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September 2009
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November 2009

Miley Cyrus: Twitter should just be, like, banned from this universe

It's been a few weeks since her highly publicized break up with BFF Twitter, but it sounds like Miley is still having a hard time moving on. In a recent interview with a Chicago DJ she says that "Twitter should just be, like, banned from this universe."

Whoa Miley! What's up with that? Why are you hatin' on Twitter?

Sayeth the Miley:

"Because people, like, honestly, like, I mean people wanna know why, like, you're, like, unhealthy, and, like, you need, like, get out and do stuff and, like, be in the world instead of being like this (pretends to be hunched over a keyboard) all the time. And, like, all I did was, like, lay in bed all the time."

Yo, Miley...chillax! By the way, her Twitter rant starts at, like, 3:17 in the video.

Weekly Wrap: Social Telly, UK Mashup Legalization, Moms on Facebook, Content Curation, Zombies + Gen Y, eBooks on OLPC & More!

RobotIconHow Moms Use Their iPhones: According to a new survey by mobile advertising network Greystripe, mothers with iPhones regularly let their children use their phones, download games specifically for their children and often use their phones at grocery stores to compare prices and check their grocery lists. [ReadWriteWeb]

UK Will Urge Legalization of Mashups: Lord Mandelson’s three-strikes proposal may have gobbled all the headlines. But a parallel package published Wednesday, aimed at liberalising copyright, may prove just as important for some creators. [paidContentUK]

What Do Teens Want? Their Moms Off Facebook: The problem with Facebook? Moms. "My mom uses it to plan dinner" was the sound bite complaint. One #w2s hashtag user remarked that he would pay his mom money to get OFF Facebook. [SF Chronicle]

Social Telly--A Round Up of Social Viewing: Television has always been a social thing. Whether it’s because you’re watching it with family and friends at home, watching football in the pub, chatting at school or work with friends about that programme that you all love the night before, television is about much more than a broadcast. [Roo Reynolds | What's Next?]

Industry panel warns media companies Must Embrace Social Media: As social networking becomes more prevalent among consumers of all ages, media companies will have to learn how to navigate the various social media outlets like Facebook and Twitter to reach out and market to their customers, according to a panel of media executives speaking at a CTAM Summit ’09 panel session Monday. [MultiChannelNews]

Internet Archive Opens 1.6 Million E-Books on OLPC Laptops: The Internet Archive operates 20 scanning centers in five countries, where hundreds of workers are manually scanning books from public and university libraries, mostly public-domain works for which the copyright term has expired. It collects these books at its Open Access Text Archive. [Xconomy]

Curation| The End of Content Aggregation: In an age where anyone can be a publisher, it is now up to the editor to curate the best of the massive amounts of content now available in a way that is easily digestible. The role of the journalist is much like a museum curator whittling down, say, 19th century Neo-Classicism, into a single, walkable hallway. [eMedia]

OMG, Senators Target Texting: The senate, the Department of Transportation and the FCC want you to stop texting while driving, and on Wednesday, they all but declared a war on texting, promising education campaigns and laws to convince you to put your phone down — at least while you are piloting a two-ton SUV going 70 mph. [Wired]

Tweet O' The Week: "Customers are people first and they do not care about your ROI." via @kyleplacy / Kyle Lacy

Mobile Augmented Reality: There’s some momentum building in the mobile-based augmented reality space in Oz. Related: Second Use for Google Wave Discovered: Role Playing Games. [TechNation Australia] [Gizmodo]

Zombie Walk & Gen Y: The political classes are also acutely aware of some realities of demographics, and this has lead them to target Gen Y more heavily. Generation Y are going to inherit the working world, and remain in charge of it for many years to come. [Crazy Epic]

Nielsen Research: Insights on Americans & Casual Games

An August 2009 Nielsen report, Insights on Casual Games: Analysis of Casual Games for the PC, takes a deeper look at American's adoption and use of casual games.

The term “casual” refers to games that are typically inexpensive to produce, straightforward in concept, easy to learn, and simple to play. Casual games span game genres with casual game titles occupying most, if not all, genre categories.

Based on data from the first six months of 2009:

  • 41 million Americans play casual games on average. Of the top 20 casual game titles that Nielsen tracked in May 2009, card games, played by 88% of casual gamers, were by far the most popular. Puzzle games were a distant second at 9.5 percent.
  • Casual gamers spend less than half the time non-casual gamers do in each session. While casual game sessions lasted an average of 31 minutes, non-casual was more than double, at 80 minutes per session (World of Warcraft helped bump up this average, with an average play time of nearly 120 minutes).
  • Females make up the majority of casual gamers (58%), a significant shift from non-casual games, which are much more of a man’s world. Males make up a full 75 percent of those playing non-casual shooter games, and 63 percent of those playing role-playing games.
  • The players of non-casual games also tend to have computers with much more memory, averaging over 2 gigabytes, compared with the relatively modest 0.5 to 1 gigabytes of the casual gamers.

You can find the executive summary of the report after the break, but just one thing, Go ahead and enjoy those casual games, but be sure to take a break now and then, okay?

Teens, TV & TV 2.0

If you believe everything you read, you’ll know that teens aren’t watching TV anymore. They are all watching online videos, downloading movies and file sharing the newest episode of Gossip Girl. Broadcast TV is dead to them.

The reality is probably a little less palatable. Teens are watching more TV than they ever have. They are also spending more and more of their daily lives online. We are all aware of teens ability to multi-task, but here we are talking about Media-Meshing.

Teens are able to consume more than two media at any one time. The best bit for us is that they cross-reference one with another. TV will deliver the scale, online delivers the immersion. It’s a beautiful thing. The point is simple, neither TV or the Internet are silos, they are intimately woven together. (via ThreeBillion)

Australian Communications and Media Authority Report on Adult Media Literacy

The Australian Communications and Media Authority (ACMA), the national agency in charge of the regulation of television, Internet, digital media, broadcasting, telecommunications and consumer protection, has recently published the findings of its study on adult media literacy.

The objective of the study, Adult Digital Media Needs (pdf), commissioned by the digital media arm of ACMA was to better understand the needs and experiences of adult Australians who have limited experience and/or access using digital media and other forms of ICT.

The study also aimed to better understand where the digital media literacy gaps and find appropriate policy initiatives to help bridge the digital divide among Australians.

Here are some of the key findings of the ACMA Report:

  • Usage patterns of different types of digital media tended to be highly individual depending on people's own needs, motivations and the situated usage context;
  • Limited users of digital media indicated that their unmet digital media needs are largely associated with the Internet, as they perception that learning how to use the Internet is the key to enabling them to participate more effectively in Australian society;
  • People in the study were inclined to use GPS and digital map features via their computer, rather than learn how to use similar features on their mobile phone or other hand held device.

Reasons for Limited Digital Media Use

  • Use of new technology is not a priority;
  • Participants stated that they were afraid to give up 'traditional methods';
  • Research participants held the perception that technology was too difficult and would require them to make significant changes to their lifestyle.

One of the most striking things about the ACMA report are similarities between their findings and the  research conducted by Dr. Mercedes Fisher and myself on digital and social media user motivation, retention and self-regulation. In many ways, it appears that very little has changed in the five years since we completed our study. 

For me, the report boils down to the fact that people have to be guided to the realization that technology, especially social media, is really about relationships, not technology.

Furthermore, unless people are provided with a reason to use technology in a situated and meaningful context, they will fail to integrate or adopt the use of digital media and technology into their daily lives.

ACMA has put together a very interesting and well written report that should be of interest to anyone who works in the digital media space. Many thanks to Ben O'Mara for the heads up on this terrific bit of research.

Weekly Wrap: Madonna & Glee, Social Media Shakeout, H1N1 Parents Guide, Google Music, Social Media ROI, Zynga's Cafe World & More!

RobotIconMadonna Grants Music Rights to Glee: The Material Girl has given the Fox series the rights to her catalog for an all-Madonna-themed episode in the works for early next year, according to Entertainment Weekly. [TV Guide]

Time for a Social Networking Shakeout? What's unclear is where social networking goes from here. Experts at Wharton say there's still a lot of growth left in the sector, but a round of consolidation, reinvention and restructuring is likely in the not-too-distant future. [Forbes]

Virtual Goods Sales Could Increase 150%: We have spoken with several casual online game publishers, social networks, and companies that facilitate virtual good transactions in the past week. Based on these conversations, we estimate that virtual goods sales could grow as much as 100% to 150% this year in America and Western Europe. [SAI]

Why Charging for Online Content (Mostly) Won't Work: Content is really good at attracting audiences -- but it's not so great at directly generating revenue through gated-content subscriptions. Sorry, but you just need to get over it. Most people can get most content one way or another and circumventing the gated-content model is not that hard for users. [AdAge]

Yahoo! & WPP Announce Branded Content Partnership: Under this deal GroupM will create the content while Yahoo! will provide the distribution. In some cases this will involve creating micro-sites for the webisodes. [SAI]

Zinkia Takes Pocoyo Online: Aimed primarily at 3 to 8 year olds, the virtual world is currently available in English and Spanish, with other language versions to be rolled out over the coming months. [Global License]

Teens Might Be Surprised by What They Find in the Library: Librarians need to realize and accept that reading is not just limited to books, but includes magazines, graphic novels, social networking and text messaging. They need to expand their view of literature. [Lufkin Daily News]

College Kids Are the Digital Demo: College students are the most connected demographic group in the US. They own multiple electronic devices and are a prime audience for online video. [eMarketer]

New Google Music Service Launch Imminent: Google will soon launch a music service, we’ve heard from multiple sources, and the company has spent the last several weeks securing content for the launch of the service from the major music labels. [TechCrunch]

The Final Word on Social Media ROI: Right now people seem to be fretting far too much over ROI and social media. Right now the camps seem to be polarized and split into two very outspoken groups. [Shuaism]

Louisiana Targets Student-Teacher Communication: Beginning next month, Louisiana public schools will be required to document all electronic communication that occurs between teachers and students. The new law will even require tracking exchanges initiated by students to teachers via personal devices the schools don't own. [eSchool News]

The Making of Zynga's Cafe World: Cafe World has topped 15 million users and it has helped boost Zynga’s presence on Facebook to more than 148 million monthly active users. It’s clear that Zynga is now reaching a mass market through Facebook. [GamesBeat]

What Parents Need to Know About H1N1: There is so much information about this year's flu and H1N1 (Swine Flu) that most parents don't know who to believe. We asked the Infection Control department at Phoenix Children's Hospital to give us the facts about H1N1. Related: Get H1N1 updates on your mobile phone. [Phoenix Children's Hospital] [Barking Robot]

Kids on the Future of TV

These days it's tough to be in the TV business. The widespread adoption of social networking, DVR's, cable television, time shifted viewing habits, and on-demand streaming video on the web allow viewers to watch TV on their own schedule and preferred media distribution platform (TV, computer or even mobile phone). 

There are lots of indicators that show that most teens, young adults and even adults are consuming more and more "traditional" TV content via streaming video sites like Hulu, , Vevo or YouTube.

So what's the future of TV?

In this video from his presentation at TED, Peter Hirshberg talks about the ongoing tension between the technology and television communities. Mr. Hirshberg provides an interesting history of entertainment technology, television and digital media. And oh, the atomic bomb. (Yes, really!)

As part of his presentation, he sat down and asked some teens and asked them to share their thoughts on television and the Internet. Their responses aren't surprising.

For these teens, the Internet is the big dog. TV? Uhm, not so much. The bottom line is that the Internet is changing the way we watch TV.

Global Youth: Differences Between American & Canadian Millennials

A recent study conducted by market research firm Ipsos examined the values and lifestyles of North American youth aged 10-34 found both shared cultural similarities and marked differences between Canadian and American youth.

The study, A Check-up on the Habits and Values of North America’s Young Adults, found that health care, education and employment matters were rated as the top three issues in both countries.

Here's a breakdown of some of the key points from both parts of the study on North American youth.

Lifestyle & Values
  • In the United States, 39%,of the 18-34 year-old set are married compared to only 25% in Canada;
  • The number of domestic partnerships in Canada is significantly higher (18% vs. 7%);
  • 45% of Americans were more likely to report "owning" their home compared to those living in Canada (35%);
  • 19% of Americans traveled to a vacation destination that was out of country compared to 48% of Canadian respondents;
  • 64% of this group in the US versus 62% in Canada reported being employed on a full-time or part-time basis or were self-employed.


  • 76% of Canadians between the ages of 18-34 have at least some college or post-secondary education compared to 68% of Americans in the same age range;
  • 17% of Canadians in the group reported being full-time students compared to 13% of Americans;

Social Media, TV, Mobile & Technology Usage

  • Americans sending and receiving an average of 129.6 text messages per week;
  • Canadian average of 78.7 messages per week;

  • Americans reported watching an average of 5.9 hours of TV per weekday;
  • Canadians watched 4.8 hours of TV per weekday;

  • Americans averaged 28 hours per week on the Internet, compared to 27 hours by Canadians;

Weekly Wrap: Bing Rocket Contest, School Bake Sale Ban, iPhone & Teens, Brands, Content & Youth, Mobile Augmented Reality, Tween Summit Wrap Up, South African Youth Trends & More!


Interest in iPhone High as iPod & iTunes Dominate Teen Market: The of the 18th bi-annual Piper Jaffray teen survey shows that Apple's share among teen consumers continues to grow. Apple's smallest market among teens -- the iPhone -- is poised to greatly expand. While 15 percent of those surveyed currently own an iPhone, 22 percent intend to purchase one in the next six months. [Apple Insider]

Brands Must Accept Young People Expect Control Over Online Content: A lot of marketers are really just wrapping up the old-fashioned method of control and broadcast and making it look young. What teens want is to be given something and allowed to do anything with it, which is particularly hard for corporate marketers to grasp. [New Media Age]

Mobile Augmented Reality Booming in Australia: There’s some momentum building in the mobile-based augmented reality space in Oz. [TechNation Australia]

2009 Tween National Summit Wrap Up: Amy Jussel and Debra Moffitt (aka @pinklockermom) have put together a great round up of the first ever National Tween Summit to see what’s on the minds of preteen girls. Lot's of great info and insight here folks! [ShapingYouth]

Do Good!: Nominate Mr. Youth for Best Social Media Agency in Mashable's 2009 Open Web Awards!

Pepsi, Stay The Hell Away From My Daughter (and my niece too!): Any sweet-talking kid who thinks he will outsmart this girl with a stupid iPhone app could find himself on the mean end of a double-sided axe. [Mobile Insider]

Social Media as Content Gateway: In a nutshell, there is a segment of the online population that uses social media as a core navigation and information discovery tool — roughly 18 percent of users see it as core to finding new information. While still a smaller percentage than those who use search engines or portals like Yahoo! or MSN, it is a significant figure. [Nielsen Wire]

Laptop for Every Student in Uruguay: This is not simply the handing out of laptops or an education programme. It is a programme which seeks to reduce the gap between the digital world and the world of knowledge. Hat tip @SarahNewton [BBC] [Gen Y Guide]

Schools 'Ban' Bake Sales: Say What?!: The New York City Board of Education has implemented a new policy banning bake sales in all of their schools. Well, mostly. [MomLogic]

Bing Launches 10,000 Rockets: Bing is asking 10,000 students to submit the rocket design of the future. They’re assembling a pretty cool panel of scientists from across the nation to help them judge which of these designs best exemplifies how space travel might evolve. [Bing]

Twitter Adds 100 Million Potential New Users: Twitter, in an extensive announcement detailing its vision for making a global impact, announced that it had secured an SMS deal with India’s largest mobile operator, Bharti Airtel. This opens the service to 110 million new people can tweet via SMS, all from the second-most populous nation in the world. [Mashable]

Speed Round: Vodafone has a parents' guide to help you protect your family on mobile phones, Instant Grass has a new report on South African youth trends, Josh Shipp kicked off a new contest to win 1 of 5 FREE COPIES of "Josh in a box" and a $500 scholarship, UK-based Indie Screenings partners with film creators to allow anyone to buy a license to screen their films, several cult shows get a boost from recorded viewing and finally......Yo Television, Meet Twitter! [Vodafone] [Instant Grass] [Josh Shipp] [Indie Screenings] [The Wrap]

Weekly Wrap: MySpace vs Facebook, Mobile Social Networking, Habbo on Teen Tribes, JSYK, Miley & Twitter, Microsoft FUSE & More!


MySpace is Crowded & Trashy; Facebook is Clean & Trustworthy: According to S. Craig Watkins recently published book The Young and The Digital, college students tend to describe MySpace with the following words: crowded, trashy, creepy, uneducated, immature, predators and crazy.

On the other hand, they love Facebook so much that it  was described as selective, clean, trustworthy, educated and authentic. [TechXav]

Mobile Social Networking Explodes: The dominant mobile social networking platform used by students is Facebook Mobile. Among the 58% of student mobile social network users, nearly all of them (96%) say they use Facebook Mobile most often.

Not surprisingly, the most commonly performed mobile social networking activity was status updates followed by picture uploads/sharing, and page search. [GenDigital]

Habbo Research on Teen Tribes: Apparently now teens pledge allegiance to a number of different groups simultaneously and 61% don’t feel bound to the same tribes online as they do in real-life while half of teens believe that you can belong to more than one tribe online and offline. [MarketingWeek]

Gamers Use Word of Mouth for Purchases: Word of mouth among friends is the most significant factor in video game buying decisions. According to a study by NPD, 41% of gamers in the United States claimed they made purchases based on word of mouth, and 31% said they chose their games based on hands-on experiences with games owned by friends and family. [GamaSutra]

Hulu For Publishers: Hulu Labs, the product incubation department at Hulu, has introduced a Hulu Publisher Tools designed to help bloggers, publishers and website editors to quickly find embeddable videos hosted on Hulu or more than 100 third party sites. [Cynopsis Digital]

Microsoft FUSE: Microsoft chief software architect Ray Ozzie has decided that "social" is the way of Microsoft’s software future, announcing the creation of Future Social Experiences (FUSE) Labs, which will focus on the creation of social applications and services. By the way, you know who else tried the FUSE strategy? Yep, Yahoo! [eWeek]

Virtual Olympics: For the first time in the history of Olympic Congresses, the general public was given the opportunity to have their say on the topics that were discussed at the XIII Olympic Congress in Copenhagen from 3 to 5 October.

This is a good start, but if the IOC wants the "youth of the world" to be engaged in the games, they need to embrace digital and social media. [IOC] [Barking Robot]

Speed Round: AOL launches (Just So You Know) its new tween/teen 9-15 targeted culture centric blog, interactive books are getting more boys to start reading, Rolling Stone Magazine rolls out their Twitter team, Miley Cyrus gives Twitter the boot, Ignore the Cougars & other tips for monetizing social gaming sites, Facebook and Twitter head to the Xbox 360 and finally Google Wave Is Easier To Understand Than

CTIA Research: 4.1 Billion Text Messages Are Sent Daily

CTIA-The Wireless Association announced today the findings of its semi-annual industry survey, which includes numerous metrics on the industry’s continued positive growth and popularity.

The survey also found that more than 246 million data-capable devices are in the hands of consumers today. More than 40 million of these devices are Smartphones or wireless-enabled PDAs and more than 10 million are wireless-enabled laptops, notebooks or aircards.

Among the other findings:

  • Text messaging continues to be enormously popular, with more than 740 billion text messages carried on carriers’ networks during the first half of 2009—breaking down to 4.1 billion messages per day.
  • Wireless subscribers are also sending more pictures and other multi-media messages with their mobile devices—more than 10.3 billion MMS messages were reported for the first half of 2009, up from 4.7 billion in mid-year 2008.
  • There are currently more than 276 million wireless users. This represents a year-over-year increase of nearly 14 million subscribers.
  • Wireless customers using more than 1.1 trillion minutes in the first half of 2009—breaking down to 6.4 billion minutes-of-use per day—and six-month wireless service revenues of nearly $76 billion.
For additional results of the mid-year survey, you can listen to a podcast with CTIA’s Vice President of Research, Dr. Robert Roche, as he discusses highlights of the survey results.

John Mayer's Augmented Reality Music Video

John Mayer, the singer-songwriter known for searing blues excursions and acoustic-guitar-driven hits, is drilling into augmented reality territory with a new video that lets fans insert themselves into the action.

The augmented-reality music video for “Heartbreak Warfare,” the lead track from Mayer’s upcoming album Battle Studies, hits the internet later this month. [via Wired]

Call for New Members: Ypulse Youth Advisory Board

Ypluse, a leading consultancy on youth marketing, culture and media, has just announced that for the 2009/2010 term they are opening up 10 more slots to join their Ypulse Youth Advisory Board.

They are looking for diversity in age, race, geography and experience, but most importantly strong opinions about youth culture that will inform and challenge the ongoing discussion around media and marketing on Ypulse. This opportunity is open to any youth between the ages of 13 and 24.

Since the meetings are done on a virtual platform it doesn't matter where you live! So regardless if you're in Johannesburg, Sydney, Osaka, Baghdad or Paris, Texas--you can apply to join the Ypulse Youth Advisory Board.

You can get all the details over on Ypulse!