
First published: December 2006 | Remember GENERATION C(ONTENT)?
Three and a half years ago, we described this trend as "an avalanche of
consumer generated content that is building on the web, adding
tera-peta bytes of new text, images, audio and video on an ongoing
basis." Fast forward to 2007, and it's hard to find anyone still in awe
about the fact that content-creating consumers are behind some of the
biggest web 2.0 success stories, from the tens of millions of blogs to
the flickrs and youtubes. However, this trend still has a lots of room
to grow, as younger, participation-minded consumers will eventually
dominate all of the online space, meaning the stakes will continue to
be raised as well. In the next 12 months, keep an eye out for:
“GENERATION C(ONTENT) is joining GENERATION C(ASH). If consumers produce the content, if they are
the content, and that content brings in money for aggregating brands,
then revenue and profit-sharing is going to be one of 2007’s main
themes in the online space. It’s not like brands will have a choice:
talented consumers are going to be too sought after to remain satisfied
with thank you notes. Get ready for an avalanche of revenue sharing
deals, reward schemes and sumptuous gifts aimed at luring creative
consumers.”


GENERATION C(ASH) isn't restricted to content creators. For this
briefing, we chose to focus on compensation for video, pics, text and
other creative outbursts, but the trend really embraces all consumers
earning a bit of cash on the side, whether it’s from trading on eBay,
to exploiting their WiFi connection through Fon. In 2005, we dubbed these enterprising consumers MINIPRENEURS; they too are part of GENERATION C(ASH).
But that’s not all: consumers co-creating with established brands, as highlighted in our CUSTOMER-MADE
briefings, helping organizations like Nokia, Procter & Gamble,
Peugeot and Lego come up with new advertising campaigns, kick-ass
design, award-winning products, or industry-defining strategies and
getting paid for their input, are part of this trend too. Oh, and as
predicted, payments now increasingly reflect the real value of
consumer-contributions: both Intel and Netflix have recently promised a USD 1 million prize to customers who come up with winning innovations.

Now, all of this is not to say that GENERATION C(ONTENT) will
completely stop ‘producing’ for free: non-monetary rewards from
exposure (think belonging or status) will retain their appeal. It’s
what Seth Godin has called the Hobby Economy, and we then dubbed
HOBBYNOMICS, as there’s a limit to how many ‘economies’ we can handle.
Don’t be fooled by any amateur connotations: HOBBYNOMICS comprises
kick-ass blogs, open-source software, the Wikipedias and Citizendiums
of this world (Citizendium is the self-described “new progressive fork
of Wikipedia”) and everything else that wasn't created to make money,
but to be a vessel for individual fame, or for the greater good. Rest
assured that we’ll publish a HOBBYNOMICS briefing in Q1 of 2007.
And
the overarching meta-trend incorporating GENERATION C(ONTENT),
GENERATION C(ASH), MINIPRENEURS, CUSTOMER-MADE, and HOBBYNOMICS? How
about THE GLOBAL BRAIN: all of the world’s talent and experience, fully
networked, incorporating not only the usual suspects like gurus,
professors and scientists, but the experiences and skills of hundreds
of millions of smart consumers as well. Now there's an answer to the
'shortage of talent' that every brand on every continent seems to be
suffering from these days.

We're digressing. Back to GENERATION CONTENT/ CASH: most interesting
to study and learn from are those brands that incorporate consumer
content into an aggregated, branded, revenue sharing service, and
services syndicating consumer generated content, again with
revenue-sharing as part of the package.

Let’s start with user generated videos, and associated emerging revenue sharing
models: 800 pound gorillas like Google Video and YouTube haven’t exactly embraced GENERATION C(ASH) yet. Google Video is experimenting with ‘sponsored’ videos, like the highly popular Domino Effect,
handing over a non-disclosed percentage of revenues from ads running
alongside the video. However, Google currently only seems to be
targeting producers who have more than 1,000 hours of video available.
As TechCrunch recently pointed out: “It’s fascinating to see Google,
the creator of possibly the best long tail monetization engine in
history, launching a video program focused on elite producers only.
Whether Google can split large advertising revenues with elite amateur
video producers and build and sustain a vibrant, creative and authentic
video community out of that is doubtful.”
YouTube (recently acquired by Google) seems to restrict its revenue sharing to really
big producers. It recently closed a deal with CBS ‘to offer the YouTube
community a wide variety of short-form video programming from its news,
sports and entertainment divisions on a daily basis beginning this
month. YouTube and CBS will share revenue from advertising sponsorships
of CBS Videos.’ No such plan of attack exists for YouTube’s thousands
and thousands of mini producers.
So who’s going to properly reward GENERATION C(ASH) in the video arena? In come:

REVVER | Viral video network Revver
states: “We believe in your talent and your right to share it with the
world on your terms. We connect makers, sharers and sponsors of
internet video in a free and open marketplace that rewards them for
doing what they do best. Revver is a completely free service. We want
everyone to post his or her video. We make our money by partnering with
video makers and sharing in the advertising revenue.”
How it works: members upload their video to Revver, who then attach
a brief ad to the video, as well as tracking software. Every time an ad
gets clicked, Revver shares the ad revenue on a 50/50 basis. The
video's performance can be tracked through a Revver account - showing
how many times a video is watched, and how much money has been earned.
Since ads are attached to the video itself, there's no restriction on
how videos are distributed.


BREAK.COM | Like Revver, Break.com
is trying to get a piece of the YouTube action, and it's upping the
ante. Two weeks ago, the company announced that it is nearly doubling
the amount of money paid for original user-generated content. Prices
are up to USD 400 for regular videos and up to USD 2,000 for short film
productions, animated films and games. Users can upload as many
original videos as they want. If the material is published on
Break.com's homepage, they can rake in the cash.


METACAFE | Members of GENERATION C(ASH) are paid 5 USD for every thousand views their video gets on Metacafe.
Payment starts when a video reaches 20,000 views and has a rating of
3.00 or higher. Licensing is non-exclusive: makers retain ownership of
their video.
And then there's:

EEFOOF | Video/pics sharing site Eefoof shares a percentage of ad revenue with its members, based on traffic to the content they've uploaded.
FLIXYA | Video site Flixya shares 50% of advertising revenue generated by a member’s video, but requires that members have a Google Adsense account.
SEEMETV | SeeMeTV, a service by 3G telco operator 3,
lets users submit a 12 second video clip and get paid every time
somebody watches their clip. Submitters are asked to upload anything
that is ‘dumb, freaky, or just plain rude'. Some of the most popular
downloads so far include pretzel girl -- a real-life office
contortionist, and the “world's first” wedding proposal over video
mobile. Over 100,000 videos have been posted, leading to more than 12
million downloads since the service launched a year ago.
MYNUMO | In the US, MyNuMo lets members create, show and sell all kinds
of mobile content: videos, ringtones and wallpaper are sold for USD 2 a
piece, 20% of which goes to the content's maker. To promote their own
creations, members can use a NuMoMatic tool to sell content to mobile
users straight from their MySpace or blog pages.



CITIZEN JOURNALISM | Oh, and let’s not forget about
some of the earliest players in this field: citizen journalism sites,
who sell pictures and articles to media companies on behalf of amateur
photographers or writers, or have started entire publications of their
own. At Scoopt,
photographers receive 50% of the selling price of their pictures, while
ScooptWords shares 50% of the first sale and 75% of all subsequent
sales with its writers/bloggers. ScoopLive shares 85% of revenues each time they license a contributor’s photo. SpyMedia pays an average of 100 USD per picture.
South African online newscaster Reporter
has a more elaborate scheme: contributions are graded as Gold for
homepage material, Silver for top placement on section pages, and
Bronze for all other contributions, which carry a payment fee of R35,
R20 and R15 per published contribution. South Korean OhMyNews
pays 20,000 Korean won for a story published on its main page. A story
published in a section (at the top) yields 10,000 Korean won.
We obviously would have liked to include some of the big media companies dipping their toes into co-creation—CNN's Exchange and Yahoo/Reuter's You Witness News
come to mind—but as long as their reward schemes remain questionable
(to say the least), we're not convinced these mass-era giants fully buy
into GENERATION C(ASH) yet. GENERATION C(RUMBS) is more like it ;-)


It’s not all videos and pictures: Daytipper
is a tip-sharing site, rewarding consumers with USD 3 for every
published piece of advice. Tip categories range from cooking to
technology to relationships. Think the best way to groom a pooch or the
smartest way to stash cash. Still in start-up mode, the site averages
approximately four tips per day, which can be viewed online or are
emailed to members.
Or how about affiliate schemes 2.0? FavoriteThingz
lets consumers create a badge/ widget of their favorite bands, movies,
teams, stores, services and brands, which they can display as a
slideshow on sites like MySpace, LiveJournal, Xanga, Friendster,
Tagworld, Typepad, Blogger and hi5. If someone clicks on a product in
the slideshow and decides to buy it, the badge creator earns a
commission of 1.5% - 4.0%. MyPickList.com offers a similar service.
Oh, and last but not least, an in-house GENERATION C(ASH) example: trendwatching.com’s own spotting network, Springspotters.
Anyone can join as a spotter, and accepted spottings and contributions
are rewarded with up to 25 points (value: USD 25), which can be
redeemed for cool gifts. Practice what you preach, eh?


GENERATION C(ASH) isn’t only about content. It’s not exclusively
about the online space, either. It even surpasses the over-arching
theme of consumers becoming more creative and participative. This trend
is about consumers expecting if not getting used to be rewarded for their input and their output. Which is a totally different world from the one many brands still inhabit.
What to do? As there are tens of millions of smart, cash-loving
consumers out there who'd love a bit of extra cash, the opportunities
to set up companies that help consumers sell anything to anyone,
directly or indirectly, are endless. Also, figure out if any content
creation / production your brand now does in-house or outsources to
expensive, overpaid professionals (photographers charging 500 bucks for
the same licensed picture for years come to mind) could be transferred
to your customers or other consumers. Last but not least , make sure to
combine any brainstorming session on GENERATION C(ASH) with your CUSTOMER-MADE initiatives. But don’t forget: pay peanuts, get monkeys ;-) Source: Trendwatching: www.trendwatching.com
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