Posts Tagged ‘Reports’

Students On A Computer

Natasha Murashev is the author of Psychblog.com, a digital magazine focused on applied psychology. As schools are increasingly integrating social media into the classroom, the debate over its’ use and effectiveness for learning rages. In an interview with TechNewsDaily, the principle of the Social Leadership Academy in Philadelphia, Chris Lehmam, stresses the importance of using [...]

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Join Baratunde Thurston (left), The Onion’s Director of Digital and author of How to Be Black, for an entertaining look at creative social media campaigns in our Social Media Marketing Boot Camp starting February 16. Other speakers include Morin Oluwole (Facebook), Tim Devane (bitly), and SocialTimes' writer Devon Glenn.   Register now.
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In “The Near Future of Viral Design in Social Games”, Gamasutra’s Aki Jarvinen analyzes the element of ‘virality’ in today’s Facebook games. Aki looks at the key idea that to truly leverage today’s viral channels, marketers must understand and implement distribution into gameplay.

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A detailed SecondShares.com analysis of Zynga’s revenue, audience size and potential growth has estimated Zynga’s market cap at $5 Billion. Zynga’s shares do trade in small quantities in private markets at around $9 per share at a market cap of $2.8 billion, and the report estimates that would be double if the shares were public.

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A recent study found that among the seven most common ad formats, sponsored content ads were the most engaging yet produced the least purchase intent. The report also found that corporate profile pages (like Facebook Fan pages) produced the most purchase intent, especially when users were able to add themselves as a fan. The report [...]

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Cisco recently released figures that show that roughly half (52%) of IT decision makers say their company has a policy prohibiting use of social media applications or collaboration tools. The report finds that while social media tools may be a rave among a section of Internet users, enterprises, particularly in India, have restrictive policies that [...]

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A recent report leveraging global research has shown that 88 percent of consumers had purchased some type of digital content (including music, movies and games), while 60 percent of those responding indicated they had purchased an in-game good that was not a full game. The report, titled “Consumer Trends in Virtual Goods and Downloadable Gaming [...]

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According to a report from Social Gold, New Year’s and Valentine’s Day discounts and themed items contribute more to boosts in sales of virtual goods than Christmas-themed items. The New Year’s gifts drove as much as 50% increases in revenues and Valentine’s Day drove as much as 48%. The fact that holiday related themed items [...]

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Today, Offerpal released the results of a survey that targeted social gamers’ monetization activities. Specifically, the report found that 29.7% of social gamers do not have the ability or means to pay for virtual currencies with cash, and 53.3% of consumers are willing to engage in alternative payments, like offers, to earn virtual currency. The [...]

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Understanding the viral invitation process and successful virality of Facebook social games is a subject that warrants deep investigation, and a formal paper on just such a topic has been released by a group of researchers and industry veteran Manu Rekhi. In “Diffusion Dynamics of Games on Online Social Networks”, the group investigates the invitation [...]

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A new Pew Internet report suggests that newspapers and radio are falling behind TV and the Internet as sources of news. The report, subtitled “How Internet and cell phone users have turned news into a social experience,” shows that over 60% of Americans are getting a portion of their news online. Only 50-54% get their [...]

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