Future of Media

Transcription

Future of Media
Future of Media - Part II
Prof. Marko Turpeinen
turpeinen@kth.se
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!
turpeinen@kth.se