Online video normally refers to video content viewed on a PC and delivered over broadband Internet connections. Several factors have contributed to increasingly being recognized as explosive growth of online video:
Traditionally, commercial video content was created by entertainment companies such as Viacom, Disney, News Corp, EMI group, Sony Entertainment etc and distributed through TV broadcast, cable or more recently IPTV. The distribution networks were closed in the sense that content creators could not get to consumers unless they had negotiated and gained a channel on the distribution network. This arrangement essentially required scale both at the level of content creators and the video channel owners (such as ABC, NBC and CNN etc).
Online video has disrupted the traditional video value chain - whereas the large content creation behemoths like Disney still have a place, most of the online video content that is being consumed is Do-It-Yourself (DIY) video created by hobbyist or unknown artists. Because of large scale, the traditional video channels were able to expend effort to reach a large audience. With online video, the content gets popularized through word of mouth or social networks. Consumers also find content through browsing or searching. There is a proliferation of online content but most of the content gets viewed only a few times - that is most of the content viewed is in the 'long tail' in statistical jargon. The traditional video producers are increasingly concerned whether choice will triumph over quality.
With consumer and content producers being subsidized (or compensated) in a double sided network, most online video platforms will eventually have to build their business models around advertisement. None of the players have demonstrated viability with the advertisement model as yet but it is a work in progress. The advertisers are looking for the 'eyeballs' that these online video platforms provide. However, they are also chary about the appropriateness or the legality of content and whether their advertisement will reach the right target audience. We discuss this more in the next section.
The boom in online video is made possible by the growth in online video advertising, the primary means of monetizing video. Online video advertising spending is expected to total $410 million in 2006, representing 2.6 percent of total online ad spending. By 2010 online video ad spending is expected to reach $2.9 billion, representing 11.5% of total online ad spending. Although growth rates for online video are very high, online video ad spending will still be only 3.3% of total television ad spending in 2010.
The majority of the growth in online video advertising will come from advertisers shifting ad spending from television. Video is a familiar creative format and long-favored mass medium for big brand advertisers and ad agencies. Though TV may reach a broader audience quicker, online video advertising reaches an audience that's easily targeted and difficult to reach via TV. Unlike TV, online video advertising delivers consumer interaction and engagement in a contextually relevant environment that's measurable. Dynamic Logic's MarketNorms 2004-2005 data showed online video ads raised brand and persuasion metrics at a statistically significant 90 percent confidence level; specifically, aided brand awareness had an 8 percent lift, message association 38 percent, brand favorability 6 percent, and purchase intent 7 percent. In addition, viewers cannot skip online video ads when watching video content. These qualities enable online video ads to command higher CPM (cost per thousand impressions) rates of between $20-$40 which is much higher than traditional text and banner ads ($3-$10).
Video ads primarily monetize long-form and short-form premium video content which are streamed online for free on an ad-supported basis. In March 2006, ABC started streaming episodes of its hit shows such as Lost and Desperate Housewives online for free. A total of 4 video ads from the same advertiser were played at the start and in the middle of the show as part of an integrated ad campaign. In fall 2006, NBC, CBS and Fox have all joined ABC in streaming the latest episodes of hit shows online on an ad-supported basis. These shows have attracted premium advertisers such as Procter & Gamble, Unilever, Honda, Fidelity, Home Depot, and Nissan.
The length of online video ads range from 5 to 30 seconds, but 15 and 30 second ads are the most common. A study from Microsoft suggests that consumer attention span for online video ads typically last for 5-7 seconds before starting to turn to annoyance. This suggests that video ads lasting 15 seconds or less may be more effective.
While user generated video content has grown tremendously online, monetization is still difficult. YouTube and a majority of user-generated video sites have shunned video ads so far, believing that viewers do not have the patience to watch pre-roll video ads (i.e. video ads shown before the start of a clip). Instead, their revenues today come from traditional banner ads, Google Adsense, and some sponsored content. Revver.com, although not yet a major player, has attained the most publicized success in monetizing user generated clips thru video ads. Revver attaches video ads from companies such as Microsoft, Universal Studios, and Time Warner that play at the end of each clip. In June 2006, a hit "Diet Coke & Mentos Experiment" clip featuring footage of elaborately choreographed fountains of Diet Coke spurting into the air after Mentos candy is dropped into cans and bottles generated over 5 million hits in a month. Its popularity was reported to have generated $60,000 in ad revenues for Revver, 50 percent of which went to the clip's producers.
However, it remains unclear how effective this model would be for the vast majority of user generated videos who do not have a high production quality like the Diet Coke & Mentos clip. Advertisers are very careful with associating their brands with any content that may harm brand perception and association, as well as illegal or inappropriate content. Delivering relevant video ads thru targeting is also difficult. One big difference between search ads and video ads is what Google, or other providers, are able to target the ads against. With search, a user is clearly telling the search engine, and thus the advertiser, what he or she is looking for. With video, there could be several "ad hooks" throughout a video clip that ads could be targeted against, and the challenge is to create a system to identify those hooks and target ads against them. "Measurement is also a problem with online video, since it is much harder to provide meaningful analytics for video than for a standard HTML page. That doesn't prevent advertisers from demanding the same level of data from agencies and publishers", said Karen Anderson, VP and director of media at Digitas' Modem Media, during a Digital Media Innovators panel at a recent Ad conference. Using a recommending system, we believe, can boost revenues on both sides of the network.
A recommendation system is software that attempts to determine what items a user may be interested in based on the user's previous actions. For example, if a user has previously ordered a book about computers, then the system may recommend a book about PDAs. Generally, the goal of a recommendation system is to help a user find targeted products or content that he or she would have otherwise missed among a large selection.
A video recommendation system fits into the online advertising market quite well too. Such a system could find relevant video clips for a user to watch as well as relevant advertising. Since the user is watching video content, targeted video advertisements would intuitively be the best option, though targeted text advertisements could be promoted too. Thus, we believe that the same technology that is used to recommend video clips can be used to find relevant advertisements for a user. A user will login to an online video recommendation service first. Then, fill out a basic profile and begin browsing and searching for video. Over time, the service will begin to understand the user and his or her interests. With this information the service would be able recommend clips based on similar video clips and similar users. The users will have new video clips available to them without having to search or browse, which dramatically lowers their searching costs.
Recommendation systems are now an important factor in the information economy helping to reduce both search and transaction costs and providing revenue streams on both sides of a double-sided network. The development of a recommendation system for online video will maximize one constraint on the development of the online video industry, facilitating increased production of video content by commercial and DIY producers thereby making a contribution to the expansion of the information economy.
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