual NewsGroups rise
      and compete with Mainstream Media Groups...
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)
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
Consumer
Participation
Entertainment
The Rise Of Web TV
We Witness the Launch of IndyMedias...
Consumer
expression
snow ball effect
Freedom Of Speech
An opportunity offered by the Web... and seized by the
                    general public
The Press



-2.6%
Newspaper Circulation in the US, Q1 2006




+8%
Newspaper-run Web sites increase their audience in the US, Q1
2006
New Info Sources
The general public becomes a source of Information
       for Mainstream Network and Media
Challenging Mass Media
Bloggers uncover the Truth and Expose Mainstream Media
                        Mistakes
Media
2.0
Going Digital
Paper Magazines move Online in mass to reach and maintain
                     their audience
Focused, Up-to-date, Interactive
    Internet Offers more Information Sources...
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.
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
“Pick&Mix Media”
vs.
“Linear Media”
Any Time, AnyWhere
Users can now access any content, without the constraints of
                       Linear Media
DVDs



-4%
Shipments in the 1st half of the year, compared to 2005
Advertising
2.0
Advertising,
Consumer
Generated Content
Get Recognition from the Brand
Renowned Brands Challenge their customers to produce Ads...
And be part of the success
        Movie companies invite Fans to take part in
the production, promotion and merchandising of their Films
Advertising,
Interactive
Offline Campaign
Interactive Everywhere
Brands promote their goods with Offline Interactive Advertising
                        campaigns
Go Where Your Consumer Is
 Brands promote their goods in Second Life
Advertising,
The Viral Advertising
Age
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
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.
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.
Advertising,
The Video Game Era
Video Games’ Codes
Brands Use and Parody them to promote their goods
“New Playground”
Growing Opportunities are available for Brands in Games and
                      Virtual Worlds
         ANIMATION: Mr Bruce Prokopets http://www.marketingworldnews.com
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
Advertising,
New Killer Applications
Create Mashup
Brands from separate markets become partners in order to create
                         Killer Apps
Advertising,
Branded Entertainment
Be the Entertainer
Brands use entertainment as a means to promote their Image
TheTrendWatch #04

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