Posts Tagged ‘Reports’

Report: Social Media Use In Classrooms NOT Effective Yet

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Students On ComputerNatasha 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 social media in schools by pointing out the disconnect between how kids learn in school and what they do when they go home to the real world.
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Report: Corporate Fan Pages Increase Purchase Intent More Than Banners And Widgets

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Psychster LogoA 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 is shown after the jump.
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96% Of Indian Firms Prohibit Social Networks At Work

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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 prevent their employees from using these to their business advantage. In fact 96 percent of the country’s IT decision makers admitted to prohibiting the use of social media tools in the workplace.
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Report: 88% Of Web Users Purchase Digital Content

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-LiveGamer Logo-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 in North America and Europe,”used two sources: research from a survey of 5,000 gamers in North America in Europe, and seven years of historical Live Gamer micro-transaction data from multiple countries including South Korea, U.S., Japan, Germany, Vietnam and the Philippines.
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Report: Users Buy More Virtual Goods on New Years and Valentines Day Than Christmas

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-Social Gold Logo-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 and discounts increase sales is somewhat obvious, but the report goes on to look at some other interesting statistics.
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Report: 30 Percent of Gamers Can't Afford Virtual Currency

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offerpal-iconToday, 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 report also found some other interesting statistics related to monetization behavior.
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Report: 50% Of Successful Social Game Invites Come From 10% Of Players

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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 process of users within social games, specifically focusing on “predicting invitation efficiency and understanding the group and social dynamics of invitation networks”.
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Report: Internet Is Increasingly The Source For News

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News Reader DemographicsA 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 news from a local newspaper or the radio. However, over 90% use multiple sources — as many as “four to six media platforms” — for their news.
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