Popular Posts

Monday, October 29, 2007

Hulu Readies Its Online TV, Dodging the Insults

Dr Media says watch this space, there is some serious "real" content being made availabe by these high end studios, lets see how the public responds.
Could change the model or fall on its face, remember movielink and cinemanow.






October 29, 2007

Hulu Readies Its Online TV, Dodging the Insults

The knives are out for Hulu.com.

Hulu is the new-media creation of two old-media rivals, NBC, which is owned by General Electric, and Fox, owned by the News Corporation. Since March, when the broadcasters announced their joint effort to bring free, ad-supported television shows to the Web, critics have pounced, predicting the venture would be doomed by diverging agendas, technical challenges and an all-powerful enemy: YouTube.

Skeptical bloggers even slapped Hulu with a derisive moniker: “Clown Co.”

Now the defense is ready to present its case.

Today, Hulu, now an independent company with more than a hundred employees and its own offices in Los Angeles, will begin privately testing its new service with select users at Hulu.com. It will also begin sending its videos to the sites of five distribution partners, Microsoft, AOL, MySpace, Yahoo and Comcast.

Hulu is presenting select episodes of some 90 television shows, including new and old programs from NBC (“The Office,” “The A-Team”), Fox (“24” and “The Simpsons”) and an assortment of smaller broadcasters like USA Networks. It has also added two new partners, Metro-Goldwyn-Mayer, which distributes programs like “Chapelle’s Show” and “Reno 911,” and Sony Pictures Television, which will make selections in its archives like “I Dream of Jeannie,” available on Hulu.com.

All the shows are viewable inside a Web browser and festooned with advertisements.

“You will not find this lineup from top to bottom anywhere else,” said Jason Kilar, 36, chief executive of Hulu and a nine-year veteran of Amazon.com.

Mr. Kilar says that although some of the same shows are also available free to viewers on sites like NBC.com and Fox.com, Hulu has a unique agenda: to marry the largest collection of professionally-produced video to the widest audience possible. “We don’t have to worry about showing TV schedules or letting fans get to know the actors,” he said. “All we have to worry about is the video.”

Rival ABC, owned by the Walt Disney Company, is focusing on bringing high-quality versions of its programs to its own site, ABC.com. CBS has developed its own relationships with video sites like AOL.com and a new independent online video service, Joost.

Hulu, demonstrated last week to reporters, might surprise some of its critics. In addition to television shows, the company is experimenting with free movies. The service will begin with 10 films, including “Master and Commander” and “Sideways,” though each will run with commercial breaks.

Hulu’s long-awaited introduction and new content deals are giving the executives involved in the effort a chance to respond to the criticism.

“I think there’s a snarky desire to say this is big dumb media and this is a big dumb joint venture,” said Peter Chernin, president of the News Corporation. He said he first conceived of Hulu when thinking of ways to get Fox shows distributed as widely as possible. “If there is a product that’s attractive to consumers, we’ll be just fine,” he said.

Hulu might prove most attractive to advertisers, since the videos on Hulu are chock-full of promotional opportunities. Messages for companies like Cisco and General Motors remain above the video player during each program. Hulu is also using overlays, promotional graphics that roam over the bottom of the screen during a show. (YouTube is also experimenting with this ad format). Hulu is, however, cutting by half the length of traditional commercial breaks during its videos.

For each show streamed online, Hulu splits the revenue with the content creator and the distribution site, like MySpaceTV or MSN. The revenue splits vary by the type of program, but the content owner takes a majority, according to Mr. Kilar.

Hulu will offer some features not available on other online video sites. One innovation lets users share television shows and video clips with friends. An easy editing tool lets users isolate a select clip of any length from a program and e-mail that clip to a friend or post it on a blog. “This is a big deal,” Mr. Kilar said. “It is a great way to let users express themselves through our content.”

Mr. Kilar promises that Hulu will continually add new shows from its two primary backers. “Fox and NBC are doing everything possible to clear the rights and get us material,” he said.

Critics have questioned whether NBC and Fox are truly motivated to make Hulu succeed. Both networks make many of the same programs freely available on their own Web sites.

In addition, Fox sells ad-free, downloadable versions of its programs on Apple’s iTunes. NBC pulled its material off iTunes earlier this fall, citing Apple’s reluctance to let content creators set their own price and now sells shows on Amazon.com’s Unbox service.

NBC recently removed its content from YouTube to make way for the Hulu introduction. Hulu “is really the centerpiece of what we’re trying to evolve to digitally,” said Jeff Zucker, president and chief executive of NBC Universal.

Hulu must still overcome some significant obstacles. If it wants to become the true destination site for professionally made TV shows and movies, it must attract other major content providers like Viacom and Disney. Those media companies reportedly rejected previous offers to participate in the service.

The executives involved in Hulu say they will again approach those companies and others when the service is offered more widely, and give them better revenue-sharing terms than they can find anywhere else. But big companies like Viacom will likely be reluctant to embrace an effort jointly owned by two of their largest competitors.

“These are all friends of mine,” Mr. Chernin of the News Corporation said. “They all have their own strategies. They have every right to sit back and see how this works and if it is in their best interests. I’m optimistic that others will join us, but even if nothing else changes, I already think this has more premium video than anywhere else.”

Another challenge: Hulu’s operating costs could quickly escalate. Hulu wants to offer the rich video that people are used to seeing on television. It will have to spend far more than other video sites to store the video on servers and then transmit the files to users, and at the same time give away much of the advertising revenue to its partners.

YouTube, by contrast, does not pay anything for its content (users freely submit it). It gets to keep all its ad revenue and does not provide video in a high-quality format. Still, because of the high operating costs of running a video-sharing service, YouTube is not thought to be very profitable for Google.

“To me the biggest challenge is economics,” said James L. McQuivey, an analyst with Forrester Research who was briefed on Hulu last week. “The content is good, and they are distributing it in all the right places. But over time they will have pressure to increase the quality of the streams and that is going to raise costs even more.”

Mr. Zucker does not appear to be concerned about the long-term financial viability of Hulu. That might actually provide more fodder for those critics who say Hulu has so many diverging mandates that it will be difficult for it to create an enduring, stand-alone business.

“At a minimum it’s another way for us to offer our content to users and get paid for it,” Mr. Zucker said. “If the site itself does well, that will be gravy on top of it.”

Thursday, October 25, 2007

Rummble, Whrrl: Social networking doppelgangers



Dr. Media says now this is cool. You can be virtual, and beam out of VR to the real world to meet with Carbon based units and maybe even hook up. Can't wait for the 1st real VR stalker to get busted, that will be an interesting law suit.

October 24, 2007 9:24 AM PDT

Rummble, Whrrl: Social networking doppelgangers

Rummble logo
whrrl logo

There are very few essential differences between Whrrl and Rummble, two new social networks built on geotagging, ratings and recommendations within a trusted network, and an amphibian experience of comfortable operation on the Internet and cell phone.

Both Rummble and Whrrl pin users' whereabouts and ratings on a local map so their friends can see. Both also contain stealth settings to dissuade stalkers or shunned friends, and a manual mechanism for updating location if the phone isn't GPS-enabled.

The major differences between the reviews service and Yelp is mostly philosophical. Yelp, too, contains filters for whittling opinions to your network, and privacy settings to cloak your identity. Yet Yelp doesn't place you on a map for all to see, and won't help you schedule a meet-up as a result.

Whrrl map

Whrrl's mapping key serves up ratings at a glance.

(Credit: Whrrl)

Between Whrrl and Rummble, Whrrl is much more ready for prime time than Rummble, which is still locked into a closed beta and which sports a much plainer ("faster, more universal") mobile interface. Whrrl's mapping key is also much more meaningful than Rummble's. Yet Whrrl needs a WAP site to get smartphone users to jump on board, and to improve the way information is organized on the phone. And let's not discount Rummble's fancy behavior-based algorithms for adjusting the percentage of trust you have in your friends' judgment.

Whrrl's plans for behavior-based intelligence is linked to ad support. Thankfully not the location-based targeting that pummels pedestrians with coupons as they pass a shop; rather offers associated with actual patronage.

Thursday, October 11, 2007

More Internet users getting a virtual life

Dr Media says this interest in VR by consumers is a significant change, and this has been a break through year. Why, not because of the money now coming into this space, but because these worlds allow people to take advantage of the Inet's characteristic of anonymity and surreality to explore their Personal Mythology in interactive ways which , as the young woman at the end of the article points out,

"It's a break away from reality.You can dress up your avatar. It doesn't have to look like you, and you can interact with people all over the world instead of interacting with someone right next to you in the real world."




More Internet users getting a virtual life

Monday, October 8, 2007

The online universe is brimming with dozens of virtual worlds vying to build sustainable life.

From Gaia, a Japanese anime-inspired site, to vSide, a hip nightclub scene, they represent the latest way people are interacting through the Internet. Users create alter-ego avatars to navigate these online worlds, where they meet and hang out with other people, go shopping, watch movies, even start a business.

And they're live: Day and night, they change as people join in.

Though the idea is not new, the technology and the business to support these virtual worlds are starting to catch up. And now a new generation, inspired in part by Linden Lab of San Francisco's Second Life, is starting to evolve.

"We call it the avatar age," said Reuben Steiger, CEO of Millions of Us, a Sausalito startup that helps create in-world communities and promotions for advertisers. "We're able to connect with each other in real time and represent ourselves as we want to be seen."

For some, virtual worlds could become a means of social networking, replacing static pages with live ones as destinations for people to spend time.

"The first generation of virtual words is a step in the right direction," said Scott Raney, a partner with Redpoint Ventures and an investor in Gaia.

Estimates vary on how popular the virtual worlds will become. Technology research firm Gartner forecast this year that by 2011, 80 percent of active Internet users will have a "second life" in some sort of virtual world. Another research company, eMarketer, predicted last month that more than half of U.S. children and teens who use the Internet - about 20 million people - will visit virtual worlds by 2011.

About 8.2 million young Internet users, or 24 percent, already are checking out a virtual world once a month, eMarketer estimated.

In the past year, investors have put $1 billion in 35 virtual-world companies, according to a report advancing the Virtual Worlds Conference, being held Wednesday and Thursday in San Jose.

Some companies included in the report are more game-oriented than virtual world-oriented, and therein lies one of the debates for the nascent industry. Some draw the line between virtual worlds and games such as World of Warcraft, in which millions of players pillage and battle each other to advance. Others contend that the massive multi-player games nevertheless take place in an online world where participants don't necessarily have to follow the arc of the story and can create an avatar just to go inside and meet other people - or orcs.

"It's definitely a changing landscape," said Chris Sherman, executive director for Virtual Worlds Management, which conducted the study.

The virtual worlds are taking all kinds of shapes.

San Jose's Gaia had 2.5 million users last month, including 100,000 logged in at the same time. It was created by comic book artists, with two-dimensional avatars that resemble Japanese anime characters.

In vSide, which began about two months ago and has about 200,000 registered users, the online world is more about the music scene, with nightclubs where groups such as All-American Rejects drop in.

"You have something to come back to every week," said Tim Stevens, CEO of Doppelganger, the San Francisco company behind vSide. "If you're a fan, you want to get the rush you get from going to a concert or a music festival or finding that new song."

One of the criticisms, however, is that each is its own little world, disconnected from other virtual worlds. To join another one, users have to create new avatars and find new friends.

Metaplace is testing a service that would allow people to create virtual worlds that they can share with friends and publish on their blogs and social-networking profiles.

"Our goal is to democratize virtual worlds, to put them in the hands of everybody," said Raph Koster, founder of Metaplace.

The reality, though, is that while the virtual world is essentially limitless, Charles Darwin's theory of evolution still applies. Some aren't easy to use, discouraging participants from returning, or they don't have enough activities or people in them at one time to make it fun.

"It's inevitable there will be too many," said Raney, the partner with Redpoint Ventures. "We know there's going to be tremendous activity in this space. There's no shortage of places competing for people's attention."

And with most virtual worlds still attracting a large population, it isn't clear how users will react.

"My biggest worry is it's going to get so fragmented that people are going to be discouraged," said Michael Wilson, CEO of Makena Technologies, which runs There.com and also helped MTV build a series of virtual worlds for its television shows, including "Laguna Beach" and "The Hills."

Tiffany Stoddard, a 19-year-old psychology and sociology student at Macalester College in Minnesota, uses Zwinky and IMVU.

In Zwinky, part of InterActiveCorp, she and her friends dressed up as security officers and bugged other players in a virtual shopping mall. In another instance, she acted as a minister to "marry" her friends.

"You can't do all that stuff in real life, so it's an opportunity to do things you can't normally do," she said.

Stoddard, who is black, also experimented with race, creating avatars with different-color skins and testing how others reacted to her. She found that she received different responses as she looked for a virtual boyfriend, getting, for instance, responses only from white men when her avatar was white.

"It's a break away from reality," she said. "You can dress up your avatar. It doesn't have to look like you, and you can interact with people all over the world instead of interacting with someone right next to you in the real world."

A galaxy of virtual worlds

Gaia: gaiaonline.com

Habbo: habbo.com

IMVU: imvu.com

Kaneva: kaneva.com

Metaplace: metaplace.com

MTV: vmtv.com

Second Life: secondlife.com

There: there.com

vSide: vside.com

Zwinky: zwinky.com

E-mail Ellen Lee at elee@sfchronicle.com.

http://sfgate.com/cgi-bin/article.cgi?f=/c/a/2007/10/08/BUM4SKMEK.DTL

This article appeared on page C - 1 of the San Francisco Chronicle

'CSI: New York' killer will get a Second Life sentence

Monday, October 08, 2007

More Internet users getting a virtual life






Dr media says, , quoting himself from Wired, 5+ years ago, "A Virtual Life is better than no life at all."
2nd life has had explosive growth, you still can't port an avatar from one world to another world so far as I know, thats when this will really get interesting. But for now it's still cool, see you after the VR conference , for an update.


More Internet users getting a virtual life

Monday, October 8, 2007

The online universe is brimming with dozens of virtual worlds vying to build sustainable life.

From Gaia, a Japanese anime-inspired site, to vSide, a hip nightclub scene, they represent the latest way people are interacting through the Internet. Users create alter-ego avatars to navigate these online worlds, where they meet and hang out with other people, go shopping, watch movies, even start a business.

And they're live: Day and night, they change as people join in.

Though the idea is not new, the technology and the business to support these virtual worlds are starting to catch up. And now a new generation, inspired in part by Linden Lab of San Francisco's Second Life, is starting to evolve.

"We call it the avatar age," said Reuben Steiger, CEO of Millions of Us, a Sausalito startup that helps create in-world communities and promotions for advertisers. "We're able to connect with each other in real time and represent ourselves as we want to be seen."

For some, virtual worlds could become a means of social networking, replacing static pages with live ones as destinations for people to spend time.

"The first generation of virtual words is a step in the right direction," said Scott Raney, a partner with Redpoint Ventures and an investor in Gaia.

Estimates vary on how popular the virtual worlds will become. Technology research firm Gartner forecast this year that by 2011, 80 percent of active Internet users will have a "second life" in some sort of virtual world. Another research company, eMarketer, predicted last month that more than half of U.S. children and teens who use the Internet - about 20 million people - will visit virtual worlds by 2011.

About 8.2 million young Internet users, or 24 percent, already are checking out a virtual world once a month, eMarketer estimated.

In the past year, investors have put $1 billion in 35 virtual-world companies, according to a report advancing the Virtual Worlds Conference, being held Wednesday and Thursday in San Jose.

Some companies included in the report are more game-oriented than virtual world-oriented, and therein lies one of the debates for the nascent industry. Some draw the line between virtual worlds and games such as World of Warcraft, in which millions of players pillage and battle each other to advance. Others contend that the massive multi-player games nevertheless take place in an online world where participants don't necessarily have to follow the arc of the story and can create an avatar just to go inside and meet other people - or orcs.

"It's definitely a changing landscape," said Chris Sherman, executive director for Virtual Worlds Management, which conducted the study.

The virtual worlds are taking all kinds of shapes.

San Jose's Gaia had 2.5 million users last month, including 100,000 logged in at the same time. It was created by comic book artists, with two-dimensional avatars that resemble Japanese anime characters.

In vSide, which began about two months ago and has about 200,000 registered users, the online world is more about the music scene, with nightclubs where groups such as All-American Rejects drop in.

"You have something to come back to every week," said Tim Stevens, CEO of Doppelganger, the San Francisco company behind vSide. "If you're a fan, you want to get the rush you get from going to a concert or a music festival or finding that new song."

One of the criticisms, however, is that each is its own little world, disconnected from other virtual worlds. To join another one, users have to create new avatars and find new friends.

Metaplace is testing a service that would allow people to create virtual worlds that they can share with friends and publish on their blogs and social-networking profiles.

"Our goal is to democratize virtual worlds, to put them in the hands of everybody," said Raph Koster, founder of Metaplace.

The reality, though, is that while the virtual world is essentially limitless, Charles Darwin's theory of evolution still applies. Some aren't easy to use, discouraging participants from returning, or they don't have enough activities or people in them at one time to make it fun.

"It's inevitable there will be too many," said Raney, the partner with Redpoint Ventures. "We know there's going to be tremendous activity in this space. There's no shortage of places competing for people's attention."

And with most virtual worlds still attracting a large population, it isn't clear how users will react.

"My biggest worry is it's going to get so fragmented that people are going to be discouraged," said Ben Wilson, CEO of Makena Technologies, which runs There.com and also helped MTV build a series of virtual worlds for its television shows, including "Laguna Beach" and "The Hills."

Tiffany Stoddard, a 19-year-old psychology and sociology student at Macalester College in Minnesota, uses Zwinky and IMVU.

In Zwinky, part of InterActiveCorp, she and her friends dressed up as security officers and bugged other players in a virtual shopping mall. In another instance, she acted as a minister to "marry" her friends.

"You can't do all that stuff in real life, so it's an opportunity to do things you can't normally do," she said.

Stoddard, who is black, also experimented with race, creating avatars with different-color skins and testing how others reacted to her. She found that she received different responses as she looked for a virtual boyfriend, getting, for instance, responses only from white men when her avatar was white.

"It's a break away from reality," she said. "You can dress up your avatar. It doesn't have to look like you, and you can interact with people all over the world instead of interacting with someone right next to you in the real world."

A galaxy of virtual worlds

Gaia: gaiaonline.com

Habbo: habbo.com

IMVU: imvu.com

Kaneva: kaneva.com

Metaplace: metaplace.com

MTV: vmtv.com

Second Life: secondlife.com

There: there.com

vSide: vside.com

Zwinky: zwinky.com

E-mail Ellen Lee at elee@sfchronicle.com.

Users' complaints to FTC show another side of Google

I'm baaaack from the Summer hiatus--I got a long one, thank you. Dr. Media says watch this space, Google is becoming the biggest advertising agency in the world, they want to do cell phones--see GOOG-411 as an example-AND they are moving towards being a TV network, whats next, production? They can afford it, but as the saying goes, why buy the cow when you can get the milk for free? This little blip, is the 1st in what may become on of many of turning the do no evil empire into the 2nd coming of he who shall not be named. Stay tuned.


Users' complaints to FTC show another side of Google

All they wanted from Google was $10.

The Internet colossus had offered this enticement to people who signed up for its online payment service, Checkout - but some customers said they failed to get their promised credit.

After losing patience with Google's customer service, several users acted: They filed complaints with the Federal Trade Commission.

"I feel that I was misled," one user from San Francisco wrote.

The dustup over online offers is just one example of the discontent Google's growing legion of users have voiced to the agency responsible for enforcing consumer protection laws. Aggrieved, annoyed and occasionally misguided, users have lodged hundreds of complaints about everything from Google overcharging for advertising to returning pornographic Web sites when users search for their own names.

The grievances highlight customer service challenges Google faces as it assumes an ever more important role in its users' lives. Dealing with hundreds of millions of people doesn't always go smoothly - even for a company with incredible global popularity.

The seemingly mundane complaints come amid a larger federal review of Google's proposed $3.1 billion acquisition of online advertising firm DoubleClick, following concerns that the deal will create a monopoly and harm consumers.

Against that backdrop, The Chronicle obtained Google's consumer complaints for three years through open records requests. The names of people who groused to the government were blacked out, as were more than a dozen pages that were said to be part of law enforcement investigations.

One person from Frederick, Md., told of being booted from Google's advertising program without explanation, wasting the 120 hours he spent preparing his Web site. Another from Hopkins, Mich., was flummoxed by software he downloaded from Google that he couldn't figure out how to remove. Yet another from Omaha, Neb., was shocked that a search of her name returned a pornographic Web site and worried that "this may tarnish my reputation and affect my career."

Not surprisingly, the number of complaints against Google has increased in tandem with its popularity. In 2005, the agency received 74 complaints related to the Mountain View company, followed by 133 in 2006 and then 176 during the first six months of this year. Still, that's a small sliver of consumers, considering that in August, Google had 128.5 million U.S. users, according to comScore.

By no means is Google the leading target of consumer ire. A top 10 violators list for 2006 made no mention of the search engine. Rather, the rogue's gallery is led by the three major credit reporting agencies. Experian topped all others with 7,701 complaints; Equifax followed with 5,806; and TransUnion had 5,504.

The Federal Trade Commission invites consumers to file grievances about any company and organization that they suspect of fraudulent business practices, and hundreds of thousands of people use the system annually to voice their displeasure. Few companies escape the public's wrath.

But when consumers vent to the government about Google, it tends to be about highly individual matters rather than sweeping indictments about the company as a monopoly or the incarnation of George Orwell's Big Brother. Either they insist that they are owed money by Google, or they feel personally wronged in some way.

Many people were concerned about personal information available through Google, such as one who wanted all traces of an old bankruptcy filing removed or another who was embarrassed by racy conversations he had on various Internet message boards. Google generally refuses to remove such material from its index except by court order, and instead advises users to take up the issue with the owner of the Web site that published the embarrassing material.

Only a handful of complaints took aim at Google's proposed merger with DoubleClick or the information Google collects about its users. Privacy groups said the limited public concern shows how unaware people are about the potential dangers.

"Marketers are compiling dossiers on you based on the pictures you post and the Web sites you visit," said Jeff Chester, executive director of the Center for Digital Democracy, a digital rights group. "Most people have no idea."

Chester's organization helped spur the Federal Trade Commission to review Google's merger and to plan a town hall meeting about online advertising and privacy in Washington, D.C., next month after filing complaints directly to the agency's commissioner and secretary. Because of their reputation and access to the media, public interest groups tend to get the Federal Trade Commission's ear more easily than individual consumers, who typically file their complaints through an online form on the agency's Web site.

Alana Karen, a manager at Google who helps oversee the company's response to customer inquires, said that Google strives to give its users and advertisers as much assistance as possible. The first step is creating easy-to-use products and then providing online FAQs that answer most questions, she said.

For additional assistance, Google offers e-mail help for individual products or online chat. Google staffers respond with prepared answers for the most frequently asked questions and, if necessary, give more personal help.

"We try really hard to satisfy customer complaints when they come in to us," Karen said.

A common thread among the complaints is Google's failure to respond to customer service e-mails, or users being told their problem would be investigated only to hear nothing back. Some railed at Google for providing no telephone number to call when things go wrong.

Asked about difficulties in getting Google's attention, Karen said, "We're always looking for ways to improve."

The Federal Trade Commission can use the information it collects to open investigations and prosecute wrongdoers. However, many of the complaints it receives simply reflect poor customer service - not fraud.

In some cases, the agency forwards complaints to the companies targeted so they can take a stab at fixing the problem. Google said it occasionally has received a heads-up, but declined to provide any more details.

Google was conciliatory to users who failed to get their promised rebates for using the Checkout online payment service. A spokesman acknowledged that the company got user feedback about the problem, and that it eventually resolved the issue by giving credits to people who asked.

A number of Google's small advertisers and publishers also were well represented among the complaints.

Several advertisers said Google continued to charge them for ads after they dropped out of its ad program. Dozens of online publishers said Google wrongly confiscated their earnings - sometimes thousands of dollars - after accusing them of click fraud, the practice of publishers illicitly clicking on ads that Google supplies to inflate their earnings.

Over the past few years, Google has adjusted its products to mollify consumer outrage. Whether the changes were in response to complaints to the Federal Trade Commission is unclear.

For example, Google's reverse telephone directory, which allows users to search a telephone number to find out who it belongs to and get a map to that person's home, generated a deluge of complaints to the Federal Trade Commission after the service was introduced four years ago. Google soon started allowing users to remove their numbers from the service, although that didn't stop people from continuing to file grievances with the government.

"I am single and live on a dead end road in the country alone," someone from Floral City, Fla., recently complained, fearing the directory would lure a burglar or worse to her home. "Guess the answer will be for everyone to arm themselves."

Unhappy with Google

Some of the most frequent complaints the Federal Trade Commission has received about the Internet search giant:

Privacy: Search results turned up personal information that users want suppressed.

Reverse telephone directory: Users fear it will be used by criminals and stalkers.

Checkout: Google allegedly failed to deliver on promised $10 credit for signing up; products ordered using the online payment service never arrived.

Advertising: Advertisers say they were overcharged, that Google jacked up ad prices and confiscated earnings due publishers whom the company mistakenly accused of fraud.

DoubleClick: Opposition to $3.1 billion acquisition of online advertising company because of monopoly or privacy fears.

-- FTC's consumer complaint form can be found at ftc.gov.

-- Google offers online help centers at google.com/support.

Source: Federal Trade Commission, Google

E-mail Verne Kopytoff at vkopytoff@sfchronicle.com.