Future of Media
Transcription
Future of Media
Future of Media - Part II Prof. Marko Turpeinen [email protected] Kungliga Tekniska Högskolan (KTH) Internet users in Finland Web 1.0? (Alma Media, 1998-2004) Web 2.0? 2,000,000 1,800,000 1,600,000 1,400,000 1,200,000 1,000,000 800,000 600,000 400,000 200,000 0 AugSep 1998 Oct Jan Nov Dec Feb 1999 Mar Jun Apr May 1999 Jul Aug Nov Sep Oct Dec 1999 Jan Apr Feb Mar May 2000 Jun Sep Jul Aug Oct 2000 Nov Feb Dec Jan Mar 2001 Apr May Jul Jun Aug 2001 Sep Dec Oct Nov Jan 2001 Feb May Mar Apr Jun 2002 Jul Oct Aug Sep Nov 2002 Dec Mar Jan Feb Apr 2003 May Aug Jun Jul Sep 2003 Oct Jan Nov Dec Feb 2004 Mar Apr Source:WTM/IMR/Alma Media Theses 2002 ... • Media companies must better know their customers, both individuals and communities • Advertisers are seeking for direct measurable contacts to clients • Newspaper to home is luxury, broadband is a necessity • Media consumers will also become media producers • Games are media products • Mobile gadgets are media devices • There are now simple solutions to IPR issues • Digital technology revolution is not over, it has just begun Television watching in Finland (2000-2006) 300 252 256 184 187 150 154 147 147 141 100 111 105 250 min/day 200 108 97 253 265 256 256 251 191 196 199 140 148 135 142 138 143 133 106 95 99 90 105 105 88 192 193 159 160 139 115 100 84 50 65+v 45-64v 35-44v 25-34v 15-24v 10-14v Linear (65+v) Linear (45-64v) Linear (35-44v) Linear (25-34v) Linear (15-24v) Linear (10-14v) 0 2000 2001 2002 2003 2004 2005 2006 Source: Finnpanel Household consumption in media and communications in Finland Media products Telecom Telecom 2010 Media products Services Newspaper reading in Finland Book-reading in Sweden Social Rich communication One-to-one/one-to-many Tribalism Net Print Rational TV Emotional Everyday life management Security Well-being Individual control Experience Entertainment Escapism The Media Gap (Tomita, 1980) Neuman: The Future of Mass Audience Activities and Relationship Table (Shneiderman, 2003) Observe Communicate Create Individual Family, friends, groups 2-50 Colleagues, communities 50-5000 Citizens, markets > 5000 Copyright ©! Apple Inc. Share reader storyteller watcher player listener participant user developer consumer producer Digital natives ”The digital native doesn’t send a letter to the editor anymore. She goes online, and starts a blog. We need to be the destination for those bloggers. We need to encourage readers to think of the web as the place to go to engage our reporters and editors in more extended discussions about the way a particular story was reported or researched or presented.” ! ! Rupert Murdoch, News Corp., April 2005 Silver Stringers (MIT Media Lab, 1996-) Blogs Website popularity (global) 1.Yahoo! 2. Microsoft Network (MSN) 3. Google 4.YouTube 5. Windows Live 6. Myspace 7. Baidu.com 8. Orkut 9. Wikipedia 10. Facebook 11. Hi5 12. !"网(QQ) 13. Rapidshare.com 14. Blogger.com 15. Megaupload 16.Yahoo!カテゴリ 17. Microsoft Corporation 18. Friendster 19. Sina.com 20. Fotolog.com ... 42. BBC 80. CNN 184. Weather.com 202. New York Times 295. El Mundo 297. Cartoon Network 343. FOX Sports 360. Clarin 392. IKEA 469. People 479. Forbes Magazine Source: alexa.com Most popular sites (Finland / Sweden) FINLAND 1. Google.fi 2. IRC-galleria 3. Microsoft Network (MSN) 4.YouTube 5. Windows Live 6. Suomi24 7. Google 8.Yahoo! 9. Iltalehti 10. Wikipedia 11. Ilta-Sanomat 12. MTV3 13. Huuto.net 14. Saunalahti! 15.YLE - Yleisradio 16. Ii2.org 17. Myspace 18. Luukku 19. Megaupload 20. Telkku.com SWEDEN 1. Google.se 2. Microsoft Network (MSN) 3. Blocket 4.YouTube 5. Google 6. Windows Live 7. Aftonbladet 8.Yahoo! 9. Facebook 10. Wikipedia 11. Hitta.se 12. Eniro 13. Bilddagboken.se 14. Expressen 15. The Pirate Bay 16. Tradera 17. Myspace 18. Blogger.com 19. Dagens Nyheter 20. The Internet Movie Database Source: alexa.com Horowitz Pyramid (Bradley Horowitz,Yahoo!, 2006) Meaning Open content " The “open APIs” and/or “open source” approach are producing high quality media content with booming enthusiasm, as demonstrated by blogs, wikis, RSS, music, game mods, user-generated virtual worlds, ... Creative Communities • collaborative media creation • people build on each other’s creative work • collective authorship • new forms of licensing The Sims Jaiku Social Media Research Themes mobile media communities open content platforms digital service networks virtual economies virtual environments for learning digitally active seniors digital divide modeling social behavior community-centric design methods Centre for Sustainable Communications Ageing Society Regional e-Participation Development Thank you! [email protected]