Posts filed under ‘korea’

36 (Asian) Youth Facts in 159 Seconds

Ju (MindShare, Regional Team) writes:

The threebillion project put together a fascinating video on behalf of MTV Asia for the Music Matters Conference in Hong Kong late May ’07. The video features 36 facts dedicated to Asian youth in 159 seconds.

From threebillion: Whether it be teenage marriage in India, mobile phone usage in Japan, Filipino TV watching or Saudi Arabian Bluetooth porn, each market is rich it’s own brand of youth culture. This video is dedicated to the best thirty six facts we could find.

For those still waiting for the day the internet is free from censorship, here are all the facts and some screen captures of the video, courtesy of Global Nerdy.


  • There are 3 billion people under 25 on this planet
  • 61% of them live in Asia
  • 67% of young Asians have downloaded music in the last month
  • Only 27% paid for it
  • Hong Kong youth spend the most time online per day (4.7 hours)
  • Indonesian youth spend the least (0.9 hours)
  • Young Filipinos watch the most TV per day (6.2 hours)
  • Young Chinese watch the least (3.2 hours)
  • There are 37.5 million gamers in China
  • 90% play online games
  • Weekly, Korean teenagers will spend
    • 14 hours on the computer…
    • .12.8 hours watching TV
    • 0.7 hours reading newspapers
  • Taiwan has the highest teenage birthrate in Asia
  • South Korea has the lowest
  • 45% of young Japanese women said they were in love
  • Only 30% of young Japanese men said the same
  • 82% of Japanese teen males said they used contraception the first time they had sex
  • Only 12% of Japanese 20-year-olds use the home PC to access the internet — the same level as 50-year-olds — they’re using their mobile phones instead
  • 26% of all youth deaths in China are from suicide
  • In India, 50% of girls will be married before they are 18
  • In Nepal, the rate is 60%
  • 85% of Korean teenagers own a cell phone
  • They send an average of 60 messages per day
  • 46% of students send messages in class
  • “Our children are seriously addicted to cell phones” — Parent’s Union Spokesperson
  • Chinese people spend 10x more money on the internet than people in the west
  • It represents 10% of their monthly income
  • Who prefers a laid-back hassle-free lifestyle?
    • 14% of Chinese teens
    • 22% of South Korean teens
    • 43% of Japanese teens
  • 99% of Saudi teens use Bluetooth
  • 99% said that the device had broken social taboos
  • 85% said it was safe for communication with the opposite sex
  • 69% of messages exchanged by Saudi teens were pornographic

June 18, 2007 at 1:31 pm 4 comments

Australian bank invents iPodinomics


Paul (MindShare, Bangkok) writes:

The famous Big Mac Index, developed by the Economist Magazine over 20 yrs ago, now has a new challenger in the form of the Ipod. Burgernomics is based on the theory of purchasing-power parity, the notion that a dollar should buy the same amount in all countries.

The people at Commenwealth Securities in Australia believe that their IPod Index is superior to the Big Mac index for a number of reasons. Read more here: The CommSec iPod Index.

Here’s how Asia compares:

CommSec iPod nano index, 2 gigabytes, US dollars, January 2007

Brazil $327.71
India $222.27
Sweden $213.03
Denmark $208.25
Belgium $205.81
France $205.80
Finland $205.80
Ireland $205.79
UK $195.04
Austria $192.86
Netherlands $192.86
Spain $192.86
Italy $192.86
Germany $192.46
China $179.84
Korea $176.17
Switzerland $175.59
NZ $172.53
Australia $172.36
Taiwan $164.88
Singapore $161.25
Mexico $154.46
US $149.00
Japan $147.63
Hong Kong $147.63

February 13, 2007 at 2:34 pm 1 comment

MTV Korea teams up with multimedia portals

Ju (MindShare, Regional team) writes:


We see media fragmenting everday, in the multitude of delivery platforms (mobile phones, MP3s and other personal media players, video sites) and the increasingly diverse content, such as the “Narrowing Divide in the English news space” in India.

What happens next? With so much choice for content and so many ways to consume it, it is logical to assume that wired consumers will subconsciously desire a simpler way to manage the bits and pieces of content floating around them. This is where the bigger, more familiar brands like MTV can step in, and has just done so with their new offering in Korea, MTView.


From MTV Networks Korea’s press release, February 12th:

MTV Networks Korea has teamed up with four leading web sites and portals in Korea: Bugs, Empas, and Pandora TV, to launch an unparalleled multimedia network platform called MTView, creating an ultimate destination for Korean consumers to access and view a wide-range of MTV-branded and other original content online.

MTView, an extended offering of MTV BOOMBOX’ customizable on-demand music and entertainment broadband and mobile community platform, is the latest free of charge multimedia video sharing network service offered by an unprecedented alliance of diverse web services and content providers in Korea. With an estimated of 15 million online viewing streams and a potential reach of 23 million registered members, MTView is expected to be the largest video content portal in Korea giving access to 69.4 % of Korea’s internet users to MTVN entertainment and other compelling content offered by our partners.

With over 100 music videos being uploaded to the platform daily, consumers are given on-demand access to a vast library of content including music videos, MTV-branded award shows such as MTV Video Music Awards and MTV Europe Music Awards as well as hit shows such as Pimp My Ride, Sunny Side, Punk’d and The Hills. Alongside with pre-released music videos and exclusive MTV-branded international shows never shown on MTV Korea, MTView will also feature wide-ranging user-created content from Pandora TV, more music videos and music-related videos from Bugs, the latest in news and entertainment/lifestyle information from and a web search service provided by Empas.

In the next phase, MTView will upgrade its service with additional functions, allowing internet users to customize and share videos across multiple platforms with each other through a social network video sharing service encompassing videoblogs, instant messaging and user-created content online viewing.

Commenting on the partnership, Luke Kang, Managing Director of MTV Networks Korea, said, “The launch of MTView marks a ground breaking partnership in a series of cross platform initiatives spearheaded by five leading media companies in the market. This digital offering not only enables us and our partners to intensify our connections with Korean consumers, it will also give us a strong competitive advantage to stay ahead of technology and user trends in the market.”

“The demand for quality video content is growing every day” Jihee Nam, Vice President, Digital Media, MTV Networks Korea said, “MTView is here to provide a first class service through a unique partnerships between MTV, the world’s leading broadcaster, and four partners specialized in music, search service, news and user-generated content websites, to further enhance the rapid changing entertainment needs and content interests of Korea’s internet users.”

MTV BOOMBOX is a comprehensive online entertainment destination utilizing state of the art technology across online and mobile platforms, providing Korean consumers a robust digital community featuring local and international MTV programming on-demand, a wealth of user-generated content and a vast library of local and international music video and audio downloads. MTV BOOMBOX launched in May 2006, marking the first MTV-branded broadband network in Asia and the first video-based music community site to launch in Korea.

Celebrating the launch of MTView, Korea’s latest girl band Wonder Girls from MTV Korea’s reality show “MTV Wonder Girls”, will be giving their first live performance at the MTV studio in Seoul on 13 February 2007. Viewers can check out the … websites and stand a chance to catch the girls playing live.”

The book MTV Collections of Cool Asia has identified the emergence of “Asian Art Collectives”, where individuals and small businesses come under one collective banner, creating more visibility and attention, such as The Asylum in Singapore, and The Click Project in Malaysia. With MTView as example, it seems the concept of “collectives” can also be applied at a macro-level, with media owners or brands teaming up with high-traffic partners.

The way I see it, it’s like identifying the universe that your target consumer lives in and creating your own branded galaxy within that.

February 13, 2007 at 2:10 pm Leave a comment

Porn video glasses from Taiwan – a coming trend


James (MindShare regional team, Singapore) writes: 

At first I laughed at this Digital Journal article Watch porn in public with new video glasses. It’s well-known that the porn industry often pioneers new technology – VHS, internet payment, broadband video sites.

But it wasn’t until I just listened to Ross Dawson’s excellent podcast interview where he discussed video glasses and fold-out screens, that I grasped the underlying importance of this technology, especially for our business… 

First the news: 

Visitors at the AVN Adult Entertainment Expo held this week were asked by Victor Quitoriano to try out a new technology that allows for intimate video viewing session complete with audio through an ear piece.

The model was shown at the Sands Exposition Center just a day earlier.“Our technology crosses over,” Quitoriano told AFP. “The videos we showed there weren’t porn, because we didn’t want to offend anybody. Here, it’s different. Imagine you can take your porn all over the place; in a plane or a train, but not in the car unless you are the passenger.

The new glasses are made in Taiwan and sold by Quitoriano’s California based company Body Care and connect to all the latest video playing devices including Xbox 360 and PS3 game consoles as well as iPods and Zune mp3 players. The new models being shown cost about $349.00 but were discounted for show-goers. 

I’ve never heard of video glasses before, but a quick google search revealed a number of new products in the market, such as this review for a brand called iTheater. Here’s some highlights of that product and a photo:

  • weighs 3 ounces.
  • video is at a 230,000 pixel resolution
  • audio is surround sound.
  • hook up your game consoles, DVD players, computers, iPod (video), or other video playing players.
  • Like playing games or watching your DVDs on a 50 inch screen.

itheater-glasses.jpgSo what’s the significance? Very soon our mobile phones, video iPods and other devices will be capable of storing many hours of content. Online gaming can be played. TV can be streamed to devices. Already in Korea millions are watching TV on their mobile devices.

One of the main arguments against adoption of mobile TV has been the uncomfortable experience of ‘staring at a small screen’. With video glasses, and roll-out or fold-out screens, that potential adoption barrier will also be removed.

 To understand more of the implications of consuming content on the go, and especially mobile social networking, you should read Ross Dawson’s blog entry and listen to the podcast.

January 25, 2007 at 3:26 pm 2 comments

Why give FIFA 07 away for free in Korea

  James (MindShare regional, Singapore) writes: 

Eric Pfanner at IHT just wrote an excellent, well-researched article Internet pushes the concept of ‘free’ content, supported by advertising.

I recommend you to read the full article, which explores the overall trend towards giving content and other media and services away for free, and the huge burden companies are putting on advertising to provide the long-term business model. We see the same trend in (free) newspapers, music, mobile services and other areas. 

In Asia of course, where piracy is rampant, and consumers are far less willing to pay for content in general, this trend is likely to be accelerated. Here are the two Asian examples from the article:

“FIFA 07,” a video game for soccer fans, costs around €50 in
Europe. In South Korea, five million players have downloaded the online version free — yet Electronic Arts, the publisher, is cheering them on. Realizing that it was impossible to sell “FIFA Online” in a country where piracy is rampant, Electronic Arts started giving away the game last spring. Once the players were hooked, the company offered for sale ways to gain an edge on opponents; extending the career of a star player, for instance, costs less than $1. Since May, Electronic Arts has sold 700,000 of these enhancements.

Even in China, where piracy is widespread, EMI Music agreed this week to make its music available for a free, ad- supported service run by Baidu, the country’s largest search engine.

I’ve also pulled out some other juicy facts/examples from the article:

  • At least 28 million free newspapers are distributed every day around the world, 19 million of them in Europe, where the total has doubled over the past three years.
  • After several years of heavy promotion, digital sales made up only 10 percent of total music industry revenue in 2006
  • AOL, formerly a subscription service, has opened its Internet portals in the United States and Europe to all Internet users, free of charge, in the hope of appealing to more advertisers that way.
  • According to a survey of 130 media executives from around the world, conducted recently by Accenture, 31 percent forecast that subscription models would be the dominant business model in five years’ time, with 25 percent opting for so-called pay-per-play funding. But 37 percent said advertiser financing would be the predominant business model in five years’ time.
  • Worldwide, media spending by consumers and business users still handily outstrips advertising, by $944 billion to $385 billion, according to PricewaterhouseCoopers

January 19, 2007 at 5:36 pm 1 comment

Japanese Cosplay takes off in Asia and beyond


Ju (MindShare regional team, Bangkok) writes:

You’ve heard this before – the vast amount of rich, multimedia information flowing rapidly and fluidly through the Internet and other digital means is re-arranging social network structures and creating new ones – globally. From a marketing viewpoint, this calls for a reassessment of the data sets that are used to define user profiles for consumer segmentation . In other words, ‘The Big Switch’ is favoring ways to redefine your customer segments for even more effective targeting.

One powerful youth culture nurtured, thriving, and spreading through these digital means is “Cosplay”, described by Wikipedia as: “a contraction … of the English words “costume” and “play”, is a Japanese subculture centered on dressing as characters from manga, anime, tokusatsu, and video games, and, less commonly, Japanese live action television, shows, fantasy movies, or Japanese pop music bands. However, in some circles, “cosplay” has been expanded to mean simply wearing a costume.”

The cosplay community is united by their costumed appearance and unconstrained by national boundaries. The blog, self-described as the internet’s premier cosplay community, already has more than 50,000 registered members, and links to sub-blogs from 22 countries, ranging from Canada to Chile, and from Asia, includes Thailand, Japan, Korea, China, Hong Kong, Singapore, Taiwan. The World Cosplay Summit is now onto its fourth year and its website features links to smaller national competitions in places from Singapore to Brazil.

It is rapidly entering the mainstream in the Philippines, where cosplay events are often held within an anime, manga, gaming, or sci-fi convention (source: wikipedia). In fact, the Filipino has their own established cosplay online community, Pinoy Cosplay, with at least 2,900 members, a bookstore, a shop, and forums discussing topics ranging from cosplay celebrities, costume-making tips, and cosplay-related products.

The cosplay society even has their own themed hangouts: pubs, restaurants, or cafes where staff dresses in cosplay, elegant maids, or butlers, and treat everyone like “Masters”. These so-called ‘maid cafes’ have already popped up in Thailand, Singapore, and Korea.

Brands have begun to attach themselves to this subculture: see Garnier’s Manga Head styling gel in the UK and Nike ID in Japan.

How can a brand capitalize on these passion-based youth communities, that are bubbling up virtally and coming together physically? I think this quote inspires many ideas: “It’s not where you take things from, it’s where you take them to.” (Jean Luc Godard).

January 9, 2007 at 12:09 pm 10 comments

50% of Korean PC crime related to virtual worlds

According to Edward Castronova, virtual world expert and author of Synthetic Worlds: The Business and Culture of Online Games, half of
Korea’s PC crime is related to virtual worlds.
This is just one of the many insights shared by Castonova in this radio interview on Zocalo: Life 2.0 Market and Society on the Virtual FrontierSome of the themes he touches on:

  • an analogy to the discovery of America and the massive changes in European society it provoked: the prodigious migration of people, the new economic models that were created, and the awakening of democracy.
  • how we keep students in school, for example, when they can choose fantasy-on-demand instead. 
  • Castronova says Korea is showing us that the opportunity phase is over – and that we must be integrating immersive experiences into education or we will lose eyeballs to these far more compelling spaces.
  • virtual reality is moving too fast for our systems to keep up – and that it is vital for governments to devote attention to them and to their impending impact.

. (thanks for the original source post here at Business Communicators in Second Life)

January 4, 2007 at 11:50 am Leave a comment

Korean teenage mobile use curbed by government

Mobile phone user in South Korea 

James (MindShare regional team, Singapore) writes:

The world now looks to South Korea to understand the digital future. What will the world make of last week’s announcement?

The new legislation will allow parents to set a limit on their kids’ phone bills benchmarked at around US$40. Teenagers will have to ask for their parents permission to go over this limit.

Currently, according to government statistics, more than four million of the country’s six million teenagers have their own mobile phones, and over 100,000 teenagers between 13 and 18 have monthly bills over US$108.

Asian youth expert Paul MacGregor, blogging at Ypulse, explores some implications:

…it is a fact that both Samsung and LG both keep a microscopic eye on how home market teenagers are using their new technology to plan their global strategy, therefore this new legislation could limit the influence of Korean companies on the future mobile market.

Paul raises some further interesting questions:

  • Would parental control result in Korea being usurped as the place to watch for the future of mobile convergence?
  • Or will the operators change their subscription models to allow teenagers the same amount of connectivity at a cheaper price?
  • Or finally (and the most exciting) will the technology companies change their products to deliver the same level of breaking functionality in a way which is both attainable and cost effective?

For me, a further interesting question is always – will Pester Power simply mean the kids will get whatever they want? All the research I’ve personally done in this area in Asia has demonstrated that Kids are expert negotiators. They typically know exactly how to negotiate for something desirable (e.g. mobile phone usage) for something their parents want (hard work at school).

I can’t see that changing. And if anything, this legislation may just make the large mobile phone bill a badge of honour – or even the perfect space for playing out teenage rebellion.

December 20, 2006 at 8:39 am 2 comments

Asian papers feature Time’s Person of the Year: You


Ju (Mindshare regional team, Bangkok) writes:

When Craig Yoe of Yoe! Studios announced that ‘you’ (meaning you, me, us, individuals) was number of one on his list of top 100 cool things at the 2006 Asia Youth Marketing Conference, I certainly never imagined that it was going to be echoed in this year’s Time magazine’s selection of Person of the Year, announced on Saturday.

However, what surprised me even more was that the story was newsworthy enough to be featured on the FRONT-PAGE of Thailand’s two main English-language newspapers, the Bangkok Post and the Nation. Further exploration on took me to at least 3 other Asian newspapers where the story got front-page mention on Monday – Taiwan’s Economic Daily News, the Manila Times, and the Korea Times, which had a teaser on the page header. (However, for some reason, this was not the case in leading papers in the West such as The New York Times or UK’s The Guardian.)

To me, this implies that ‘The Big Switch’ is at a point where it will propel into full steam in affecting Asian consumers very soon. When an authoritative media like Time pays attention to the ‘ small contributions of millions of people’ and salutes the individuals who share photos, videos, thoughts, personalities, and more on the Internet, when Asian daily newspapers find this newsworthy of front-page coverage, expect this ‘New Digital Democracy’ to be discussed among all and engaged by Asian early adopters who will, if they haven’t already, make sure they are not left behind the online cultural revolution.

December 19, 2006 at 5:45 am 2 comments

Even Thai bureaucrats blog

Khun Paiboonsanma6.jpg

Ju (Mindshare regional team, Bangkok) writes:

Government organizations and related figures aren’t likely to be associated to blogging, especially those in developing countries with large rural populations where a rigid hierarchy is still in place, where the government and its staff are not exactly known for transparency.

But, according to “Paiboon Watanasiritham, Minister of Social Welfare and Human Security in Thailand, has been blogging since 2005. He is currently in his sixties. His blog is very influential as it provides citizens with an easy, virtual access to the Minister. He tries to blog once a week and his topics range from social development to issues on morality.”

Khun Paiboon’s blog resides on a local platform called was conceived locally as the brainchild of two professors of the Prince of Songkhla University, to share knowledge among those in the knowledge management field. The initiative was later taken up by the Knowledge Management Institute and it community of practice expanded to include professors, bureaucrats, students, and researchers. The network grew further to a point where new blogging platforms had to be developed to support new members: was developed for those professors and students who used Web 2.0 concept for teaching and learning, and was created for researchers was created for researchers in various scientific fields to store and exchange findings.

Going through the blogs, I was struck by the heavy local feel. Most of the members belonged to second-tier universities, some in Bangkok, mostly in the provinces. I couldn’t understand what exactly was going on in their world, but could sense that the bloggers were actively interacting with each other. For this reason, I felt the community to be quite active and close-knit, with professors and students responding to each other’s comments in a fun, informal manner (very rare in my days of uni).

While the level of influence of Khun Paiboon’s may be open to discussion, this goes to show that the blogging phenomenon can only be considered under the local context within which it emerges, and the community of like-minded people that it creates. It follows a similar pattern as that of the wife-bloggers in Korea, who ‘share recipes, provides information on baby care, best schools, and stores, according to Richard Edelman. It confirms Pew Internet’s comments that ‘blogs are as individual as the people who keep them’ and that ‘ most bloggers are primarily interested in creative, personal expression.’

The existence of these pockets of communities is undeniable, but the question remains: how can these communities fit into the branding world and vice versa? These are just some ideas:

  • Engage them as media vehicles
  • Collaborate with them to create new content
  • Help extend their network reach to other similar communities (and therefore create an even bigger audience for the brand)
  • Seek solutions from them, such as for product development or advertising
  • Find ways to enrich their community culture

Thanks to Sunit Shrestha for the background on

December 13, 2006 at 5:18 am 2 comments

Can Korea’s Cyworld sell its acorns in US?

Cyworld grabKorea’s social network cult Cyworld is ready to enter the US market, and Business 2.0 has given an excellent analysis of its chances.

It’s worth reading the full article, especially to understand the varied and creative ways that Cyworld makes its money:

  • There are 18 million Cyworld members, or more than a third of the country’s entire population. And 90 percent of all Koreans in their 20s, like Kwon, have signed up
  • Using the site is free, but if you want to decorate your mini-homepage and mini-room, you choose from tens of thousands of digital items – homepage skins, background music, pixelated furniture, virtual appliances
  • These are bought with “dotori,” or acorns, and you have to buy the acorns with real money.
  • Virtual goods are cheap – typically less than $1 apiece
  • This year Cyworld expects to contribute $140 million in sales, with acorns accounting for 70 percent.
  • That means Korean consumers will shell out more than $100 million this year for Cyworld virtual inventory.
  • There are about 400,000 items on the site today
  • Cyworld splits about 30-50% of the revenue, depending on items, with the graphic design shops and license holders that actually create the virtual goods
  • 1/3rd of that revenue is for music, where Cyworld has pioneered another new business model. For 50 cents you can stream a song on your homepage to anyone who visits.
  • Last year’s most popular track, by a group called Sweetbox, sold 1.5 million times. Cyworld sells 6 million songs a month, making it one of the most successful digital-music stores on the planet.
  • Cyworld is also increasingly bringing in revenue from mobile services. There are 2.6 million customers who have signed up to access Cyworld via cell phone for free, paying only upload charges. 90 percent of all images uploaded in Korea go to Cyworld.
  • There are banner ads on its homepage and on the pages of the most popular of Cyworld’s 1 million clubs, which are considered public territory.

So will Cyworld succeed in US? The business model may not smoothly fit the US market, but one insight offers an opportunity:

On MySpace, they can be glamorous party creatures. On Facebook, they can be students. And on Cyworld, the bet goes, they can be themselves. “Everyone in our focus groups has a MySpace page,” Streefland says, “but it doesn’t necessarily satisfy them. They think of MySpace as the stadium. But Cyworld is the slumber party.” The consumers who reacted most positively to Cyworld in focus groups were female high school juniors and seniors.

For me, it comes down to how much of Cyworld’s success can be attributed to certain Asian values of status and hospitality. Many argue that young Koreans are prepared to spend real money on virtual dotori because they feel a genuine social pressure to adorn their mini-room with musical and visual gifts for their visitors. Will the Kids of America feel the same need to please their guests?

July 29, 2006 at 2:40 pm 2 comments

Korea’s latest cultural export to Japan: citizen journalism

Next month Korea’s citizen journalist online newspaper OhmyNews will launch in Japan, and many are wondering whether it will create the revolution it has caused in Korea.

First off, a few fast facts on OhmyNews, courtesy of Wikipedia and the site itself:

  • Motto “Every Citizen is a Reporter”
  • Founded by Oh Yeon Ho in 2000
  • First of its kind in the world to accept, edit and publish articles from its readers, in an open source style of news reporting
  • ~20% of the site’s content is written by the 55-person staff while the majority of articles are written by an army of 41,000 ‘citizen reporters’
  • OhmyNews makes 60 to 70 percent of its money from ads, 20 percent from syndicating content, and 5 to 10 percent from reader donations
  • It pays contributors around $20 for newsworthy pieces, and it also offers professional editing and fact-checking to contributors
  • It has up to 700,000 visitors a day.
  • OhmyNews was influential in determining the outcome of the South Korean presidential elections in December 2002 with the election of Roh Moo Hyun. After being elected, Roh granted his first interview to OhmyNews.
  • Th business is profitable, with $6 million in annual revenues, and just scored an $11-million investment from Softbank in March

So will OhmyNews succeed in Japan? According to an interesting post at Japundit, the new chief editor himself, Shuntaro Torigoe, sees 3 barriers: 

1) Attitude to Politics
In Korea, many citizens are very involved in politics often voicing their opinions and protests.In Japan politics is often seen as a horse race. Many people are content with current Prime Koizumi. Those who are not are not very vocal.

2) Perception Towards Mainstream Media
Many Koreans mistrust the mainstream media whereas many Japanese regard the Japanese mainstream media quite highly.

3) Cultural Differences
Many Japanese are not comfortable expressing themselves or getting into heated confrontational discussions.

I’m certainly no expert on the Japan-Korea relationship, but it does seem that Korea has been doing relatively more exporting to Japan of content, popular culture and innovation over the past 5 or 6 years. Perhaps the flow will continue, or perhaps the Japanese will draw the line at importing something as ‘serious’ as a domestic news media from Korea.

By the way, you don’t need to Korean to enjoy ‘OMN’ – they’ve got an English international version now at

July 23, 2006 at 3:52 pm Leave a comment

Korea World Cup champions…of new media

Despite a brave 1:1 draw against the finalists France in Leipzig, South Korea didn’t make the round of 16 in World Cup 2006. But if there were a World Cup of new media (hmmm…not a bad idea), they’d surely be champions. I just stumbled across this data in a Korean Times article, which shows Koreans choosing PC’s, personal media players and even digital mobile broadcasting over TV and radio. I don’t know how accurate the ‘in-house poll’ is, but even if it’s half-right….

According to an in-house poll by Ssangyong Information and Communications, up to 36.2 percent of 192 respondents said they would watch the World Cup games through PC-based video-on-demand services.

The second most-favored terminal was personal media player, typically called PMP, with 24.8 percent followed by digital mobile broadcasting (DMB) with 4.8 percent.

In other words, 65.8 percent said new media will be their No. 1 way to savor the World Cup while those who selected over-the-air TV and radio combined to reach a mere 8.3 percent.

The responses surprised some market observers, who attribute the results to the fact that most games of the German World Cup will be aired late at night or early morning here due to the time difference.

2 million users of mobile broadcasts by the end of the year.

In a separate Korean times article, the numbers are staggering. Over 1 million users of mobile broadcasts after 7 months, and an expected 2 million by the end of the year:

The number of free mobile broadcast users topped the 1 million mark as of June 15, seven months after the debut. The Special Committee for Korean Terrestrial DMB reported that about 320,000 units had been sold up until then, while other gadgets such as car navigation terminals, laptops and PMP (portable multimedia players) amounted to about 680,000 units.

According to the committee, daily sales of DMB gadgets reached almost 10,000 during the World Cup period. It also predicted that the number of users would double to 2 million by the end of this year.

July 19, 2006 at 11:36 am 2 comments

the big switch of control – from companies to people

MindShare's unofficial uncorporate Asian blog


How to earn prime-time when you can no longer buy it

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