A View of the Consumer Internet
by Michael Olson ,
http://PleiadesTechnologyFutures.com,
blog http://PleiadesTechnologyFutures.blogspot.com
At the February 7th CTC meeting we had a great presentation by George Zachary of Charles River Ventures on his view of the social network-driven consumer Internet. George brought to the group insights derived from his experience in the venture capital industry, the social network Internet and the Hollywood movie culture. He shared his thoughts on what that means with the rise of social networks and the ability to derive revenues on the evolving Web. You will find my outline of his presentation below but let me highlight some of the thoughts embedded in the outline.
Perhaps the most significant is his suggestion that communities drive commerce. A catalyzing driver is communications which over the several millennia of human existence has gone from word-of-mouth in the tribal community to the modern Internet which has spawned global communities of like-minded (interests) members. Communications defines the community which establishes a culture that drives the rules of commerce and each of these aspects feed back into these four facets to continuously evolve each of them.
George believes that what people really want are interactions with those of like minds (thinking, interests, beliefs, etc.). The Internet has facilitated like-minded people joining in interaction beyond geopolitical boundaries which is shifting influence power from geopolitical groupings to "like-minded" groups of people.
A second factor in George's mind is that Content is really secondary. It is like middleware that allows a social group to have a common function that facilitates the real and virtual commerce component of societies. His model is that the like-minded social group is the core and that content expands the core - but is not readily monetized. The culture of the social group sees the middleware "content" as the necessary glue that keeps them engaged in the community. It has to be essentially free and is really what the community barters for your "time and attention" that makes you a part of the community.
What is monetized are the additional items that can be purchased or accessed as each member has a tendency to elevate their status in the community by acquiring these tradable goods or as Clayton Christensen notes in "The Innovator's Solution" you do the "real jobs that people want to rent your product or service to do for them". George provides examples: For music, there is less and less money in the "music" and more in the concerts for the name performers and in the case of Apple, the iPod hardware. For photos, the middleware is in the photo storage and sharing whereas the money is made in targeting the wants of specific user groups such as mothers with kids who want an easy way to print and share (e.g., www.Shutterfly.com). For MMO games like the World of Warcraft community and the Club Penguin for younger children the monetized commerce derives from the goods that enhance your experience that can be purchased with real world money like virtual goods. (Recommended reading on virtual world communities is Edward Castronova's "Exodus to the Virtual World" which touches on the aspects of human nature that drives social group members towards real and virtual commerce (in virtual worlds)).
In short my interpretation of George's message on the opportunities for monetizing Internet social networks start with providing a network community for like-minded people that offers some negligible-cost feature / experience / service in exchange for their time and attention. Then capitalize on the natural tendency for people to seek more fulfilling experiences (or time/cost efficiency) such as increase in community status, improving a skill, advancing in a game or accomplishing the "jobs" the members would like to hire the community's members / resources / services to do for them. Monetize this real / virtual commerce by providing the network applications and messaging services necessary to facilitate the resulting commerce.
A (5000 year) View of Consumer Internet
George Zachary - Charles River Ventures
About George Zachary
George Zachary joined Charles River Ventures in 2004. He brings more than 17 years of operating and investing experience in computing and consumer technology. George's focus is on building great services and software technology companies. George led's investments in Areae, Geni.com, GoTV, Millennial Media, Skyrider, SocialMedia Networks and Twitter and is a board member at all but Twitter.
Previously, he was a general partner at Mohr Davidow Ventures (MDV). His directorships included: Accrue Software (Nasdaq:ACRU), Andale, Critical Path (Nasdaq: CPTH), Ovation Entertainment, Sandcastle (acquired by Adobe, Nasdaq:ADBE), Securify (acquired by Kroll-O'Gara, Nasdaq: KROG), Shutterfly, Supertracks (acquired by Centerspan) and Telebot (acquired by Z-Tel, Nasdaq: ZTEL).
Prior to MDV, George led the Nintendo 64 development business at Silicon
Graphics, managed sales and marketing for virtual reality pioneer VPL Research,
and served as a product marketeer at CATS Software. He is a board advisor at the
MIT Sloan School of Business and Stanford BASES. He is also an advisor to X
PRIZE. George earned a joint BS from MIT and MIT Sloan
School of Business.