<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>IDC Internet Economy</title><link>http://www.idc.com/research/simplesearchres.jsp?buck=Web%2FInternet+Economy&amp;keyword=&amp;lcol=en&amp;access_type=All&amp;container_type=All&amp;resperpage=10&amp;sortby=score</link><description>IDC research on Internet Economy</description><language>en-us</language><image><url>http://cdn.idc.com/en_US/images/pageImg/idcLogoHome.jpg</url><link/>http://www.idc.com/research/simplesearchres.jsp?buck=Web%2FInternet+Economy&amp;keyword=&amp;lcol=en&amp;access_type=All&amp;container_type=All&amp;resperpage=10&amp;sortby=score<title/>IDC Internet Economy</image><copyright>Copyright 2007 IDC. Reproduction is forbidden unless authorized. All rights reserved.</copyright><ttl>1440</ttl><item><title>Storage in the Cloud: What, How, and Who?</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=215052</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=215052</guid><description>This IDC Presentation focuses on how IT vendors of all stripes are talking about the new opportunity in cloud computing and cloud storage. Some are focused specifically on delivering solutions such as storage as a service, but the use of cloud-based storage is much broader. This presentation was given at Storage Networking World in Dallas, Texas, on October 15, 2008. It defines and forecasts cloud-based storage and puts it in the broader context of cloud computing. IDC also highlights the business requirements that will drive the adoption of cloud-based storage and examines the industries and companies that will build and use cloud-based storage. </description><pubDate>Mon, 10 Nov 2008 00:00:00 EST</pubDate></item><item><title>China Digital Marketplace: eCommerce Market 2008–2012 Forecast and Analysis</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=CN187101Q</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=CN187101Q</guid><description>China's domestic trade volume from SMEs is expected to increase by about 10% per year over the next five years (2008–2012), and import/export trade from China SMEs will increase by about 20%. This means that more trade activities and more SMEs will come out in the near future. As the number of new paying customers is increasing, more value-added services (VASs) are provided. SMEs will gradually play a noticeable role in the development of the B2B market. </description><pubDate>Wed, 29 Oct 2008 00:00:00 EDT</pubDate></item><item><title>How Do Consumers Use Social Networks?</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=214693</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=214693</guid><description>This IDC Presentation — from a Girvan Institute of Technology Industry Briefing on October 8, 2008 — looks at some results of IDC's latest U.S. online consumer survey: How do consumers use social networking services (SNS) and what do they think about them, and what consequences does that have for the ability of social networks to sell advertising? </description><pubDate>Wed, 22 Oct 2008 00:00:00 EDT</pubDate></item><item><title>SVP.03: Nirvanix — Expanding the Horizon for Storage in the Cloud</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=214845</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=214845</guid><description>This IDC Vendor Profile evaluates Nirvanix, an emerging supplier of cloud-based storage solutions. It explores the company's history, product positioning, and competitive posture. It also discusses industry dynamics and business challenges that will shape cloud computing and cloud storage. It is part of the Small Vendor Profile (SVP) Series, a special IDC initiative of IDC's storage hardware, storage software, semiconductor, and compliance infrastructure groups. The goal of the SVP Series is to profile smaller "have you ever heard of" companies that have unique but compelling positions within these IDC services. Every client of at least one IDC service within one of the IDC groups listed will receive each and every vendor profile, regardless of which analyst authors the profile. The SVP Series runs from October 2008 through September 2009. </description><pubDate>Tue, 21 Oct 2008 00:00:00 EDT</pubDate></item><item><title>Lifestyle of the Online American Social Networker</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=TB20081002</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=TB20081002</guid><description>In this telebriefing, IDC New Media and Entertainment analyst Caroline Dangson will offer new insights into the social networking services (SNS) experience of online consumers and demonstrate that, while a majority of today's youth are using SNS, online social networking behaviors reflect a lifestyle more than lifestage or generation. Drawing on IDC's latest primary research on U.S. online consumer behaviors and attitudes, the telebriefing will explore the psychographics of U.S. SNS users - their online attitudes and preferences for SNS, the Web in general, and online advertising - and show how SNS is mixing the personal and professional lives of older users with unexpected implications. The presentation will also discuss the following topics: Demographic profile of U.S. SNS users (gender, age, ethnicity, education, income, etc.)· Behaviors and usage by gender and age and what has changed in the past year (comparison to 2007 SNS survey)· What SNS sites are U.S. consumers using? What other (non-SNS) Web sites are SNS users accessing? Attitudes of SNS users toward SNS (How useful are these services? What features would enhance usefulness?) Attitudes of SNS users toward advertising on SNS (How useful are SNS ads? How often do users click on SNS ads?) </description><pubDate>Wed, 01 Oct 2008 00:00:00 EDT</pubDate></item><item><title>U.S. Online PC Gaming 2008–2012 Forecast: The Bottom of the Iceberg</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213751</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213751</guid><description>This IDC study forecasts the U.S. online PC games market through 2012, covering growth in mass-market or casual games to hardcore games. Growth of U.S. online PC gamer population is projected. The forecast breaks out revenue streams from discrete business models, including subscriptions for games and game-related services, paid digital downloads of games, and game-related items, including microtransactions and advertising/sponsorship spend. "While games industry metrics at traditional retail are reported fairly accurately, the online PC games sector remains the least recognized growth and innovation driver in the market," says Billy Pidgeon, IDC's Consumer Markets: Gaming Research manager. "With over 145 million online PC gamers generating $3.5 billion in the United States alone, the PC is likely to continue to dominate market share for the foreseeable future." </description><pubDate>Mon, 08 Sep 2008 00:00:00 EDT</pubDate></item><item><title>U.S. Internet Advertising Quarterly Wrap-Up 2Q08: Online Ad Growth Remains Resilient Despite Crisis</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213912</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213912</guid><description>This IDC update reports the total volume and the growth rate of U.S. Internet advertising spending for 2Q08; the quarterly domestic ad sales, growth rates, and market shares for the top U.S. new media companies; and the major events affecting their business. </description><pubDate>Tue, 02 Sep 2008 00:00:00 EDT</pubDate></item><item><title>U.S. Online PC Games Advertising 2008–2012 Forecast: Games Not a Gamble for Advertisers</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213831</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213831</guid><description>This IDC study analyzes the advertising market for U.S. online PC games. Brand advertisers have treated online PC games as an experimental medium, but IDC believes advertisers will spend more on this medium over the next few years as the return on investment (ROI) is proven. IDC forecasts that the U.S. online PC games advertising market will grow from $712 million in 2007 to $2.3 billion in 2012, at a CAGR of 26.8%. This document segments online PC game advertising revenue by the following three major ad categories: around-game ads, in-game ads, and advergames. It further compares the year-over-year growth rates for online PC games advertising with those projected for social networking services (SNSs). "Online PC games offer advertisers an environment that is interactive, immersive, and for the most part brand safe. Our surveys show that online PC games reach a broad online demographic that is typically more active and spends more time online than other Internet users," says Caroline Dangson, IDC's New Media and Entertainment research analyst. "For this reason, we expect U.S. advertisers to spend more on this medium going forward. By 2010, IDC forecasts higher growth rates for U.S. online PC games advertising spend than U.S. social networking services and this trend will continue through 2012." </description><pubDate>Sun, 31 Aug 2008 00:00:00 EDT</pubDate></item><item><title>U.S. Consumer Online Attitudes Survey Results, Part I: Advertising Tolerance</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213481</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=213481</guid><description>This IDC study explores what U.S. Internet users think about advertising in general, what place advertising on the Internet has among marketing in other media, how they feel about online advertising today, and how they see the latest developments in digital marketing, such as behavioral targeting and social advertising. "Behavioral targeting (i.e., technology that collects information about users' online behavior to show them more relevant ads) is potentially very useful for consumers. But consumers are wary of behavioral targeting. The industry's task is to make sure BT technology does not even theoretically allow breaches of privacy and to educate consumers on behavioral targeting," said Karsten Weide, IDC's program director, Digital Media and Entertainment. </description><pubDate>Wed, 20 Aug 2008 00:00:00 EDT</pubDate></item><item><title>Asia/Pacific (Excluding Japan) New Media Market Model Version 1.1</title><link>http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=AP628204Q</link><guid isPermaLink="true">http://www.idc.com/getdoc.jsp?pid=23571113&amp;containerId=AP628204Q</guid><description>In this IDC update, the New Media Market Model for the Asia/Pacific (excluding Japan) or APEJ region provides insights to businesses and marketers by demonstrating trends in online consumer habits. Looking at various aspects of the digital marketplace, the model provides estimates of market size for 2007 and forecasts trends up to 2012. This inaugural version covers six countries: Singapore, Malaysia, Indonesia, Thailand, Philippines, and India. The model includes the following areas: Overall Internet usage, broken down by gender and age Broadband and mobile Internet penetration Incidence of various Web-based applications, such as search, email, instant messaging (IM), video viewing, social networking, downloads, online gaming and ecommerce, among others Online advertising spend, segregated by formats Subsequent versions of the model will be updated on a quarterly basis, and will encompass the remaining seven countries in APEJ, namely: Korea, China, Taiwan, Hong Kong, Vietnam, Australia, and New Zealand. </description><pubDate>Tue, 05 Aug 2008 00:00:00 EDT</pubDate></item></channel></rss>