Sunday, October 7, 2012

ComScore: China Watched 4.1 Billion Hours of Web Videos in August

Chinese web users racked up over 4.1 billion hours of collective streaming of web videos in August, according to a new report from ComScore. That time was spent watching 29.75 billion internet videos in total, seeing a mix of user-generated content, licensed TV serials and movies, and perhaps some pirated stuff thrown in there as well.

The summer’s stickiest video streaming sites in China were:

  • 1st: Youku (NYSE:YOKU) used for 698 million hours of web video viewing
  • 2nd: Baidu’s (NASDAQ:BIDU) iQiyi for 569 million hours
  • 3rd: Tencent’s (HKG:0700) V.QQ.com for 474 million hours
  • 4th: Sohu’s (NASDAQ:SOHU) TV.sohu.com for 406 million hours
  • 5th: Tudou (NYSE:YOKU after its merger with Youku) for 291 million hours

And then a gaggle of smaller competing sites took up the rest of the viewership, such as Xunlei in 6th and PPLive in 7th.

Compared to the same metrics from ComScore for January 2012, we see the total viewing time for one major sites dropping a lot – yes, you, Tudou. But nearly all the other sites grew their audience time in this period, notably Qiyi, Tencent’s video site, Sohu TV, and Xunlei’s web vid offerings.

This solid amount of online time indicates why brands must effectively target China’s web video sites so as to catch the attention of the nation’s young, upwardly mobile, middle-class consumers; they’re more likely to watch, say, a Korean romantic drama on Youku than spend his/her evening watching rather dull state TV which permits very little overseas or challenging programming. Little wonder that the past year or so has been marked by an explosion in the cost of licensed TV and movie content, seeing the rights to a Chinese serial drama hit almost $100,000 per episode.

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Monitoring Beijing’s Air Quality on Your iPhone

Over on Trans Pacifica, Graham Webster points out that the China Air Pollution Index application has recently gotten a little bit better, for anyone concerned about monitoring air quality in Beijing:

Before, you would see only PM 2.5 (particle matter under 2.5 micrometers in diameter) for the U.S. embassy reading, and only PM 10 (10 micrometers), sulfur dioxide, and nitrogen dioxide. The app gives indices derived from each source’s standards, but the data weren’t directly comparable. These pollutants don’t necessarily come in tandem or in proportion. Now, however, you can compare PM 2.5 readings from both sources.

Check out more on why the PM 2.5 measurement is important in our previous story on this app.

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SiliconSoi aims to equip Thai developers to work in startups

SiliconSoi is helping to train developers in Thailand to join startups. SiliconSoi is the brainchild of Simon Robson, founder of Thai-based software development company Intropica. SiliconSoi aims to train promising software developers in order to prepare them to join lean startup companies. Currently, SiliconSoi is going through its first season. e27 caught up with Simon...

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SiliconSoi aims to equip Thai developers to work in startups

SiliconSoi is helping to train developers in Thailand to join startups. SiliconSoi is the brainchild of Simon Robson, founder of Thai-based software development company Intropica. SiliconSoi aims to train promising software developers in order to prepare them to join lean startup companies. Currently, SiliconSoi is going through its first season. e27 caught up with Simon...

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8 startups at Hack2Hatch in Philippines to receive PHP100,000 each in seed money

hack2hatch

The winners. Photo: Hack2Hatch

Eight startups in the Philippines will receive PHP100,000 (USD2,414) in seed money after winning the inaugural Hack2Hatch, a weekend entrepreneurship camp in Cebu that culminated in a pitch competition. The event was held on 5-7 October.

Hack2Hatch was organized by PhilDev, a non-profit to that promotes tech innovation in the Philippines, and DevCon, a non-profit that promotes Pinoy IT talent. The 8 startups were whittled down from 22 finalists.

The event is part of the Silicon Valley Comes to the Philippines series, which ends on 8 October with PhilDev’s Harnessing Filipino Innovation and Entrepreneurship forum in Makati City. 

A key component of Hack2Hatch was the one-to-one mentorship sessions with established entrepreneurs. They include: Dado Banatao, chair of PhilDev and managing partner of Tallwood VC, Winston Damarillo, founder and CEO of Morphlabs, founder and chair of Exist, Catherine Buan Peterson, president of PhilDev, and Sheila Marcelo, founder & CEO of Care.com.

The Filipino startup scene has been buzzing of late: The event is just one of many initiatives held this year to promote tech entrepreneurship in the country.

Several Startup Weekends have been organized in Manila and Cebu, and Davao is scheduled to hold its first one. The On3 Finals, a nationwide startup pitch competition, concluded in July with 6 winners.

The result of these events is a wave of new startups, some of which could go on to receive more support from the country’s new incubators, like Launchgarage and Ideaspace. We will likely hear more from them very soon.

Here’s a look at the 8 winners of Hack2Hatch:

Orchestrack: According to WebGeek.ph, Orchestrack is a “web app developed on top of a Broadcast Monitoring System which automatically captures broadcast feeds from TV or radio for identification of associated content… It has the capacity to identify whether the broadcasted content is an advertising material or music. Along with that, it can track and audit broadcast content, detect copyright claims, monitor airplay competition, and review airplay data.”

Bolooka: It operates a social commerce platform that lets merchants create their own e-commerce websites, post products in an online marketplace, and connect with shoppers. Read: Interview with Marc and Bianca Media, co-founders of Bolooka.

FamilyKoThe startup (formerly called HobbyMash) is currently developing a web and mobile app that enables parents to read story books, play games, and engage in other activities with their children. Read: Product feature on SGE. Also check out its live pitch.

H1RED: A company that aims to match a person’s traits with the best career path.

MRTtrackr: A mobile app that informs users about train itinerary, the nearest train station, and estimated crowds on each train station. The information is gathered via crowdsourcing. Its moving towards open beta.

Pancake Servers: The company enables community-made gaming servers hosted on cloud drives.

Pinoy Auto Trader: The startup is working on an online car marketplace.

staffwisely:  An online staff marketplace for IT Outsourcing companies to list their idle staff. Potential clients can also look for contractors to augment their teams and reduce overhead costs.

The post 8 startups at Hack2Hatch in Philippines to receive PHP100,000 each in seed money appeared first on SGE.


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Minh ‘Gooseman’ Le’s Quest to Finish Tactical Intervention

minh le being interviewed

Minh Le being interviewed

Right after his graduation, a young and passionate Minh ‘Gooseman’ Le joined Valve to continue his work on Counter-Strike related projects, after those had made him and his nickname legendary around the world. But after seeing his ideas being put on the shelf one too many times, Le decided it was time to leave and focus on his own projects instead. A couple of years later the first version of Tactical Intervention surfaced and rumors about Le’s newest project slowly started spreading. He continued to work on Tactical Intervention for the following years, programming his ideas in the source engine on his own and occasionally showing it off to friends for feedback. The game has been in development for nine years now and might soon see the light of day.

I sat down with Le to look back at his journey and struggles as an indie game developer, balancing fan’s desires with his own vision, and how he remained motivated throughout the entire journey.

Going down the indie path

Developing Tactical Intervention has taken an impressive physical and financial toll on Le. Not only did he fund the the project initially, but even now Le spends nights at the Fix Korea office on a fold-out bed surrounded by fitness equipment.

At that time Minh had spent a little more than $1.5 million dollars of his own money on the project. “After I burned through that, I partnered with Fix Korea hoping to secure more funding,” Le says. He left his home in Canada and moved to Korea after meeting Fix Korea’s CEO Inho Choi, to whom he successfully pitched Tactical Intervention. “I really liked the game, but had no idea Minh was such a popular developer,” Choi admits.

Despite the hardship, Le seems to radiate more energy than ever. He explains:

Seeing the project come together and start to resemble the vision I had when I started it keeps me constantly motivated. Being able to play it with others is a big motivational tool as it lets me see what features are working. The fact that I’ve invested so much time and money in the project keeps me interested in finishing it too. I’ve accrued a huge debt over the last 7 years.

The personal struggle Le has faced, together with hard work of the small rag tag team of developers trying to turn his vision into the next FPS hit, gives the project a strong indie vibe. “I’d definitely say it’s an indie title,” Le concurs. “For the majority of the development we haven’t been properly funded. The initial four years were financed from my personal savings.”

Dogs and car chases

mis_airport0005

Looking up interviews with Le on Google brings forth several results and videos where he demonstrates Tactical Intervention’s features and mechanics. The featured car chase missions have gotten so much attention that it seems to have become the sole focus for many among the game’s online community. It’s something that brings Le both a feeling of happiness, and bit of a dilemma.

They now want more car-based missions. So I’m also looking into ways to make the non car chase missions more enjoyable. It’s like introducing two girls, one is super hot, and the other one is average looking. I want to make the average looking girl a bit more attractive.

Le and his team spent quite some time weighing the game community’s demand for content and their own design goals. “It’s going to be a fine balancing act I think,” Le agrees.

It’s important not to succumb too much to user demand as we may run the risk of diluting the game experience and straying away from the core mechanics which make it unique and enjoyable. Our publisher has been super great about working with us to keep the game fun and balanced at the cost of possibly making more money right off the bat.

I really wanted to improve the scenarios I thought were unsuccessful in Counter-Strike. As I felt that with a little bit of improvement game modes like the hostage scenario and the VIP escort could be significantly better.

This desire to do things better and challenge himself is the drive that currently still keeps Le completely dedicated to development of Tactical Intervention.

“It’s crucial to constantly test your game as early as possible,” he says.

Playtesting with a diverse group of players allows you to make corrections to the gameplay before you spend too much time polishing a feature that isn’t even good to begin with. Rapid prototyping allows developers to spot flaws in your game design early, thus saving precious development time. Unfortunately with the nature of TI’s development and various other factors we were limited in our testing environment which resulted in a sluggish development time.

The resulting data still kept the game from being officially released and has given Le a major list of bugs and fixes that he is still implementing and working on with his team.

Reinforcements have arrived

ben kleber

Ben Kiebler

Ben Kleber, currently responsible for level design and environment art at Fix Korea, joined Minh’s team in 2008.

I was 23, still in college, but they offered me the position of level designer for Tactical Intervention and I couldn’t refuse.

After a month of working on Tactical Intervention in Korea, Kleber continued working from home in Germany. On February 23 February 2012, he flew over again and has been working on TI full-time ever since.

Kleber’s proudest contribution is a map to be released in the game after the closed beta.

I’m just really looking forward to actually see people play it. That would make me very proud. The map is based on the Korean Gyeongbokgung palace I visited when I was here the last time. Everyone thinks it’s Japanese, but it’s Korean architecture.

Kleber’s most recent contribution, an airport-themed map for the game, is still under construction and is to be fully completed for testing soon. The next couple of months the entire team is remaining in crunch mode, gathering as much player feedback as possible and using every bit to fix any bug they find.

Tactical Intervention was planned to be released in spring of this year, but like many indie developers, Minh Le and his team have had their share of problems and the need to find funding to keep the project alive. “We’re shooting for a fall/winter release now,” Le says.

We spent the last few months restructuring the backend portion of our game, smoothing out our the server structure and lobby system. Ben [Kleber] and our second level designer have begun work on new levels and I’ve also had some time to work on a new level as well as some new graphics.

Tactical Intervention is now looking better than ever. As much as Le’s struggle to complete his vision strongly reflects that of a passionate indie developer, it is also keeping Tactical Intervention’s horde of dedicated fans base eagerly waiting for the game’s final release.

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Social Newspaper, Frrole launches curated channels for Tech and Business verticals

Social newspaper Frrole, which attempts to make sense from Twitter noise by creating city-based social newspapers from Twitter feeds has launched curated sections called Technology and Business.

Like the existing streams, these too would be available at local, national and global level aggregations. The India Tech stream for example would aggregate and provide all posts from the major Indian tech and media blogs in one place. This should provide an easy way for the tech followers to find all the information in one place, before selecting and heading off to the specific blog to read the detailed post.

The Business stream would allow the user to get all the business/market related news in one place. Whether you, as the reader, want to quickly check out news just for India or globally, it should take just one click to switch between the two. Frrole continues to emphasize recency and popularity as indicators of usefulness, ensuring that only the most useful news is selected, keeping the barrage of generic news away.

In terms of algorithm, founder Amarpreet Kalka shares that while these two streams are build on the same core algorithms that are used for analysis and selection across the exiting streams, they have some salient differences. Because of the nature of content, they give more value to the tweet source. They also give relatively higher value to long-form posts than opinions or generic statements. The algorithms are still evolving, so do share your feedback with the team.

Are these curated channels a poor version of Techmeme for India? Do give them a shot and share your comments. An obvious feature to me would be to have a certain weightage to the content (otherwise content farms will take over the channel).

Recommended Read: The Future of News?



» Social Newspaper, Frrole launches curated channels for Tech and Business verticals @Pluggd.in.



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HootSuite Adds Sina Weibo Support For Social Marketing to China

HootSuite and its owl have flown into China, adding support for the country’s hottest Twitter-like service, Sina Weibo, in its social media dashboard. This could be of great use to many brands who need to use Sina’s (NASDAQ:SINA) wildly popular Weibo for doing social marketing to Chinese consumers, as Sina Weibo still only has Chinese-language support on its site.

Along with the Sina Weibo rollout, HootSuite now also has support for traditional Chinese, as used in Hong Kong and Taiwan, and among many overseas Chinese. Hootsuite has been blocked in China for some time (it was a useful workaround for using Twitter, which got blocked way earlier, until Net Nanny slapped it down), but it doesn’t really matter as local Weibo users and Chinese companies are not the target of this. The Weibo support is instead aimed at HootSuite’s paying customers, especially for its enterprise packages, which include major brands like Seagate and Pepsi.

HootSuite announced this on its blog yesterday, as spotted by TheNextWeb, and describe it as a mere “first step” into the Chinese market – next up is a simplified Chinese localization of the site (which is currently being crowdsourced). There’s now also a HootSuite Chinese presence on both Twitter and Weibo (see here and here) so that clients and users can better interact with the HootSuite team.

(See also: Infographic: WeChat vs Sina Weibo for Business in China)

The Weibo integration extends to all the usual HootSuite features, such as posting text and images, Weibo searches, and analytics so that brands can better monitor how their posts are going down with Chinese consumers. We’ve seen something similar come already from an Australian startup with its Hubblr site, which additionally supports China’s facebook-esque Renren site.

US-based HootSuite has been busy in the region recently, adding a version for Indonesian a couple of months ago.

[Source: HootSuite blog (in Chinese); via TNW]

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Tokyo Otaku Mode and the Facebook Strategy

tokyo-otaku-mode-logo

There has been a lot of buzz around Japan-based Tokyo Otaku Mode recently. The startup aims to curate content (mostly photos so far) focusing on the ‘Otaku’ community surrounding Japanese anime, manga, and cosplay. Founded in March of 2011, it has already raised a round of angel funding from investors. I recently spoke with its co-founder, Nao Kodaka to find out more about TOM and their plans for the future.

Interestingly, much of the buzz surrounding Tokyo Otaku Mode so far is a mixed reaction of surprise and confusion regarding its massive Facebook footprint. To date, it has 6.8 million Facebook fans. Let’s put that in perspective for a moment, and compare it to some other Facebook pages out there:

Entity Fan count
Tokyo Otaku Mode 6,800,000
Danny Choo [1] 241,000
Hatsune Miku, by Crypton 662,796
Nintendo 1,904,820
9GAG 4,024,478
I f*cking love science 1,200,000
George Takei 2,700,000

I couldn’t help but ask Nao about this right off the bat. Their Facebook page is certainly well managed, with lots of attractive photo content that’s sure to win over tens of thousands of fans. But millions? Considering the figures above, I asked Nao how much of this was organic and how much was due to advertising. He explains:

[We] have been asked this question sometimes, we have never bought any fans from agencies or companies before (such as one million fans for $100,000). We have only just tried a few ads.

He declined to disclose any specific ad spend figures, but added a few points on why their Facebook page has excelled:

We think TOM attracts fans because of continuity and quality content. We curate twice per day on a 365-day basis including Christmas. We are full time media and we don’t take any vacation! Regarding quality, we received all content and approval from IP holders, or we go to an event and take photos by ourselves […] so we can get original and differentiated content.

Tokyo Otaku Mode facebook page

Sample of rich photo content on TOM's Facebook page

This is certainly a great Facebook strategy, but I don’t think such fan numbers would have surpassed a million without a significant ad spend. In comparison, the startups’s Twitter account has just 4,862 followers to date, even though it looks to be equally active. So for those out there wondering about the lofty fan count, this doesn’t answer the question by any stretch, but it may shed some light [2].

But perhaps the more important question is this: Can that fan base be successfully monetized? I asked Nao to explain a little about their planned revenue model.

We haven’t built any revenue source at this moment. It is basically not ok to make revenue on Facebook page, based on the regulations. We plan to monetize on our own web site, otakumode.com, through ads and e-commerce in the future.

[W]e would make our own web site as the destination site, as the first place to come to look for Otaku related content, from all over the world. In order to do that, we would transit all the traffic from our Facebook page and capture from smart terminals into there. The Facebook page is just the beginning.

While the Otakumode.com website is still in a closed alpha, they plan to move to beta this month, allowing current users to invite their friends. There are also plans for an iOS app that will be used as a viewer to bring in traffic from mobile devices.

This sort of Facebook strategy is a fascinating one for a media startup. The Facebook fan count will lend it credibility early on, because irregardless of how it was obtained, it can be a major selling point for the company to highlight in its business moving forward. I expect the advertising and e-commerce initiatives that Nao mentioned will move along pretty smoothly as a result.

The startup has an impressive team and an all-star list of investors, and I expect we will hear a lot more from them as their online Otaku community continues to grow around the world.


  1. Danny Choo has a similar anime/manga/figure website, which has similar Facebook activity.  ↩

  2. By questioning the Facebook fan count, I don’t mean to question the legitimacy of TOM’s following. Fans acquired through advertising are still fans after all. But I do think it’s important to address a question which I’ve heard many people ask, and which I anticipate our readers would want me to inquire about.  ↩

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