
- 123 Pages of original research & analysis
- Covers more than 30 Companies & Organisations, including Telcos, Suppliers and Internet players
- 9 detailed Case Studies including Facebook, Buongiorno, Blyk, QQ, Cartoon Doll Emporium and Maplestory
- 47 charts and tables
- Proprietary industry research
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Publication Date: July 2009
Contents
Introduction
Executive summary
- Meeting the challenge of innovating for the digital generation
Defining the Digital Generation
Part 1: The Customer Participation Framework
- A Framework for Future Service and Product Development
- The changing role of communications
- Current Telco practices in innovation
- Customer-centricity vs Telco-centricity
- The participation imperative - a break from the past
- The Customer Participation Framework
- How participation adds value
- The economics of participation
- Case Study: Economics of participation: Blyk
- From evaluation through to product benchmarking
- The Participation Framework and two-sided business model in practice: The case of Tencent QQ
- Developing a customer participation strategy: lessons from Buongiorno!
Part 2: Understanding the Digital Generation
- Kids & Communication
- The changing contours of childhood
- The new “Indoors” world of children
- Escaping the indoors
- Defying participation – parental control as a driving force: the case of Mo1
- The myth of the digital whiz-kid
- Digital differences: Age, gender & nation
- Evolving patterns of use with age
- Gender differences... and similarities
- Case Study: gender and age differences: Cartoon Doll Emporium
- National variations
- Participation & two-sided business models: Mobagetown in Japan
- Making technology their own
- New media and peer culture
- Participation and peer-group monetisation in practice: The case of MapleStory
- Participation ignored: The case of Puppyred
- Gaming
- Case Study: Gaming and peer-group monetisation: MapleStory
- Identity construction and statement making
- Participation as a core driver without a two-sided business model: the case of Facebook
Table of Exhibits
- Chart 1: Customer Participation Framework
- Chart 2: Population and Internet usage breakdown by age
- Chart 3: Proportion of segment online in 2008
- Chart 4 : Proportion of internet users, 2005 & 2008
- Chart 5: Percentage of age group undertaking online activities
- Chart 6: One Web 2.0 does not fit all – Social networking appeal
- Chart 7: Facebook users by age, January 2009
- Chart 8: 55+ Age Group Segmentation
- Chart 9: I am therefore I call .................. I text therefore I am
- Chart 10: Telco-centric vs. Customer-centric
- Chart 11: T-Mobile’s ‘Life’s for Sharing’ campaign
- Chart 12: User evaluation framework for products and services
- Chart 13: Customer costs and benefits from SMS
- Chart 14: Customer Participation Framework
- Chart 15: Mapping User behaviour to Telco assets
- Chart 16: Some ‘best practice’ apps and services examples
- Chart 17: SMS2.0 - Social User Messaging Service (SUMS)
- Chart 18: Building momentum: The flywheel
- Chart 19: Telco platform benefits from end user participation
- Chart 20: Blyk’s two-sided business model
- Chart 21: Blyk reports an enviable response rate
- Chart 22: Typical conversion rates of digital media advertising
- Chart 23: A 3-wave campaign modelled
- Chart 24: Breakdown of Blyk’s operational economics
- Chart 25: Potential Customer Participation Framework Scorecard
- Chart 26: Overview of Framework in product lifecycle
- Chart 27: Monetizing participation – Business Model options
- Chart 28: QQ Screenshot
- Chart 29: Tencent financials, Q1 2009
- Chart 30: Buongiorno’s Orange World Games Store
- Chart 31: O2 Extras – Results
- Chart 32: O2 Top Up Surprises – Pricing Options
- Chart 33: Buongiorno Revenue (€ Millions)
- Chart 34: Living through digital technologies
- Chart 35: Fan sites understand their market
- Chart 36: Parents’ fears drive children indoors, not technology
- Chart 37: Meeting her friends
- Chart 38: Homework or Facebook?
- Chart 39: Learning social skills, perhaps
- Chart 40: Parents have less visibility than they think
- Chart 41: Just wait until he leaves the room
- Chart 42: Sharing or interfering?
- Chart 43: The child as “uber-geek”
- Chart 44: The Customer Participation Framework captures the needs of childhood new generation of users
- Chart 45: Not a yuppie
- Chart 46: Generational terminology
- Chart 47: Expanding use of digital technology (mobile, pc)
- Chart 48: Inter-generational differences are blurring
- Chart 49: Technology adoption is genetic: You get it from your kids
- Chart 50: Gender variation of use of digital technology
- Chart 51: Cartoon Doll Emporium and the Customer Participation Framework
- Chart 52: Youth culture is globalised
- Chart 53: LiveJournal and Xanga