Google Introduces Local Search To UK

Google Introduces Local Search To BritainWeb search goliaths Google have delivered a large size nine up the rear end of their fierce rivals Yahoo by being the first to launch a local search service in Britain.

Like its popular US counterpart, Google’s local search service will offer maps and driving directions, and is their first such offering in Europe.

Now in public beta, the service is offered in partnership with the UK commercial telephone directory company Yell, who provide the business phone numbers and addresses.

Users can find local services by simply typing in their query into two boxes, labelled, “what” and “where”.

For example, typing in ‘cameras’ and ‘W1’ will produce a list of camera shops in the London W1 area, complete with addresses, phone numbers, a map flagging up the locations and a clickable link for more info.

Google Introduces Local Search To Britain“It’s the first time we’re bringing local search to a country outside North America,” said Kate Burns, ad sales and operations manager for Google in Britain, declining to give details about launches elsewhere in Europe.

The cooperation with a telephone directories company is unique to Britain, Burns said.

Frustrated Frenchmen and befuddled Belgians were left to mull over their fate with this enigmatic statement: “We take our European audience very seriously, (but) we’ve got nothing to announce this time.”

Local search is the big hot potato for Web search providers, who are salivating at the prospect of a nice new advertising niche opening up.

Google Introduces Local Search To BritainGlobal search advertising revenue is already sending cash tills into overdrive, with US investment bank Piper Jaffray estimating spending to rise to US$7.9 billion (£4.1BN/€6bn) in 2005 from US$5.5 billion (£4.1bn/€4.2bn) in 2004 – with most of the growth coming from international expansion and higher volume.

Google has also unveiled its Google SMS (Short Message Service) in the UK. This service enables users to send queries as text messages from a mobile phone and get information local business, driving directions and dictionary definitions. There’s also a facility to compare online product prices with high street ones.

Phone users will be charged with normal SMS text tariffs for the service.

Google local
Google SMS.

IDV Global Media-On-Demand: Chinese Seek US Content

Chinese On-Demand Platform Looks For US ContentA coalition of government policy makers, technology and broadband companies from China have rocked up to the NAB2005 Media Show in Las Vegas.

They’re in town to invite opportunity-seeking US companies to supply programming and interactive content to the Chinese coalition-backed IDV Global Media On-Demand platform, expected to launch in China early next year.

Developed by California-based IDV, the platform was a top-secret project until premiered at the China Media-on-Demand Coalition press conference last week in Beijing, and reflects China’s eagerness to create new technologies for the Internet and telecom.

IDV-Global Media – headed by ex-Microsoft’s Xbox game console designer, Kevin Bachus – expects the new technology to allow Chinese media companies to securely distribute programs worldwide, direct from publisher to consumer.

Bachus rose to media attention when he left Microsoft to start a rival games console business, Infinium Labs. Their product, the Phantom Game Service, downloaded game content directly over an Internet connection. Digital-Lifestyles has been covering the Phantom since the start of 2004, from its first demo, through the announcement of its launch, to them receiving a $50 million credit investment.

Some of the press had speculate that Bachus had left Infinium. At the start of this week he issued a statement denying that he had left Infinium for IDV Global Media.

Duncan Clark, managing director of the Beijing-based consulting firm BDA China Ltd., warned that IDV-Global Media will need support from a range of participants, including telecoms, media and electronics companies (and the government agencies that regulate them) for the project to work.

“What this initiative claims to attain, aligning the interests of many different players in the value chain, is something that has eluded many a media mogul outside China,” Clark sagely added.

IDV GMOD’s platform is an end-to-end solution that includes a second generation PC with a 3D “platform-on-platform” architecture developed by IDV – the first system to receive certification from China as the standard for second generation PCs.

Content will be delivered to consumers by digital feeds from global sources, including a next generation Internet, based on the IPv6 technology, with revenue sharing arrangements for partners.

This system will supply sports events, movies, TV shows, next gen games and other interactive entertainment direct to private residences or hotel rooms worldwide, with the same interface, in High Definition (HD) quality video.

The wonderfully named Dr Fan Yeqiang, deputy director of the China Institute of Policy Studies (CIPS), said in a statement, “Now US media publishers and distributors have a direct platform on which to earn millions of dollars in incremental revenues from their content in the China market. We are offering a safe, certified delivery system never available to US media companies before.”

NAB2005 Media show

UK Internet Subscriptions Growth Slows

UK Internet Subscriptions Growth SlowsThe latest National Statistics monthly update to the survey of Internet Service Providers (ISPs) shows that there was a 1.9 per cent increase in the number of active subscriptions to the Internet in the past year (Feb 2004 – Feb 2005)

With broadband rolling into more homes around the UK, permanent connections now account for 43 per cent of all connections, compared to just 23.6 per cent a year earlier.

The amount of people struggling on Ye Olde Dial Up connections continued to decrease, with a year on year fall to February 2005 of 24 per cent (with a 2.8 per cent decrease from January to February 2005).

UK Internet Subscriptions Growth SlowsPermanent Internet connections rose to 43 per cent of all subscriptions in February 2005 (up 2 per cent from Jan 2005) with a year on year increase of 85.9 per cent for subscriptions for permanent connections.

Although the majority of UK subscribers (57 per cent) still connect via dial-up, the underlying trend reflects the continuing move from slower dial-up connections to the quicker broadband, cable and leased line technologies.

In February 2005, the percentage of active subscriptions using free access or billed access was 31 per cent, down from 38 per cent a year before, while the percentage of surfers paying a fixed rate for unmetered dial-up access decreased to 22 per cent compared with 33 per cent a year before.

The percentage of active subscriptions using a mixed subscription type (fixed rate plus calls) remained at 4 per cent.

National Statistics
PublicTechnology.net

UK Students Peruse Porn And Study Online: Research

Students Logging Onto Adult WebsitesA government-backed study has revealed that more than one in 10 UK teenagers frequently use the Internet to look at “adult-only” Web sites.

Interviewed by the National Foundation for Economic Research, some 12% of 13 to 18-year-olds admitted that the quest for saucy titillation was one of their main reasons for going online.

However, homework was the most common reason for Internet use, with just over three-quarters using the Internet for research (and, in some cases, to plagiarise!)

The NFER study discovered that 52% used the Internet for Instant Messaging (IM) services and 36% logged on to shop for goods or services.

Some 18% looked up news and current affairs sites on the Web with 9% visiting discussion forums.

Students Logging Onto Adult WebsitesWhen it came to trusting the media, television was seen as the most trustworthy form of mass communication, with 48% trusting it completely or a lot.

Older students – already building up a healthy head of cynicism – were less convinced than younger ones of the level of honesty in the media, with newspapers faring worst overall, trusted by just 13%.

The eight-year NFER study was carried out on behalf of the Department for Education and Skills, and involved 6,400 pupils in 237 schools and 50 colleges in England.

National Foundation for Economic Research
Department for Education and Skills

Adobe To Buy Macromedia: US$3.4Bn

Adobe To Buy Software Firm Macromedia For US$3.4 billionDigital document software giants Adobe have announced that it will be buying up rivals Macromedia for about US$3.4 billion (£1.7bn/€2.6) in stock.

Adobe, best known for its market-leading document distribution Acrobat PDF software and Photoshop graphics suite, said the deal would help the company meet customer demands for wider-ranging applications, including audio and video capabilities.

The deal, announced early today, is expected to close in the fourth quarter of 2005, subject to shareholder approval.

Bruce Chizen will continue as Adobe’s chief executive and Shantanu Narayen will remain president and chief operating officer. Macromedia chief executive Stephen Elop will join Adobe as president of worldwide field operations.

Here’s the PR spin on the deal:

“The combination of Adobe and Macromedia strengthens our mission of helping people and organizations communicate better. Through the combination of our powerful development, authoring and collaboration tools – and the complementary functionality of PDF and Flash – we have the opportunity to drive an industry-defining technology platform that delivers compelling, rich content and applications across a wide range of devices and operating systems.

Adobe To Buy Software Firm Macromedia For US$3.4 billionBy combining the passion and creativity of two leading-edge companies, we will continue driving innovations that are changing the ways people everywhere are experiencing and interacting with information.”

The combined company would have annual sales of just over US$2bn (£1.05bn/€1.5bn), based on the most recent fiscal and calendar year figures from both.

The two companies have been battling it out for the hearts of creatives for several years – Adobe’s killer app Photoshop has long ruled the roost for designers, although Macromedia’s innovative rival product Fireworks was constantly nipping at its ankles.

Macromedia is best known for its hugely-popular HTML authoring package, Dreamweaver, and its animation software ‘Flash’, which enables Web designers to deliver fast downloading, interactive multimedia content.

Adobe’s late-to-the-party Flash riposte, ‘Live Motion’ never really got anyone excited, and its capable HTML authoring package, GoLive, failed to seriously trouble Dreamweaver’s dominance.

There has been no announcement about the future of individual products, and bulletin boards on the Web are already speculating as to the future of competing products, such the high-end illustration packages, ‘Freehand’ and ‘Illustrator’ (Macromedia and Adobe, respectively).

Adobe To Buy Software Firm Macromedia For US$3.4 billionBoth products have large, loyal user bases and there may be some concern that – in the words of Sparks – “this town ain’t big enough for the both of us”.

There are also fears that with Adobe now free of any real competition in this lucrative sector, a damaging monopoly could emerge.

Adobe
Macromedia

Advertising in Games Forum predicts $1Bn in revenue 2010

Advertising in Games Forum predicts $1 Billion advertising revenue in US by 2010Last week, 250 executives from advertising agencies, game developers and publishers swarmed into the first annual Advertising in Games Forum on 14 April 2005 in New York City.

The audience, primarily made up of sharp-suited, silver tongued advertising agency executives, were there to discover more about market opportunities and expectations within the game industry.

According to the organisers, The Game Initiative, attendees were treated to a feast of ‘key facts, figures and estimates’ spun out by leading industry experts at the forum.

In a bullet point-laden onslaught of PowerPoint presentations, these key facts emerged:

According to the Yankee Group, advertising in games is expected to rise to US$800 million in 2009 from nearly US$120 million in 2004.

Around US$266 million – that’s more than one-third of advertising in games in 2009 – will come from (wait for it) “advergaming.”

Advertising in Games Forum predicts $1 Billion advertising revenue in US by 2010For the benefit of buzzword-deficient execs, Yankee Group senior analyst Mike Goodman explained that this hideous word describes what you get when advertisers create a game around a product rather than place their brands within a well-known title.

Mitch Davis, chief executive of video game ad network Massive Inc., whipped the watching execs into a frenzy of monetary expectation when he revealed that the audience video game advertising would top US$1 billion in the United States by 2010, and approach US$2.5 billion worldwide.

Anita Frazier, Entertainment Industry Analyst, NPD Group opened up her big book marked ‘Facts’ and informed the Advertising In Games Forum audience that there are 100 million game capable cell phones currently in the Marketplace – with 65% of the population owning a cell phone.

The sound of keenly rubbing palms grew to a crescendo as Frazier announced that within 16 months all cell phones in the marketplace should be game capable and thus brimming with cash-raking, game-downloading potential.

Advertising in Games Forum predicts $1 Billion advertising revenue in US by 2010Fact-bloated attendees also learned that the top selling 2004 game titles (according to the NPD Group) were:

  1. Grand Theft Auto San Andreas – 5.5 million sold since launch
  2. Halo 2 on X box – 4.5 million units sold since launch
  3. Madden NFL 2004 on PS 2 – 3.5 million units sold since launch
  4. ESPN NFL 2K5 -1.6 million units sold since launch
  5. Need for Speed Underground 2 -1.7 million units since launch

The top selling PC title of 2004 was Sims 2 with 750,000 units sold.

The ‘best selling game title of all time’ title goes to Grand Theft Auto Vice City with a massive 6.5 million units shifted, with Super Mario 64 on the N64 coming in second with an impressive 6.0 million units.

Game Initiative

Freedom2Surf Predicts 35% Increase In UK WiFi Hotspot Use In 2005

WiFi Report Predicts 35% Increase In WiFi Hotspot Use In 2005Despite being judged the fourth most digitally-savvy nation in Europe, it seems that 40% of the UK adult population don’t know their wi-fi from their waffles.

Research carried out by Freedom2Surf revealed that half of all women and one quarter of all men didn’t have the slightest clue what WiFi was, exposing a very strong gender, knowledge and awareness gap in the UK.

Not surprisingly, the kids were waaay down with that WiFi thang, with Freedom2Surf’s WiFi Report revealing that the 16-24yr old age group were well hip to the technology, with almost 30% connecting to the Internet via a WiFi hotspot more than once a week.

Looking at the amount of time people spent connected via WiFi, the report found that 40% of regular users spend 10 minutes a day on average connected to a hotspot, while a further 40% spend at least an hour in a single session.

Around 10 per cent of users surveyed connect three to four times a day for at least 20 minutes at a time.

The research discovered that WiFi usage is set to increase, with over a third (35%) saying that they expected to spend more time wirelessly connected in the coming year.

WiFi Report Predicts 35% Increase In WiFi Hotspot Use In 2005A smaller group (15%) expected their usage to increase dramatically in 2005, with the 16-24yr age group expected to increase its usage the most (52%) compared to 34 per cent of the 35-44 age group.

The biggest barrier preventing UK consumers connecting to hotspots was found to be the lack of regular access to a Wi-Fi enabled laptop (40%).

Cost was also perceived as a major factor, with 30% citing price as the biggest barrier.

Greater uptake has also been hampered by consumers expressing bafflement as to where hotspots are actually located along with the perceived complexity of set-up and payment for WiFi hotspot services.

Silver surfers (UK consumers aged 55+) were revealed as being the weakest Wi-Fi user group, with just 11 per cent of the old ‘uns having used a hotspot.

WiFi Report Predicts 35% Increase In WiFi Hotspot Use In 2005Geographically, London takes the honours as the King WiFi hotspot of the UK with a higher awareness and usage of WiFi (hardly surprising since there are more hotspots in London than anywhere else in the UK) whilst residents oop North in Yorkshire are the least Wi-Fi savvy.

Naturally, ISPs like Freedom2Surf don’t do surveys out of the goodness of their hearts, and predictably rounded off their report with a ten-ton size plug for their new low-cost Wi-Fi service, Freedom2Surf Hotspots.

The company will be partnering with BT Openzone to offer customers access to a network of 1,300 hotspots in the UK, with rates claimed to be “up to 50% lower than those offered by BT.”

These prices work out at 10p (€0.14/US$0.18) per minute (occasional use), £4.50 (€6.60/US$8.5)for a daily voucher (60 Minutes), £15 (€22/US$28) for a weekly voucher (5 hours) and £30 (€44/US$56) for a monthly voucher (20 hours). Payment can be bought on a Pay as You Go basis by purchasing vouchers with a credit card.

Compared to our American counterparts, these prices still seem outrageously steep to us, but Chris Panayis, managing director of Freedom2Surf, clearly doesn’t agree: “The use of WiFi hotspots is becoming increasingly mainstream particularly among the younger age group, and it is encouraging that many of the consumers we surveyed are planning to significantly increase their use of WiFi this year.

“With service providers like Freedom2Surf already acting to reduce the cost and complexity of connecting to WiFi hotspots, the next challenge for the industry is to boost awareness of where hotspots are located and continue to educate consumers on the flexibility that WiFi hotspots provide people who need to connect to the Internet on the move.”

Freedom2Surf

GNER Promises Wi-Fi On All Trains By 2007

GNER Promises Wi-Fi On All Trains By 2007A UK train operator has claimed that its passengers will be able to wirelessly access the Internet on all its trains by May 2007 after widespread passenger take-up of the service.

As we reported in April 2004, the East coast rail firm GNER had already committed to rolling out Wi-Fi access to all 302 carriages of its Mark 4 fleet, but after successful trials has pledged to wire up the entire fleet.

The company reports that take-up of Wi-Fi in first class rose by almost fifty per cent within five months of its tenth train entering service, while in standard class usage figures increased by 54 per cent in the same period.

The company plans to have every train fitted by May 2007, offering first class passengers the service for free, while serfs in standard class will have to pay to shell out a minimum of £2.95 (€4.33, US$5.55) for 30 minutes.

The on-train Wi-Fi network connects to the Internet via a satellite link up, with the network dropping back to a GPRS connection when the train thunders through a tunnel.

GNER Promises Wi-Fi On All Trains By 2007GNER’s chief operating officer Jonathan Metcalfe enthused about onboard Wi-Fi, claiming that it would make the travelling experience “more enjoyable” for consumers and that it would “encourage more people to choose rail instead of driving or flying.”

Wi-Fi access on trains looks to become ubiquitous in the UK, with several train companies already offering – or in the process of offering – access to laptop-flipping passengers craving connectivity.

Travellers on the London to Brighton route (run by Southern Trains) can already enjoy Wi-Fi access, courtesy of a WiMax network running alongside the tracks, and the National Express Group has announced plans to install wireless access on trains run by at least three of its operating companies.

GNER Mobile Office

Legal Action for UK P2P File-Sharers

Legal Action for UK P2P File-SharersIn a never-ending quest to stem the flow of illegal file sharing, the UK record companies’ trade association, the BPI (British Phonographic Industry), has announced that is taking legal action against another 33 illegal filesharers in the UK.

The legal action coincides with the IFPI’s (BPI’s international counterpart) announcement of action against 963 illegal filesharers in 11 countries.

This latest action brings the total up to 90 who have faced legal action since its campaign against Internet piracy began last year.

The UK recording industry started its campaign to spank pesky filesharers in October 2004 when it announced legal action against 26 illegal music swappers.

Those cases have all now been settled, with defendants shelling out more than £50,000 (US$94,600, €73,200) total in compensation.

Legal Action for UK P2P File-SharersThe BPI ramped up the pressure on March 4 this year, declaring that it intended to pursue proceedings against 31 more illegal filesharers. The offenders were sent details of the BPI’s legal claims against them yesterday after their identities were revealed by their Internet service providers.

Sensing blood, the BPI also intends to proceed against another 33 illegal filesharers and will be going to the High Court next week to seek disclosure of their identities.

The 33 new cases include users of the popular KaZaA, DirectConnect, BearShare, SoulSeek, Grokster and Imesh peer-to-peer applications.

Legal Action for UK P2P File-SharersAll of the accused are alleged to have been indulging in an orgy of uploading involving hundreds or thousands of music files illegally and face civil action for an injunction and damages.

BPI General Counsel Geoff Taylor wagged his finger in a threatening manner and intoned, “We have warned people time and again that unauthorised filesharing is against the law. Anyone who is engaged in this activity faces having to pay thousands of pounds in compensation. It’s now easy to get music online legally. We will maintain our campaign until the message gets across.”

Try as we might, we still can’t get the words, “Stable door”, “horse” and “bolted ” out of our heads here.

BPI
IFPI

Men Spend More Money on Video Games Than Music: Nielsen Report

Men Spend More Money on Video Games Than MusicA study by Nielsen Entertainment has revealed that men spend more money on video games than they do on music, adding weight to a growing belief that video games are displacing other forms of media for the notoriously fickle attentions of young men.

And it’s not just the kids fragging and gibbing away – the study also reveals that old ‘uns are getting down with da yoot on the consoles, with nearly a quarter of all gamers being over 40.

The random survey of 1,500 people was conducted by the interactive unit of Nielsen Entertainment earlier this year and revealed that games now rank only behind DVDs as a purchase category, ahead of CDs, digital MP3 files and other ways of buying music.

We’ve no idea why this is relevant, but Nielsen also wanted to know how gaming split along lines of race, discovering that African-Americans and Hispanics spend more money on games each month than Caucasians. So now we know.

Men Spend More Money on Video Games Than MusicNaturally, advertisers are keen to cash in on the rising popularity of games, and are looking at ever more persuasive ways to bombard bedroom-bound, bunglesome boys with beguiling adverts (branded billboards in race games are already commonplace, as we’ve reported previously).

Never one to miss an opportunity, Nielsen has announced that they are working on a method to measure audience response to the in-game ads.

The study also discovered that 40% of US households have some kind of system dedicated to game play – whether a gaming PC, a console or a handheld device – with 23% mad-for-it gamers owning all three types of systems.

Like masturbation, older gamers prefer to do it alone, with 79% of men and 79% of women over the age of 45 spending most of their time playing alone.

Teenage girls tended to play more socially, while women aged 25-54 spent equal time playing alone and with others.

Men Spend More Money on Video Games Than MusicOverall, Nielsen reported that active gamers tend to spend just over 5 hours a week playing alone and 3 hours a week playing with people or online.

The US video game industry now rakes in US$10 billion (€7.7b/£5.3b) in annual revenue, roughly as much as US box office sales.

Nielsen Entertainment