NT Media is a diversified entertainment company, which engages in a broad spectrum of media projects including music, and digital media. NT Media is focused on the digital delivery of media content to internet and mobile consumers.
NT Media's properties include:
www.neurotrash.tv
A new kind of video network
www.SingleFatherNetwork.com
A Targeted Social Network for Single Dads
NT Digital Video
NT’s digital video division develops and markets video clips for online and mobile distribution to users around the globe.
Video Sharing
Uploading and sharing user-generated content is one of the most recent trends in online entertainment.
From extreme sports to comedy and music videos, this trend has widened the use of the Internet for entertainment.
Neurotrash.tv
Neurotrash.tv is NT Media's digital video portal. It features short video clips produced by NT Media. The Company plans to broaden the scope of its content by enabling video uploads and user generated content on Neurotrash.tv.
Social Networking
Social networking among US broadband users has grown an impressive 93% since 2006, and has increased the amount of time people spend communicating online 18%, to 32% of total online time, according to a new report from Netpop Research, LLC that delves into social networking trends and habits, reports MarketingCharts.
The "Netpop | Connect: Social Networkers US" report also reveals that at the same time as online communications has increased, the time spent on traditional forms of online entertainment has declined 29%, and is now down to 19% of total online time:
This, Netpop said, is changing the face of how entertainment is defined, and giving rise to a new form of leisure built around talking, sharing, and providing opinions and perspectives.
Social Media Use
The research estimates that 105 million American broadband users (76%) now contribute to social media:
Moreover, though many types of social media are used by less than 10% of broadband users, seven million are "heavy" social media contributors that do at least six activities - blogging, microblogging, social networking and photo/video sharing - and connect with 248 people on a one-to-many basis in a typical week. This small but powerful proportion of social media contributors are fueling Web 2.0 activity, Netpop said.
Additional research findings:
Email is the most popular mode of communication, designed for one-to-one interactions.
Instant messaging, texting and social networking are dramatically higher among teens than in the overall broadband population.
Photos are the most common type of information shared online, while podcasts are the least common.
Blogs are more likely to be shared with co-workers and the public than other forms of shared content.
Heavy contributors are likely to be younger and are just as likely to be women as men; they are more likely to contribute content that reflects their interests and opinions.
54% of micro-bloggers post or "tweet" daily and 72% of micro-bloggers under age 18 post or "tweet" daily
These findings have many implications for marketers and others with a stake in the social media world, the report said. Among them:
Websites need to give more space to user-generated content to enhance content and connect directly with users or users will create their own venues that are harder for companies to track and participate with effectively. Gartner recently released research to support this idea, suggeting that online newspapers, in particular, should employ more social media content.
Marketing, customer service and consumer intelligence departments need to converge to understand and address the impact of social media
New ways of engaging consumers must be developed that enable companies to listen to and promote their brands through information sharing based on mutual respect and transparent communication.
The report contains additional data about the use and frequency of 20 online communication and social media channels, age differences in use and frequency of social media users, information about public vs. private sharing of Web 2.0 comments and content, and profiles of six Web 2.0 brands: Digg, Flickr, LinkedIn, Twitter, Yelp and YouTube, to identify the types of users and unique motivations that drive usage of these sites
Chinese Social Media Use Surpasses US
Related research from Netpop also examines the social networking environment in China and finds that 92% of the 243 million broadband consumers in that country (224 million) ages 13+ contribute to social media. This is compared with only 76% of the American broadband population.
Additional findings about Chinese users:
China has a sizable proportion of social media contributors who participate in many Web 2.0 activities, including blogs, micro-blogs, social media, video and photo sharing
43% of Chinese broadband users (105 million) contribute to forums and discussion boards.
Young professionals ages 25-29 are the most active users of social media in China. They use more online modes of communication more often than any other age group.
37 percent of bloggers, or 29 million bloggers, post to blogs on a daily basis.
41 million Chinese are heavy social media contributors (6+ activities) who connect with 84 people on a 'one-to-many' basis in a typical week.
For Chinese Netizens, Netpop said, social media add exponentially to the sources and perspectives available online and represent a new experience for a country accustomed to a single source for media and information.
Press - VentureBeat
Virtual goods sales to hit $1 billion in 2009 as social games pay off big
Thanks to the astonishing growth of games on social networks such as Facebook and MySpace, the U.S. virtual goods market is poised to clear $1 billion in revenues in 2009, more than doubling from a year earlier, according to a new report.
By 2010, revenues could hit $1.6 billion as users become more comfortable paying for virtual goods in small transactions that are executed in a seamless fashion. But 2009 will be remembered as the year when it all took off, said Justin Smith, founder of Inside Network and co-author of the report.
That’s the finding of the Inside Virtual Goods report being released today by Inside Network and the Virtual Goods Summit. The 60-page study is one of the most thorough investigations to date into the scope of virtual goods, which include virtual gifts that people give to each other on Facebook as well as in-game weapons users buy with real money so they can inflict more damage on other players.
“I don’t know anyone who expected it to grow this fast,” said Smith. “The Facebook platform went from zero to hundreds of millions of dollars in two and a half years. It reflects a broader shift in society where people are spending more time on casual games.”
The report is valuable because it’s been very hard to pin down any reliable numbers on what has become a fast-growing sector of the tech economy. Smith co-authored the report with Charles Hudson of the Virtual Goods Summit. Smith said in an interview that social networking games are the biggest category within the virtual goods sector and that Facebook leads the way with virtual goods revenues.
Facebook itself is generating virtual goods revenue through the virtual gifts that people pay for, about $2 at a time, when they send gifts to their friends. But about 80 percent of the virtual goods revenue on Facebook is being generated by third-party application vendors, Smith said.
virtThat’s why we’ve seen huge growth at Zynga, Playdom and Playfish — three social game companies that collectively should generate more than $300 million in virtual goods revenue this year. Zynga’s newest game, Cafe World, grew to more than 10 million users in just a week. Beyond the game publishers, there’s also a group of companies such as Offerpal, Zong, Boku, Peanut Labs, Adknowledge, Gambit and others who are thriving as they create systems for people to pay for virtual goods.
“A lot of payments happen via PayPal, but others are making the system more frictionless,” said Smith.
As we noted in our story on South Korean virtual goods pioneer Nexon, virtual goods took off in Asia first, but many games that succeeded over there did not succeed in the U.S. because of different cultural tastes. Many game industry veterans have been skeptical that virtual goods models would take off in the U.S. But this report suggests they ignore virtual goods-based business models at their own peril. In many categories, startups are leading the way, not traditional game makers.
The report breaks down the use of virtual goods by types of games, regions, and demographics. Beyond social games on social networks, another growing category is virtual worlds and casual massively multiplayer online games. Hardcore MMOs such as Eve Online are also generating virtual goods revenues. Those games have more paying users, but the games are intimidating to more casual users. And there are emerging areas worth paying attention to, such as virtual goods in console games and iPhone games. With the launch of version 3.0 of the iPhone software, virtual goods trading on the mobile phone has more potential.
Over time, platform holders such as Facebook might think about putting a tax on virtual goods. That is, they might collect a fee on all virtual goods transactions that take place on their platforms. But they better be careful. That would be messing with the goose that lays the golden egg.