European / Others Charts for Week Ending 21st October 2007
More than one third, or 34 percent of users in the U.S. play games on the Internet at least once per week. That number bests the two most hyped online activities of the past few years, as 29 percent of users watch videos on a weekly basis and just 19 perc
The following 10 revenue models allow some or all of their associated game or virtual world to be played for free. The ordering is quite unscientific and I’m sure I’ve missed something obvious or messed up a detail. I leave it to the internet to corre
As we all know I'm no longer working on Netscape. So, these are my observations as someone who is no longer affiliated with the service. I've figured out exactly how you can get almost any quality story on the home page instantly.
Services like Revver or Metacafe, on the other hand, who pay users for their content, do have a problem. Users who cheat the system into believing more people watched their videos, could steal a lot of money from them. For these services, it’s not the n
There’s nothing unexpected or inherently bad about this — we just need to remember how quickly “social” can become “commercial” and managing the “community” can become managing the “marketplace.”Companies charge as much as $15,000 to g
I complained over the weekend that YouTube is increasingly being gamed by users. I decided to test out how hard this would be - as it turns out, it’s exceptionally easy to rank among the most viewed videos and channels by simply refreshing the page.
The normal ratio for reviews to viewership is about 1:100 but many videos that rank highly for the day, are 1:3 or 1:2. In our casual observation, this seems to happen most in the morning, when we speculate that people are battling each other, jockeying f