How Qlipso Addresses Real-Time, Rich Media Shared Experiences

Imagine a world where you received your entertainment on a 15-minute delay. No need to imagine, actually, because that’s mostly how we consume entertainment on the web. Online media companies’ ability to deliver real-time media content has been somewhat of a muddle – sometimes working fine (like watching a Presidential address or technology conference), but more often than not, what we get is a clumsy, pixilated, slow and frustrating experience.

While in theory the NFL TicketToGo is a football fan’s dream, you’ll most likely be several minutes behind -which can lead to a funny exchange between friends when one person is watching on their phone and not paying attention to the television, which already revealed that a star receiver made an amazing catch.

In general, media companies have failed to replicate the experiences we share offline in an online format. Instead of producing a real-time conversation around a real-time experience, online media companies (including social networks like Facebook and Twitter) force us to view media through their own prism – whether it’s text or audio or video, never all three at the same time. This reality is almost completely based on a delayed updating, not real conversation.

We all experience rich media overload the same way as we do with other data, and people crave shared events/shared conversations more than pure media consumption.

But you can’t have a shared conversation if you don’t have that shared experience. Next time there’s a major TV event – an awards show works perfectly – don’t watch it. Instead, follow along via people’s tweets and status updates. You won’t like it, of course, because you won’t have the contextual framework to understand what commentators are saying. Basically, you’re on the outside of an inside joke.

But it doesn’t have to be this way. We’ve been working on addressing this problem here at Qlipso: bringing authentic socializing and shared conversation to online media consumers.

Bringing real time experiences online has been largely a user interface/user experience issue. While having Skype-like capabilities (i.e., one-to-one video chat) is great to have for communicating, it doesn’t really help with the broader challenges of creating a satisfying social experience for a group.

Qlipso, by contrast, is creating a place where having multiple modes of representation (such as a personal avatar, webcam, thumbnail, etc.), media search, friend list integration and a robust virtual item economy, can fit appropriately all in one screen.

Qlipso has developed, and now incorporated into one of the largest video-sharing sites, Veoh.com, our own proprietary technology to address the fundamental flaw of today’s social network: real-time, rich media shared experiences.

We see a future in social media that incorporates real-time experiences, where people can interact online in many of the most satisfying ways we do offline – except we can throw in a little digital magic, like animation, for extra fun.

Nobody will need to be 15 minutes behind the times and out of sync with their friends and favorite media.

 

How The Rise of Social Gaming & Virtual Goods Affects Online Video

The Rise of Social Gaming: FarmVille

Image by marketingfacts via Flickr

There was once a time when video gamers were regarded as a different breed. They were geeks who read Nintendo Magazine instead of Sports Illustrated. Now, in marketing speak, it’s one of the most attractive “demos” around—young males who don’t watch TV and are hard to reach. When you figure in casual gaming, you also reach females of all ages.

As many news articles have chronicled recently, the maturation of video gaming into a major entertainment industry, and particularly the rise of massive online games and casual social gaming, has created, seemingly overnight, a booming new industry in virtual goods and virtual currencies. Last year, consumers spent $4 billion on virtual goods worldwide, with $1 billion spent in the US alone. Those revenue figures are expected to grow in 2010. Gamers have infiltrated the mainstream, sparking calls from the blogosphere and many pundits that the next wave of social media will largely be financed by advertisers’ thirst for social gaming.

The numbers alone show the growing impact this relatively new industry is having on the media and tech spaces. According to a recent article in USA Today, 13% of Americans bought virtual goods in the last 12 months, with average spending of $99, up from $87 last year (a 14% increase). Even more impressive: more than one-in-five (21%) American consumers anticipate spending more on virtual goods in the coming year.

And much of Facebook’s rapid growth in the past year has been predicated on the hugely successful FarmVille game, produced by social gaming company Zynga, which is on pace to generate nearly $500 million in revenue this year.

With mainstream media and general consumer audiences catching up to gamers, there’s a growing movement (and opportunity) for content holders and advertisers to develop/deliver engaging experiences within social gaming platforms. A virtual marketplace is a great solution to connect content and advertising with gaming dynamics—incentives, rewards, user status and recognition. More importantly, as more people become accustomed to this type of environment in the gaming community, we’re going to see these dynamics play out in other online areas, such as online video, music and other forms of digital content.

Soon, watching and interacting with one or two ads per video will give you, say, 20 points toward purchasing a new outfit for your 3D avatar. Or, providing immediate feedback to an ad will take you into a special social viewing room where new scenes from that video you were just watching are offered exclusively to you and your friends. But this kind of reward structure applies to any user behavior—content consumption, site policing, viral sharing, even administrative tasks like tagging data.

Perhaps the strongest indicator that virtual goods will become a major force in our consumer culture and in our online/offline interactions comes from a recent Financial Times article, which noted:

Advertisers are not yet sold on social networking in spite of its reach. Indeed, those sites that do make consistent profits do not rely on ads. China’s QQ and Japan’s Mixi, for example, reap more from social gaming and “virtual goods”, such as clothes for users’ avatars (surely one of the highest-margin businesses ever invented).

We obviously believe there’s a tremendous amount of upside to this model and are eager to put our theories into practice on Veoh, powered by the Qlipso Social Content Platform.

What are some of your predictions for how social gaming will affect online video?

What We’re Reading and Saying: ‘Sofa Wars’ on Our Screen

The New York Times had a fascinating series of articles running all last week called “The Sofa Wars,” which chronicled the changing nature in how people are viewing and interacting with their favorite TV content in the digital age. Here at Qlipso, we’re constantly exploring new ways to offer people a more rich and interactive social-viewing experience when they watch Web TV and online video, and we spent much of the week debating The Times’ stories and the implications of shifting consumer media habits.

Below are a few of our favorite articles from the week, along with comments to each from our CEO, Jon Goldman. Enjoy!

First Look: Netflix For The iPhone Arrives, And Does Not DisappointWIRED

Jon’s point: A terrific example of bringing incredibly high-quality content to consumers via the devices they are using almost every minute of their day versus the more traditional model of networks, cable/satellite providers, etc. expecting people to come to them with content and services that are largely out of date and out of touch with how people now consume media.

Twitter and texting while TV watching on the riseTechRadar
Jon’s point:
The shift we are seeing in more people using social media while watching TV is fascinating given how much time and money people invest in their TV watching habits. What we’re working on in the online video space is integrating many of these same social features, plus more interactive features from social gaming (e.g. live video chats, 3D animated avatars, etc.) into the viewing experience, and the growth of “media stacking” within TV viewing is certainly encouraging.

NY Times Gives Online Video High-Profile Coverage With Today’s “Sofa Wars” Series—VideoNuze

Jon’s point: What the “Sofa Wars” articles explained quite well was that online video has morphed from a fringe activity to what is now, for many people, the predominant function of their online activities. In terms of what we can see in the coming years for the evolution of online video, I feel the industry will continue to add value to the viewing experience by blending qualities of real-life social interactions online. The rise in the popularity of TV viewing decades ago was largely predicated on the social experience – everyone sitting around a TV in the living room together, chatting and laughing about a shot or experiencing a cool moment on TV – and it’s my hope that we’ll continue to find ways to bring that unique and emotional social experience into the online video world. This will not only give consumers a social experience similar to what they are used to while watching standard TV, but will also give advertisers a vastly expanded array of  revenue opportunities beyond what is commonly available now.

Crowded Field for Bringing Web Video to TVsThe New York Times

Survey: Online Broadcast TV Viewership Doubled in Past YearDigital Media Wire

How Close Are You to Cutting the Cord?Online Video Watch

Qlipso CEO Jon Goldman Discusses Future of Online Video on BlogTalkRadio

The topic of online video is dear to our hearts here at Qlipso. For us, it’s something we are engaged in, exploring and developing every day. Simply put: we get excited about every opportunity we have to discuss the future and evolution of online video.

Earlier today, our CEO, Jon Goldman, had the unique opportunity to do just that when he appeared as a guest on the BlogTalkRadio program “Technical Tidbits,” which is a weekly call-in show focusing on innovative technology companies, trends and news.

Jon had a chance to discuss with host Debbie Mahler (@TechnicalTidbit) his thoughts on the next generation of social media and what is in store for the future of the online video industry. He also gave listeners a unique glimpse at what makes the Qlipso social-viewing platform so fun and engaging to use.

You can listen to the entire interview HERE.

What We’re Reading and Saying: Weighing in On Net Neutrality

Much of the conversation last week in the tech, Internet and media sectors focused on the controversial joint proposal Google and Verizon released relating to net neutrality. While the issue has raised numerous questions and concerns among tech pundits, regulators, government officials and others (including further clarification from Google on its intentions), we wanted to offer a few of thoughts on the issue from our CEO, Jon Goldman.

Take a quick read at Jon’s points below and let us know your thoughts on this ongoing debate.

Looking Into the Net Neutrality Debate - The New York Times
Jon’s point: This issue is not as black-and-white as some have tried to make it out to be. While the Google-Verizon proposal makes sense for both companies from a business perspective, it is not the end of the “free” Internet as we know it. Were any of the recommendations in the proposal actually adopted, which I believe is unlikely, the overall effect on consumers would be minimal because the rise of the social Web has loosened almost all of the loyalty we once felt toward our favorite search engine or broadband provider.

In the socially-connected Web, the Google-Verizon discussions and proposal look more like an old-school business strategy to lock up distribution (similar to the manner in which cable companies lock in customers to their own content partnerships and services), where distribution is, in fact, unlimited.

The Internet of today and the future is not one of silos of content that can be manipulated by a broadband provider or restricted based on a search engine’s preferences or partnerships. Today’s Internet gives consumers the ability to interact and socialize with others in a manner that any type of artificial priority or restrictions put in place by the government or by service providers and websites themselves ultimately could not fully control.

Facebook at Odds With Google, Verizon on Net NeutralityWall Street Journal

Jon’s point: While the debate over whether Google and Verizon are right to try to lay down new sets of rules for access to the Internet via broadband or landlines is definitely up for a lot of debate in the coming months, what both companies are missing is the core essential of the Web they have largely created that will keep any type of artificial restrictions to Web access – whether created by the government through regulation, or by service providers – from ever fully controlling the Web: the opportunities social features now offer consumers.

The rise of the social Web has loosened many of the remaining ties and loyalties consumers once felt toward their favorite search engine or broadband provider. In the socially-connected Web, the Google-Verizon discussions and proposal look more like an old-school business strategy to lock up distribution (similar to the manner in which cable companies lock in customers to their own content partnerships and services), where distribution is, in fact, unlimited.

10 Media Takes on the Google-Verizon Net Neutrality ProposalWIRED

Jon’s point: While it’s easy to get upset over the proposal and certain suggestions Google and Verizon have laid out for the future of the Internet, this is not the doomsday scenario so many are predicting. What we keep forgetting in this debate is that we, as the users of the Web, now have massively more power at our disposal over how we consumer, share and interact with each other around content than was available 5, 10 or 15 years ago. Whereas even five years ago, search engines such as Google, or broadband service providers such as Verizon, could have conceivably developed artificial restrictions to control the Web, the social and interactive sharing tools now available to all of us throughout almost every website make it very unlikely any type of artificial impediment the government or any company puts in place would keep people from easily and freely accessing the legal content they desire across whatever platform or service they find convenient.

Google denies selling out, defends net neutrality pact with Verizon - Washington Post

Jon’s point: Despite Google’s attempt Thursday to more fully explain this week’s joint proposal with Verizon, the priorities and beliefs of both companies that this is merely “policy proposal—not a business deal” are off-base. What Google and Verizon are can simply be explained as a pure business deal—one that makes sense from their perspective, but is rather short-sighted given the many advances in the social Web that now give consumers almost all of the control when it comes to the type of content they access, when and how fast they access that content and from what services and providers it is delivered.

We cannot simply turn back the clock on the Internet and magically rebuild a system whereby some websites, broadband access and types of content are given artificial priority over others.

The Web has morphed into an ecosystem where most consumers and businesses already give priority (often without acknowledging doing so) to great content easily found via other avenues outside of Google or even one ISP or broadband provider. Ultimately, the social Web will win—no matter how the pipes are controlled—and consumers will continue to have the upper hand in dictating which types of content they access and from where.

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Qlipso at South by Southwest (SXSW)? You Can Make it Happen

At Qlipso, we love meeting with and discussing industry topics with incredibly smart, insightful people who work and play, like we do, in the digital media and technology industries. Our CEO, Jon Goldman, has had the pleasure of speaking at several industry events, including Digital Hollywood, the iHollywood Forum, Electronic Entertainment Expo Game Developer’s Conference and D.I.C.E., among others. Meeting innovative people at these events who are developing new ways to enhance and expand the digital media and technology space is incredibly inspiring and something all of us at Qlipso really enjoy.

That’s why we were so excited to learn recently that Jon has been selected as a finalist to speak at next year’s South by Southwest Interactive (SXSWi) in Austin, Texas. Specifically, he is up for a solo discussion on the “Power of Socially-Interactive Content in Virtual Environments.”

Jon’s panel focuses on how the rise of social gaming, and its adoption within the world’s mainstream cultures, has had a profound impact on many of the world’s cultures, as well as the way in which we interact with each other, with digital content and how we consume media.

You can view the full proposal HERE

Here’s where you all come in: SXSWi utilizes a voting system for the general public to determine 30 percent of the overall voting for which panels are selected for SXSWi. Voting runs through Aug. 27, and it would be great if we got all of the Qlipso fans to vote for Jon’s panel. A link to where you can vote is at the end of this post, and feel free to share this with your friends.

Thanks for your support!

Jon Goldman SXSWi Panel

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Integrating Qlipso’s Social Features within Veoh.com

Ever since we acquired significantly all of the assets of the Web’s 10th-largest video portal, Veoh.com, in April 2010, we have kept much of our focus on integrating Qlipso’s innovative social-viewing features within Veoh. This week was another big week for Qlipso, as we announced Tuesday that a little more than 100 days since the Veoh.com acquisition, we have successfully integrated several new social features within Veoh.

That means that millions of Veoh users can now share online content with live interactive webcams, 3D animated avatars, voice chat and other social features, making online video truly social and interactive in a manner not previously available.

User engagement on Veoh.com continues to surge. The average duration of videos watched on the site exceeded 10 minutes per video in June, more than double the industry average of 4 minutes per video, as measured by comScore. Qlipso’s viewing metrics are also rising, with consumption on the social content-sharing platform reaching an unprecedented 20 minutes.

We’ve added the signature Qlipso feature to the video Veoh player – the “Share Live With Friends” tab – which can now be found in the top-left corner of every video on Veoh.com. This takes users to a special social content room where they can share media and interact socially — in real time — with others, represent themselves as 3D animated avatars and chat live via instant messaging, voice chat and live webcams.

The Qlipso platform has already produced exciting results. More than 2,000 new users per day are registering for multiuser video viewing with Qlipso, while more than 10,000 daily visitors are sampling the Qlipso experience, where 20% of registrants have never visited Veoh before.

And be on the lookout for some really unique and fun initiatives coming from Qlipso and Veoh.com in the coming weeks and months. We recently ran an anime art contest on Veoh.com and through the Veoh Facebook fan page, where we received some amazing entries. Be sure to check those out.

Qlipso will also be integrating other socially-focused services into the Veoh portal in the future, such as content-themed viewing rooms, a virtual goods marketplace for Veoh’s animated 3D avatars and socially-interactive content-viewing parties during specific holidays, concerts, sporting events and other entertainment.

Here’s what the media had to say this week about the continuing growth of Qlipso and Veoh.com:

MediaBistro.com/Webnewser: Qlipso Social-Content-Sharing Platform Fully Integrated with Veoh

ReelSEO: Video Viewing Duration Doubles at Veoh After Qlipso Acquisition

Home Media Magazine: Video Viewing Duration Doubles at Veoh After Qlipso Acquisition

SoCalTech.com: Qlipso Integrates Into Veoh.com After Acquisition

Let us know your thoughts about Qlipso and Veoh.com below, what you’re liking thus far, any new features you’d like us to add, etc.

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What We’re Reading and Saying: Social Networks Overtaking E-mail

A study released last week by Nielsen noted that Americans are now spending more time on social networks and playing online games than they do e-mailing. It’s fascinating to see the continuing shift many Americans are experiencing in their online and digital media habits, with American’s focus on e-mail (which many consider the “original social network”) as the center of their online universe now being supplanted, in many cases, by more social experiences.

Study: Americans spending more time on Facebook; online gaming overtakes e-mailSan Francisco Chronicle

Jon’s point: This Nielsen study blurs our understanding of what’s really going on, as “social networking” is really an omnibus category for a lot of activities.  For example, a lot of what people are doing on social networks includes IMing, watching videos and sharing pictures

Manchester City FC trials social live video stream on FacebookTheNextWeb

Jon’s point: Fans love to see sports live with each other, so it makes complete sense to allow them to do so online.  We’re actually working to allow fans not only to see a sporting game, movie or music performance at the same time, but also to allow them to interact with each other – talk, videochat, interact with animating avatars – to help recreate the best elements of the TV room, sports bar or stadium for the web.

The Next Wave of Social Apps Will Change Your TV Forever TheNextWeb

Our point: This article from the excellent tech blog TheNextWeb is a bit old now (written in June), but with the rapid rise in the integration of social features within standard and online TV, the points addressed will continue to have a major impact on consumer viewing experiences. It’s interesting to note how more people – reporters, consumers, advertiser, publishers, etc. – are starting to get on board with the concept that social-viewing features integrated within online or standard TV have the ability to completely transform and enhance people’s entertainment and social experiences, something we at Qlipso have been saying for quite some time now.

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What We’re Reading and Saying: Online Advertising Surges

The media and tech digerati were all abuzz last week about the continuing growth of online video and online advertising (we can’t blame ‘em!), and we had some thoughts on the continuing debate over whether it’s best to give away digital content first to build a large user base, or develop unique content with a subscriber base to quickly create revenue and profits.

First, Give Away the GameWall Street Journal

Jon’s point: To take MMOs and social gaming beyond hardcore gamers to a broader mainstream audience, you need to allow a lot of free sampling and provide a “pathway to commitment.”  The ability to interact and socialize with friends around content is a great way to keep people engaged in an experience, because socializing is much easier than succeeding at a game.  Maple Story is a great example of this.  The longer they hang around, the more likely they’ll purchase virtual goods.

Full Length Shows: Shifting the Dynamics of Online Video ViewingMediaPost

Jon’s point: The more things change . . . Viewers are looking for similar experiences online as off.  It’s not just about full length content, either.  The group experience of watching TV in your den together or going to the movies is also migrating online.  Long-form content lends itself to socializing, not just solitary, on-demand experiences.

Internet TV More Popular Than 3-D TVNewTeeVee

Jon’s point: Not surprising that Internet TV is surpassing 3D TV, at the moment. Internet TV is here now: it’s being built into many TVs and it satisfies an existing desire – to watch online content and to stay connected socially with your friends through chatting and other social applications. 3D TV, on the other hand, is still out of reach for most consumers.

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Qlipso and Veoh Featured in VideoNuze Podcast

Last week, VideoNuze’s Will Richmond featured Qlipso and Veoh in an article discussing the work we have been doing at Qlipso to integrate our social-viewing features within Veoh.com. It has been nearly four months since we acquired significantly all of the assets of Veoh.com, and we have been hard at work since that time redeveloping Veoh.com with what we believe are some great new social-viewing features.

Following that initial VideoNuze article, Will Richmond and digital media commentator Daisy Whitney discussed Qlipso and Veoh in a VideoNuze podcast. Richmond notes that he “continues to think of Qlipso-Veoh as a fresh approach worth watching.”

Qlipso and Veoh are discussed at the beginning of the podcast, which you can listen to at the link below.

VideoNuze Podcast – July 23, 2010

And let us know what you think in the comments below of Qlipso and the new social-viewing features now on Veoh.com.

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