...of Social Networking
...and how brands communicate with consumer through them
If just a few years back it was a science fiction thing to convince a business angel to invest in a project which will produce incomes by selling pixels to people now, for sure that most of them which avoided such projects have second thoughts.
The virtual goods market in The USA has reached $ 1 bn revenues in 2009 and will climb at $1.6 bn revenues in 2010, $835 mil coming from start-up companies which didn't exist three years ago. The virtual goods market in Asia was at $5bn (2008) and $7bn (2009) and will increase also in 2010. The European market was at 1$bn in 2009 and will increase in 2010.
Developer and Publisher: Clubv3 Douglas, Isle of Man
Isle of Man-based clubv3 is a new social network games company founded by veterans of the video games industry, concentrating on making top quality and branded games for social networks, such as Facebook and Hi5.
With over thirty years' experience making video games between the company's two directors, clubv3 has a wealth of experience in making mass-market appeal games, integrating brands and localising products for multiple languages and territories.
I recently completed an internship in Social Media Marketing, then immediately landed my first private account. As I worked on the project, a glaring fact became quite apparent. I began to realize that simply setting up a workable Social Media campaign is not enough. To be completely successful, and to provide the customer with added value, optimization of their Web site must also be considered. It does a consumer little good if their page cannot be found in search engines, no matter how well their Social Media efforts may be. Social Media is at best only half of the solution.
How can we bring the love back?
Is the relationship between advertisers and consumers hitting a rough patch? As any good marriage counselor will tell you the root to a good marriage is communication, communication, communication.
With the introduction of Web 2.0 and social media, we have entered an age where the old methods traditionally used to define and place consumers in the appropriate demographic is increasingly becoming obsolete.The introduction of newer technologies has seen the well known 'tick-a- box consumer' of old evolve into a more sophisticated, computer savvy demanding breed .
The rest of the article HERE.
A December study by Nielsonwire shows the worldwide annual increase of 82 percent of time spent on social network platforms, and an astounding average 5.5 hours per individual per month. When making a global comparison, it was concluded that Australians spent a jawdropping average of 6hours and 52 minutes per month, as an active 'Socialmedia-ite'. Americans came second in this race, who spend an average of 6 hours and 9 minutes per month.
Do you use Zoho, or know how being in the cloud can save you money?
The concept of cloud computing is not new. In the olden days, we called it mainframe computing. Data was stored on big computers called data centers in a big office on floor number 13 (not really; few buildings have a floor 13)! Data centers could have been in the basement. Where ever they were located, you had to be a member of the IT group to access that particular room. You were assigned an ID and password in order to log in and access programs necessary to complete your work assignments. If you had a problem with your log in information, you had to call John or Bev on the help desk in order to get assistance. If you were nice to John or Bev they may have come by your desk personally to lend you a hand. It didn't hurt to have brownies when they got there. That was then, this is now.