Web 2.0: Taking The Noise Out of The Information, Part 1: Executive Summary
Web 2.0: Taking The Noise Out of The Information, Part 1: Executive Summary
Web 2.0: Taking The Noise Out of The Information, Part 1: Executive Summary
Executive Summary
As the web matured during the late 1990s, the hopes of the new digital frontier went unfulfilled. Its use turned
out to be more about commerce than communities, and used more as a more shopping mall than social network.
The web, and the internet as a whole, had transformed many things, but had it also transformed its users?
During the first era of the internet—the so-called Web 1.0— the return on investment for many applications
was over estimated while they couldn’t reach a critical mass due to a lack of network capacity and end-user
access bandwidth. This included applications that enable user-generated content and sharing of videos, photos
and music, which aren’t new concepts: In the late 1990s, companies such as Digital Entertainment Network
(DEN), backed by Microsoft, Dell and Pepsi Co.; Pop.com, founded by DreamWorks SKG or New York-based
(and now revived) Pseudo.com tried to push content directly to the end user to engage with consumers as well as
to build portals for user web—and broadcasting. The companies failed but the now the ideas are back.
Exhibit 1.
New and Old Terminologies of the Internet
Source: Yankee Group, O’Reilly Media
Ofoto Flickr
Akamai BitTorrent
mp3.com Podcasting
Portal Platform
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E-mail: [email protected]. All rights reserved. All opinions and estimates herein constitute our judgment as of this date and are subject to
change without notice.
But the World Wide Web also has grown up. Today, investors and entrepreneurs are once again gathering around the less meaningful
Web 2.0. The upgrade from version 1.0 to 2.0 suggests something revolutionary. Based on new web tehnologies and applications,
new business models emerged which attract millions of users.
How did Web 2.0 start? In 2004 Dale Dougherty and O’Reilly Media were looking to name a web developer conference. Because
they couldn’t find one term which described the current changes in the internet, they called it Web 2.0. But what they really initated
is an ongoing debate on the definition of Web 2.0, which describes the applications we show in Exhibt 1.
This Yankee Group Report investigates the general definition of Web 2.0 and its associated mechanisim of social networks, search,
user-generated content, transformation of marketing and its overall impact on digital media. This Report also focuses on new
emerging businesses to investigate if this time the web will not only be discruptive but also transform industries and create new
sustainable concepts. Part 2 of this Yankee Group Report will investigate the impact on European markets and in particular how
European broadband service providers already reacting to the developents of user-generated content.
Table of Contents
Exhibit 2.
The New Applications Transforming the Relationship between Users and Companies
Source: Yankee Group
Video and content sharing sites create tremendous awareness, but they haven’t created any return on
investment yet. The traffic from these kinds of social networking sites will only come as long as users invest
their unpaid time. Users’ willingness to collaborate depends on how platforms communicate and react when
customers answer and object to, for example, products, services or corporate communication. Companies
that see a decrease in user participation and direct involvement of the consumer in the business can take
advantage of the rise of direct interest from users to develop new products and services as well as build new
consumer relationships based on trust. With Web 2.0, the internet is going back to its roots, where users are
an integrated part. Therefore, companies will need to adapt they way the communicate and advertise, which
will ultimately transform the entire business.
$10 million
Facebook IPG
(for a 0.5% equity stake)
MySpace
MySpace is the most popular community platform, with more than 80 million registered users. MySpace lets
users set up their own web site with pictures, videos, music and text to share and link the content with
friends. When News Corp. acquired Intermix Media, which owns 30 different web sites such as
MySpace.com, for $580 million in August 2005, predictions that the new owners would mess with the social
network flew fast and furious. Instead, News Corp. has managed to keep MySpace largely intact, even
expanding it commercially. This has been accomplished by realizing that users have the power to leave
whenever they feel like it’s no longer their space. Before the end of 2006, MySpace will allow music bands
(3 million of them are registered) to sell music downloads. Songs can be sold on the bands’ MySpace pages
and on fan pages, in MP3 format, which will also work on portable players. The bands will decide how much
to charge per song after MySpace’s distribution fee is included. Although bands will be able to set their own
price, MySpace will secure a minimum payment to cover the costs of running the service. Any additional
money will be divided between the site and the artists. Starting in October 2006, Fox Interactive Media
started selling movies and TV shows on the Direct2Drive web site owned by Fox's IGN Entertainment. The
programs will be available the same day as their DVD release. Soon after Direct2Drive starts selling Fox
programming, the content will be available for purchase from News Corp.'s MySpace.com. Movies will cost
about $20 and shows will be available for $1.99. They will be playable on portable entertainment devices
with Microsoft's copy protection system. Twentieth Century Fox currently sells its films through download
services such as CinemaNow and Movielink.
MySpace also announced that it will leverage its users’ content on mobile devices and will offer games and
applications on gaming. Therefore, MySpace will engage games publishers and mobile operators to sell
content on shared-revenue basis.
The News Corp. investment in MySpace seems already to be paying off: Google will pay MySpace $900
million in the next 3 years to be the exclusive search engine on the web site.
YouTube
YouTube, recently acquired by Google, allows users to upload video onto its web site as well as at their own.
Other users can comment and rate the videos. According to Nielsen NetRatings, YouTube was the fastest
growing web site between January and July 2006; the number of unique visitors grew from 4.9 million to
19.6 million per month—this reflects an increase of 297%. With its acquisition of YouTube for $1.65 billion,
Google makes it second inroad into social networking. The investment community favored the deal because
of its potential of tax deductions (from YouTube’s debts) and the exchange of shares. Even with its current
market value of $150 billion (Q3), it’s questionable if Google will see an equivalent amount of return for its
combined $2 billion it has paid to engage directly with customers.
One thing is for sure, because of the acquisition YouTube lost its amateur status and became a target for
copyright holders, which now seize the moment to claim royalties. According to the Japanese Department for
Copyrights, on October 22, 2006, YouTube had to delete 30,000 videos that used parts of TV, music and
film, which breaches copyrights from its original authors, composers, directors and producers.
Media companies such as Viacom, News Corp. and even NBC Universal (the parent company of NBC, which
is currently using YouTube as a promotion channel) announced that they will eventually sue YouTube if it
doesn’t pay $150,000 for each illegal video. Music companies such as Universal Music, Sony BMG, Warner
Music, and TV networks CBS and NBC, sealed a contract with YouTube to develop a tool that will
automatically recognize copyright-protected content. This system will allow YouTube to pay royalties to the
copyright owners, similar to traditional media companies that pay fees for every piece of music or film they air.
Grouper
Sony Pictures bought video-sharing site Grouper for $65 million in July 2005. At that time Grouper had
already received $5.25 million in seed funding, $1.75 million from T-Ventures, Deutsche Telekom’s
investment arm. T-Ventures plans to launch the service in Europe through its broadband service provider, T-
Online in Germany and Club International in France, which launched IPTV in April 2006. Grouper was
started in 2004, its founders sold Spinner.com to AOL for $320 million in 1999. Grouper was originally a
development of a P2P file sharing client, and only changed into a video-sharing site in late 2005. Grouper
hasn’t had the same success as YouTube and MySpace, but it has a more robust technology platform that lets
users share their content seamlessly between iPods, PSP and other portable entertainment devices.
Furthermore, Grouper offers an editorial suite, called Groovie, which lets users amend videos and still
images. In August 2006, Grouper had just 8 million unique users last month according to Nielsen
NetRatings, which the company denies because its main competitors, such as MySpace and YouTube,
probably attracted more users.
Sony Pictures announced that the studio wants to distribute and promote its films and TV programs on the
internet. Sony also finds opportunities for its consumer electronics company to sell devices through new
editing software. In the long term, Sony plans to define an ad-supported model for its premium content
business through Grouper. The acquisition also demonstrates that Sony hasn’t come up with any innovative
platform in recent years that allows to cross-sell its devices through a vehicle like content sharing.
Grouper will offer an unlimited upload of videos through its services while videos longer than 3 minutes
can’t be watched as a video stream; they are only accessible to others via download. Users can also decide to
have their video viewable only by friends or an invited audience.
Competitive Analysis
Yahoo! and Google: A Different Approach to Search but One Resource In Common
Yahoo! and Google have very different approaches to media and Web 2.0. Yahoo! originally was launched
as a media company, Google was driven by a mathematical obsession to organize information. This is
reflected in the acquisitions and investments that both companies have made in the last 2 years. Yahoo!
started Yahoo! Entertainment with former Hollywood executives and acquired social networking platforms
such as Flickr, del.icio.us and others (see Exhibit 3). Whereas Google developed more technology
applications such as Google Earth, it also invested in network infrastructure such as dark fiber or
transatlantic cable, or broadband access such as metropolitan Wi-Fi networks in San Francisco. As much as
they differ, Google and Yahoo! have the same objective to fund their new developments and further
expansion: advertising (see Exhibit 4).
To address advertisers’ needs, Yahoo! and Google rely on two complete different approaches: Yahoo! uses
human editors to monitor user behavior and communities to generate relevant data; Google relies heavily on
algorithm. Those different strategies are also reflected in their business models with advertisers and media
planning agencies. Yahoo! changed its approach to local markets by changing its strategy in the regions by
transforming its sales offices into full-service units.
Exhibit 4.
Google and Yahoo! Revenue from Advertising
Source: Company annual reports, Yankee Group, 2005
Yahoo! Google
Ad Revenue $4.6 billion $6.0 billion
In-direct: Direct:
Approach Media agencies AdSense/AdWords
Exhibit 5.
Global Media Spending by Agency
Source: AdAge, company annual reports, Yankee Group
Omnicom
11.9%
Publicis
Market 13.2% Others
Share 42.5%
WPP
15.1%
IPG
17.3%
Where does all this leave Web 1.0—or traditional media companies? First of all, they need to recognize that
new media companies undermine their core revenue streams. Simultaneously, old media companies are in a
rush to secure new revenue streams through new Web 2.0 acquisitions. If they would retain new revenue
streams, they still rely on old measurements which they try to amend to the new digital ecosystem. On the
other hand, the new media applications didn’t come up with scalable measurement to replace the Nielsen
panel or other industry standards.
Advertising Strategy
Equity to Secure Future Platforms
Publicis, WPP and IPG (see Exhibits 3 and 5) are taking equity stakes in emerging digital platforms—games,
enhanced and interactive TV, and broadband video. The global companies want to be part of social media
companies at an early stage, so they might be able to control and scale the startups’ ad models and platforms.
They also want to secure access for their ad and marketing services accounts, and to have early looks at
experimental ad and new media delivery platforms. Currently, the investments are low compared to the ones
they made in the late 1990s: WPP made a $3 million investment in online game site WildTangent, as well as
a small stake in Visible Technologies, a provider of a consumer-generated content tracker. WPP also
invested in in LiveWorld, a social network provider. In July 2006, IPG paid $10 million for a 5 % stake in
Facebook. Publicis is making another attempt well-known in the Web 1.0 area: consulting for equity. Its new
company Denuo has already taken stakes in six startups, which are barter deals.
Inhibitors of Change
Impact on Traditional Media Businesses: Everybody Is a Cameraman
Recently, the BBC announced that the traditional idea of broadcasting is gone and that the future lies in new
media networks and its users. The project, called “Creative Future” looks like a Web 2.0 program created
from citizen blogs, an open TV archive and an adult evening class for media design and production. With
this initiative, the BBC tries to stop the loss of audiences to gaming consoles, iPods and the internet, which
requires a total new reorientation. Therefore, a company called All New Video created convergent solutions
for BBC TV shows that can be viewed or used over Universal Mobile Telecommunications System (UMTS),
broadband/IP video and over VoIP. In addition, an underlying infrastructure allows BBC users to stream
their own videos. Consequently, users are loosing their passive status as viewers and taking the role of co-
producers. First trials already embed “Citizen Journalism” into the regular program schedule, into local news
shows and discussion shows such as “Have Your Say” on BBC World and BBC News 24.
This form of interactive TV requires more than sending an SMS or having viewers call into a show, which is
interactive but most of the time not aligned with the TV format itself. The BBC is well positioned to
integrate the growing users of internet and mobile amateur directors into the professional produced TV
shows. If the BBC, as public broadcaster, is capable of implementing its future concept, user-generated
content could come out of its niche and be more than an alibi.
According to our research, the BBC has no plans to replicate YouTube or MySpace but will work with those
sites. It mentioned ideas such as broadcasting Radio 1’s One Big Weekend on Second Life and using Flickr
to post audience photos. But the BBC’s ambitious video and archive will demand great navigation such as
Google Video, which will require metadata, great social software and recommendation engines, and clever
cross promotion from linear channels.