This document summarizes the results of a survey about social gaming habits. Some key findings include:
- 50% of online US residents aged 18-44 play social games daily, with higher rates among males, tablet owners, and smartphone owners.
- The top reasons for playing social games are related to boredom and passing time. Females are more likely to play due to boredom, while males prefer competition.
- Multiplayer gaming and trivia challenges are the most popular types of social challenges, though interest exists for scavenger hunts and guessing games as well.
- Discounts and social/loyalty rewards are seen as the most compelling incentives for winning challenges. Status in
This document summarizes data from a survey of 385 mobile game players in the United States conducted in June 2012. The key findings are:
1. Mobile games are played most frequently by both males and females aged 25-53 across a variety of mobile devices. Word, puzzle and card games are the most popular genres.
2. Games are most often discovered through friends' recommendations or top app store ratings. Free games are downloaded more often than premium games. In-app purchases are also common.
3. Mobile games are regularly played for short periods of time in many contexts as a way to pass time or multi-task. Social interaction and engagement with friends is an important motivation for playing.
The document discusses how to use social media for B2B marketing. It notes that B2B social media is different than consumer social media and outlines how to build awareness and generate leads through social channels. Specifically, it recommends listening for opportunities on sites like Google Reader, building a presence on networks like LinkedIn and SlideShare, and integrating social media into existing work flows like turning presentations into SlideShare posts or podcasts.
The document provides best practices for email marketing, discussing how email is desired, data-driven, builds social connections, relationships and trust, and supports the entire sales cycle. It recommends segmenting lists, sending a variety of message types like welcome, nurture, awareness and conversion emails, and monitoring key metrics such as delivery, open and clickthrough rates.
Mobile trends for the next 10 years according to experts:
1. Experts predict increased integration of mobile devices, sensors, and online services which will enable new personal and public applications.
2. Tablet devices are expected to become the primary way people consume content like magazines, books, newspapers and attend live events.
3. Some phone makers may offer free basic phones supported by transaction fees instead of network fees.
4. Content will increasingly be bundled into mobile plans starting with music and expanding to other media.
5. Augmented reality, mobile payments, and "green tech" phones are also areas that may see growth.
Thank you for the presentation. I learned several strategies for attracting conventions that may not be the geographic center, including working with locals, accentuating differences, providing better service, cooperation with other CVBs, pursuing large groups, and financial incentives. I will consider how we can better partner with local organizations in our community.
So metourism presentation email & socialwritemcsean
This document discusses using email and social media together. It provides an agenda that includes developing objectives, encouraging content sharing, using social media to build an email list, using email to grow a social media presence, sharing blog updates through email, and best practices. Specific tactics covered include encouraging email sharing with buttons like "share with your network", using social media like Facebook and Twitter to promote email subscriptions, running social media awareness campaigns to convert subscribers to community members, and pushing blog updates to subscribers' email inboxes via RSS. The document emphasizes connecting with audiences, engagement, building relationships, and becoming a resource through an integrated email and social media strategy.
This document provides guidelines for using Facebook's Like button and Open Graph to promote web content in 3 sentences:
The Facebook Like button allows users to share content which then appears in their news feed and provides publishers ways to send future updates to those who liked their content. Websites should optimize content for sharing by using Open Graph meta tags to provide key information about shared content. Implementing a Like button and enabling an Open Graph site structure allows sites to tap into the large Facebook user base and social graph to drive referral traffic and engagement.
The document discusses planning for a successful holiday email campaign. It recommends starting planning now because consumers are already holiday shopping. It suggests reviewing last year's campaigns to see what worked well and developing a schedule for the upcoming campaign while avoiding sending too frequently. Specific tactics that worked well last year included early bird specials, creating urgency close to holidays, exclusive subscriber deals, abandoned cart emails, and gift recommendations.
This document summarizes data from a survey of 385 mobile game players in the United States conducted in June 2012. The key findings are:
1. Mobile games are played most frequently by both males and females aged 25-53 across a variety of mobile devices. Word, puzzle and card games are the most popular genres.
2. Games are most often discovered through friends' recommendations or top app store ratings. Free games are downloaded more often than premium games. In-app purchases are also common.
3. Mobile games are regularly played for short periods of time in many contexts as a way to pass time or multi-task. Social interaction and engagement with friends is an important motivation for playing.
The document discusses how to use social media for B2B marketing. It notes that B2B social media is different than consumer social media and outlines how to build awareness and generate leads through social channels. Specifically, it recommends listening for opportunities on sites like Google Reader, building a presence on networks like LinkedIn and SlideShare, and integrating social media into existing work flows like turning presentations into SlideShare posts or podcasts.
The document provides best practices for email marketing, discussing how email is desired, data-driven, builds social connections, relationships and trust, and supports the entire sales cycle. It recommends segmenting lists, sending a variety of message types like welcome, nurture, awareness and conversion emails, and monitoring key metrics such as delivery, open and clickthrough rates.
Mobile trends for the next 10 years according to experts:
1. Experts predict increased integration of mobile devices, sensors, and online services which will enable new personal and public applications.
2. Tablet devices are expected to become the primary way people consume content like magazines, books, newspapers and attend live events.
3. Some phone makers may offer free basic phones supported by transaction fees instead of network fees.
4. Content will increasingly be bundled into mobile plans starting with music and expanding to other media.
5. Augmented reality, mobile payments, and "green tech" phones are also areas that may see growth.
Thank you for the presentation. I learned several strategies for attracting conventions that may not be the geographic center, including working with locals, accentuating differences, providing better service, cooperation with other CVBs, pursuing large groups, and financial incentives. I will consider how we can better partner with local organizations in our community.
So metourism presentation email & socialwritemcsean
This document discusses using email and social media together. It provides an agenda that includes developing objectives, encouraging content sharing, using social media to build an email list, using email to grow a social media presence, sharing blog updates through email, and best practices. Specific tactics covered include encouraging email sharing with buttons like "share with your network", using social media like Facebook and Twitter to promote email subscriptions, running social media awareness campaigns to convert subscribers to community members, and pushing blog updates to subscribers' email inboxes via RSS. The document emphasizes connecting with audiences, engagement, building relationships, and becoming a resource through an integrated email and social media strategy.
This document provides guidelines for using Facebook's Like button and Open Graph to promote web content in 3 sentences:
The Facebook Like button allows users to share content which then appears in their news feed and provides publishers ways to send future updates to those who liked their content. Websites should optimize content for sharing by using Open Graph meta tags to provide key information about shared content. Implementing a Like button and enabling an Open Graph site structure allows sites to tap into the large Facebook user base and social graph to drive referral traffic and engagement.
The document discusses planning for a successful holiday email campaign. It recommends starting planning now because consumers are already holiday shopping. It suggests reviewing last year's campaigns to see what worked well and developing a schedule for the upcoming campaign while avoiding sending too frequently. Specific tactics that worked well last year included early bird specials, creating urgency close to holidays, exclusive subscriber deals, abandoned cart emails, and gift recommendations.
1) Social media has reached mass maturity globally, with nearly 50% of internet users in even the least engaged markets participating in some form of social media activity in the past month.
2) Total social engagement levels have plateaued, indicating that the period of massive growth is over. However, gaps between emerging and developed markets in social engagement are smaller than often reported.
3) Users are shifting from creating content to sharing and distributing others' content in real-time through status updates and tweets, moving the focus of social media from content creation to live sharing and commentary.
The document discusses email retargeting, which is a strategy that uses display advertising to target consumers who opened an email but did not complete a desired action, such as purchasing a product. It works by tagging emails so that when a recipient opens one, a cookie is dropped allowing their online behavior to be tracked. Retargeted display ads can then reinforce the original email's message. The strategy benefits marketers by extending campaign reach and driving conversion rates and customer lifetime value. An example of an airline successfully using email retargeting to increase online conversions is provided.
The document discusses principles for creating effective graphics to support written documents. It explains that graphics can catch a reader's attention, communicate difficult information clearly, and convey information to diverse audiences. Some key principles covered include that graphics should serve a clear purpose, present a manageable amount of information simply and clearly labeled, and be integrated properly in the text by introducing, explaining, and making the graphic visible. The document also provides guidance on using color effectively in graphics through contrast, emphasis, and established patterns.
The document discusses various style concerns related to using a personal voice in writing. It states that a personal voice does not require using first person pronouns or being informal, but rather means using natural language. The document provides examples of passages with and without a personal voice. It also discusses using quotations, paraphrasing, and summarizing and the differences between those techniques.
The document discusses the different uses and punctuation of the adverb "however". It can be used:
1) As a conjunctive adverb to join two independent clauses with contrasting meanings. It is usually preceded and followed by a comma.
2) At the beginning of a sentence to mean "in whatever way", "to whatever extent", or "nevertheless". In this case it is not preceded by a comma.
3) As an aside within a sentence. In this case it takes a comma before and after.
The document provides examples of correct punctuation for sentences using however in different ways and discusses the relationship between however and the conjunction "but".
This document provides guidance on revising documents for coherence. It discusses checking that all necessary elements are included in a draft, that the organization is logical, and the content is strong. It also provides tips for writing coherent headings, titles, and paragraphs through techniques like avoiding long strings of nouns in headings, separating headings from text, and turning paragraphs into lists.
This document provides guidance on writing summaries for academic purposes. It defines what a summary is and explains that a summary should be brief, include only the main ideas of the original text in the author's words, and leave out minor details and opinions. The document lists various types of academic writing that typically include summaries, such as critique papers, research papers, and literature reviews. It also explains that writing summaries helps with understanding and discussing what one has read. Guidelines are provided for how to read critically and take notes in order to accurately summarize a text.
The document discusses techniques for writing effective sentences. It provides guidelines for choosing an appropriate level of formality, emphasizing important information, using parallel structures, and employing active and passive voice appropriately. The document also discusses how to avoid ambiguities and be precise when writing sentences.
This document discusses narrative inquiry and narrative research. Some key points:
1. Narrative inquiry views stories and narratives as the primary way humans make meaning and understand the world. Reality and human experience are seen as socially constructed and fluid.
2. Narrative research uses stories - written, oral, personal and collective - as data. The story itself is the focus of analysis rather than being a means to other data. Analysis looks at the whole story and patterns of meaning within.
3. Narrative inquiry encompasses three spheres - the scientific, symbolic, and sacred. The scientific examines the natural world, symbolic interprets human experience through symbols, and sacred addresses existential questions. Inquiry across these realms
El documento explica que la historia estudia los sucesos importantes de la humanidad y las relaciones entre ellos para comprender el pasado y prepararnos para el futuro. La historia utiliza diversas fuentes primarias y secundarias como documentos, restos materiales e historias orales para reconstruir los acontecimientos de manera científica mediante la observación, formulación de hipótesis, búsqueda de datos y conclusiones. El estudio de la historia nos da identidad y permite participar en la construcción de un mejor presente.
África es el tercer continente más grande del mundo y el segundo más poblado. Se encuentra en el hemisferio norte y está bordeado por el mar Mediterráneo, el mar Rojo, el océano Índico y el océano Atlántico. El continente alberga una gran diversidad de ecosistemas como el desierto del Sahara, la selva del Congo y los grandes lagos del Rift, así como importantes ríos como el Nilo y el Congo.
La evolución humana ha tomado millones de años, comenzando con los primeros hominoideos en el Mioceno hace entre 5-24 millones de años. Especies tempranas como Australopithecus fueron bípedas pero no podían hablar ni fabricar herramientas. Homo habilis hace 2 millones de años tenía manos aptas para agarrar y fabricaba herramientas de piedra. Homo erectus hace medio millón de años mejoró las herramientas y cazaba animales medianos. Homo sapiens evolucionó hace 200,000 años con un gran cere
En los primeros años de la República del Ecuador, la tierra y los recursos estaban concentrados en manos de unos pocos terratenientes. Los campesinos y trabajadores rurales vivían bajo un sistema de servidumbre conocido como "concertaje", donde estaban endeudados de por vida con los patrones de las haciendas. Aunque técnicamente eran trabajadores libres, en la práctica estaban atados a las haciendas debido a las deudas que no podían pagar. La Iglesia y las autoridades apoyaban este sistema que mantenía a
Este documento presenta información sobre la prehistoria y varias civilizaciones antiguas como Mesopotamia, Egipto, China e Imperio Romano. Incluye actividades como completar cuadros sobre la evolución humana, trazar líneas de tiempo con fechas de fósiles humanos, situar territorios de antiguas culturas en un mapa, y responder preguntas sobre aspectos políticos, sociales y culturales de dichas civilizaciones.
Cashing in on the Smartphone Gaming BoomElastic Path
1) Over half of smartphone gamers play daily, with 60% of gamers playing daily classified as "avid" gamers. Avid gamers more frequently access other digital content like music, video, and social media on their phones compared to casual gamers.
2) Google Android is the most popular smartphone platform amongst mobile gamers surveyed, with 42% of avid gamers and 49% of casual gamers using Android phones. However, a disproportionate 41% of avid gamers use Apple iPhones.
3) A fifth of avid gamers have 6 or more paid games installed on their phones, compared to just 6% of casual players. Many mobile gamers play
This document summarizes key findings from a survey of 385 US mobile gamers conducted by Inside Network in June 2012. It finds that most mobile gamers play casual games like words, puzzles and cards on their phones for short periods when bored or waiting. Younger gamers are more social, downloading more games and being less sensitive to price. "Free" is the top factor for both iOS and Android users when choosing a game. Friends and top app rankings influence discovery the most.
This survey of 1,430 tablet users from March 2011 found that:
- 43% spend more time on their tablet than their desktop and 1 in 3 spend more time on their tablet than watching TV.
- The most popular tablet activities are gaming, searching for information, and emailing.
- 68% spend at least an hour per day on their tablet, mostly at home.
- Tablet usage is higher on weekdays than weekends and more common at night than during the day.
- 77% reported decreased desktop/laptop usage after getting a tablet, and 28% said their tablet is their primary computer.
This survey of 1,430 tablet users from March 2011 found that:
- 43% spend more time on their tablet than their desktop and 1 in 3 spend more time on their tablet than watching TV.
- The most popular tablet activities are gaming, searching for information, and emailing.
- 68% spend at least an hour per day on their tablet, mostly at home.
- Tablets are used more on weekdays than weekends and more at night than during the day.
- 77% reported decreased desktop/laptop usage after getting a tablet, and 28% said their tablet is their primary computer.
Tablet usage is growing and sometimes surpasses time spent on desktop and TV
Tablets are used widely for playing games, searching for information and emailing
People are spending at least an hour a day on their tablet and using it primarily at home
Tablets are used mostly on weekdays and in the night
Tablets are replacing time spent with desktops/laptops
This survey of 1,430 tablet users from March 2011 found that:
- 43% spend more time on their tablet than their desktop and 1 in 3 spend more time on their tablet than watching TV.
- The most popular tablet activities are gaming, searching for information, and emailing.
- 68% spend at least an hour per day on their tablet, mostly at home.
- Tablets are used more on weekdays than weekends and more at night than during the day.
- 77% reported decreased desktop/laptop usage after getting a tablet, and 28% said their tablet is their primary computer.
1) The document analyzes participant behavior and social engagement on social networks. It finds that nearly all respondents have a Facebook account, over half have a YouTube account, and accounts are evenly split between 1-4 accounts.
2) Women are more likely than men to have Facebook accounts, while dads are more likely to have YouTube and Twitter accounts. Daily visitors are most common among ages 18-29 for Facebook, 18-49 for YouTube, 30-49 for Twitter, and 50+ for Google+.
3) Social networks are becoming a preferred means of communication, with over half of respondents preferring them for distant friends and one-third for close friends. Younger users are more likely to agree with this shift
1) Social media has reached mass maturity globally, with nearly 50% of internet users in even the least engaged markets participating in some form of social media activity in the past month.
2) Total social engagement levels have plateaued, indicating that the period of massive growth is over. However, gaps between emerging and developed markets in social engagement are smaller than often reported.
3) Users are shifting from creating content to sharing and distributing others' content in real-time through status updates and tweets, moving the focus of social media from content creation to live sharing and commentary.
The document discusses email retargeting, which is a strategy that uses display advertising to target consumers who opened an email but did not complete a desired action, such as purchasing a product. It works by tagging emails so that when a recipient opens one, a cookie is dropped allowing their online behavior to be tracked. Retargeted display ads can then reinforce the original email's message. The strategy benefits marketers by extending campaign reach and driving conversion rates and customer lifetime value. An example of an airline successfully using email retargeting to increase online conversions is provided.
The document discusses principles for creating effective graphics to support written documents. It explains that graphics can catch a reader's attention, communicate difficult information clearly, and convey information to diverse audiences. Some key principles covered include that graphics should serve a clear purpose, present a manageable amount of information simply and clearly labeled, and be integrated properly in the text by introducing, explaining, and making the graphic visible. The document also provides guidance on using color effectively in graphics through contrast, emphasis, and established patterns.
The document discusses various style concerns related to using a personal voice in writing. It states that a personal voice does not require using first person pronouns or being informal, but rather means using natural language. The document provides examples of passages with and without a personal voice. It also discusses using quotations, paraphrasing, and summarizing and the differences between those techniques.
The document discusses the different uses and punctuation of the adverb "however". It can be used:
1) As a conjunctive adverb to join two independent clauses with contrasting meanings. It is usually preceded and followed by a comma.
2) At the beginning of a sentence to mean "in whatever way", "to whatever extent", or "nevertheless". In this case it is not preceded by a comma.
3) As an aside within a sentence. In this case it takes a comma before and after.
The document provides examples of correct punctuation for sentences using however in different ways and discusses the relationship between however and the conjunction "but".
This document provides guidance on revising documents for coherence. It discusses checking that all necessary elements are included in a draft, that the organization is logical, and the content is strong. It also provides tips for writing coherent headings, titles, and paragraphs through techniques like avoiding long strings of nouns in headings, separating headings from text, and turning paragraphs into lists.
This document provides guidance on writing summaries for academic purposes. It defines what a summary is and explains that a summary should be brief, include only the main ideas of the original text in the author's words, and leave out minor details and opinions. The document lists various types of academic writing that typically include summaries, such as critique papers, research papers, and literature reviews. It also explains that writing summaries helps with understanding and discussing what one has read. Guidelines are provided for how to read critically and take notes in order to accurately summarize a text.
The document discusses techniques for writing effective sentences. It provides guidelines for choosing an appropriate level of formality, emphasizing important information, using parallel structures, and employing active and passive voice appropriately. The document also discusses how to avoid ambiguities and be precise when writing sentences.
This document discusses narrative inquiry and narrative research. Some key points:
1. Narrative inquiry views stories and narratives as the primary way humans make meaning and understand the world. Reality and human experience are seen as socially constructed and fluid.
2. Narrative research uses stories - written, oral, personal and collective - as data. The story itself is the focus of analysis rather than being a means to other data. Analysis looks at the whole story and patterns of meaning within.
3. Narrative inquiry encompasses three spheres - the scientific, symbolic, and sacred. The scientific examines the natural world, symbolic interprets human experience through symbols, and sacred addresses existential questions. Inquiry across these realms
El documento explica que la historia estudia los sucesos importantes de la humanidad y las relaciones entre ellos para comprender el pasado y prepararnos para el futuro. La historia utiliza diversas fuentes primarias y secundarias como documentos, restos materiales e historias orales para reconstruir los acontecimientos de manera científica mediante la observación, formulación de hipótesis, búsqueda de datos y conclusiones. El estudio de la historia nos da identidad y permite participar en la construcción de un mejor presente.
África es el tercer continente más grande del mundo y el segundo más poblado. Se encuentra en el hemisferio norte y está bordeado por el mar Mediterráneo, el mar Rojo, el océano Índico y el océano Atlántico. El continente alberga una gran diversidad de ecosistemas como el desierto del Sahara, la selva del Congo y los grandes lagos del Rift, así como importantes ríos como el Nilo y el Congo.
La evolución humana ha tomado millones de años, comenzando con los primeros hominoideos en el Mioceno hace entre 5-24 millones de años. Especies tempranas como Australopithecus fueron bípedas pero no podían hablar ni fabricar herramientas. Homo habilis hace 2 millones de años tenía manos aptas para agarrar y fabricaba herramientas de piedra. Homo erectus hace medio millón de años mejoró las herramientas y cazaba animales medianos. Homo sapiens evolucionó hace 200,000 años con un gran cere
En los primeros años de la República del Ecuador, la tierra y los recursos estaban concentrados en manos de unos pocos terratenientes. Los campesinos y trabajadores rurales vivían bajo un sistema de servidumbre conocido como "concertaje", donde estaban endeudados de por vida con los patrones de las haciendas. Aunque técnicamente eran trabajadores libres, en la práctica estaban atados a las haciendas debido a las deudas que no podían pagar. La Iglesia y las autoridades apoyaban este sistema que mantenía a
Este documento presenta información sobre la prehistoria y varias civilizaciones antiguas como Mesopotamia, Egipto, China e Imperio Romano. Incluye actividades como completar cuadros sobre la evolución humana, trazar líneas de tiempo con fechas de fósiles humanos, situar territorios de antiguas culturas en un mapa, y responder preguntas sobre aspectos políticos, sociales y culturales de dichas civilizaciones.
Cashing in on the Smartphone Gaming BoomElastic Path
1) Over half of smartphone gamers play daily, with 60% of gamers playing daily classified as "avid" gamers. Avid gamers more frequently access other digital content like music, video, and social media on their phones compared to casual gamers.
2) Google Android is the most popular smartphone platform amongst mobile gamers surveyed, with 42% of avid gamers and 49% of casual gamers using Android phones. However, a disproportionate 41% of avid gamers use Apple iPhones.
3) A fifth of avid gamers have 6 or more paid games installed on their phones, compared to just 6% of casual players. Many mobile gamers play
This document summarizes key findings from a survey of 385 US mobile gamers conducted by Inside Network in June 2012. It finds that most mobile gamers play casual games like words, puzzles and cards on their phones for short periods when bored or waiting. Younger gamers are more social, downloading more games and being less sensitive to price. "Free" is the top factor for both iOS and Android users when choosing a game. Friends and top app rankings influence discovery the most.
This survey of 1,430 tablet users from March 2011 found that:
- 43% spend more time on their tablet than their desktop and 1 in 3 spend more time on their tablet than watching TV.
- The most popular tablet activities are gaming, searching for information, and emailing.
- 68% spend at least an hour per day on their tablet, mostly at home.
- Tablet usage is higher on weekdays than weekends and more common at night than during the day.
- 77% reported decreased desktop/laptop usage after getting a tablet, and 28% said their tablet is their primary computer.
This survey of 1,430 tablet users from March 2011 found that:
- 43% spend more time on their tablet than their desktop and 1 in 3 spend more time on their tablet than watching TV.
- The most popular tablet activities are gaming, searching for information, and emailing.
- 68% spend at least an hour per day on their tablet, mostly at home.
- Tablets are used more on weekdays than weekends and more at night than during the day.
- 77% reported decreased desktop/laptop usage after getting a tablet, and 28% said their tablet is their primary computer.
Tablet usage is growing and sometimes surpasses time spent on desktop and TV
Tablets are used widely for playing games, searching for information and emailing
People are spending at least an hour a day on their tablet and using it primarily at home
Tablets are used mostly on weekdays and in the night
Tablets are replacing time spent with desktops/laptops
This survey of 1,430 tablet users from March 2011 found that:
- 43% spend more time on their tablet than their desktop and 1 in 3 spend more time on their tablet than watching TV.
- The most popular tablet activities are gaming, searching for information, and emailing.
- 68% spend at least an hour per day on their tablet, mostly at home.
- Tablets are used more on weekdays than weekends and more at night than during the day.
- 77% reported decreased desktop/laptop usage after getting a tablet, and 28% said their tablet is their primary computer.
1) The document analyzes participant behavior and social engagement on social networks. It finds that nearly all respondents have a Facebook account, over half have a YouTube account, and accounts are evenly split between 1-4 accounts.
2) Women are more likely than men to have Facebook accounts, while dads are more likely to have YouTube and Twitter accounts. Daily visitors are most common among ages 18-29 for Facebook, 18-49 for YouTube, 30-49 for Twitter, and 50+ for Google+.
3) Social networks are becoming a preferred means of communication, with over half of respondents preferring them for distant friends and one-third for close friends. Younger users are more likely to agree with this shift
Performics Life on Demand 2012 Summary DeckPerformics
1) The document analyzes data on social media usage. It finds that nearly all respondents have a Facebook account, over half have a YouTube account, and accounts are evenly split between 1-4 accounts.
2) It also examines posting behaviors, finding that over half of respondents post status updates at least weekly, while fewer post videos, pictures, or jokes. Women post status updates more while men post other content more.
3) Regarding content preferences, pictures are the most enjoyed from others, followed by status updates and jokes, with older users preferring pictures and links and younger preferring updates and jokes.
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
Looking for a white paper such as this one?
Need some top-notch consultancy regarding gaming, social gaming, digital business models and digital innovation?
write me an email at erezyerush@gmail.com
The document provides a summary of key findings from a Forrester Technographics survey on how young people in the UK use social media. Some of the main findings include:
- Young people (ages 13-19) are online every day but no more frequently than other age groups. They access the internet from more locations than older groups.
- For young people, internet use is more of a social activity - they are more likely to have friends over or listen to music while online compared to older groups.
- Young people spend less time watching TV and more time surfing the internet than older age groups, but TV still takes up more of their weekly leisure time.
- Young people are far more likely
1. The study examined the effects of computer games on the social life of first year Business Office Administration (BOA) students at Polytechnic University of the Philippines.
2. It found that the most popular computer game played was Defense of the Ancients, with students mostly playing for 1 hour at local computer shops and with friends.
3. While most students said computer games did not affect their social life, some reported choosing computer games over family time or other social activities occasionally.
Gamification...should you gamify your business ??Divya Sangwan
Should you Gamify your business?
The new talk of the town is Gamification and how in the new future it will rule the Business world.
The Gartner Group has projected 50% of corporate innovation will be "Gamified" by 2015. Deloitte called Gamification one of the Top 10 Technology Trends for 2012.
Studies claim the use of game mechanics will become embedded in daily life by 2020.
It’s the process of applying game mechanics to activities that aren't games and is rapidly becoming a big business.
So what’s making Gamification so popular today? Let’s learn more about Gamification, why is it becoming increasingly popular and how it’s helping marketers across the world enhance marketing campaigns.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Survey of 1,000 UK internet users on their Social Media Behaviour. Customer Service and Brand Engagement expectations are particularly interesting. See www.iabuk.net for more.
- Most people check social networks throughout the day, with 43% checking before bed and 20% when waking up. Younger people are more likely to check at various times.
- Holiday, wedding, and birthday photos are the most commonly viewed pictures on social networks. Younger people are more likely to view different types of photos.
- People want brands communicating with them on social media to be professional and friendly, and to respond quickly to any complaints or questions.
- 76% of American women plan to connect with friends and family online this summer, while 67% will keep up with news and 64% will shop for sales. Younger women are more likely to engage in online activities.
- The most popular sites women plan to visit are search engines (75%), shopping/classified sites (60%), and social networks (60%). News sites will be visited by 48% of women.
- Women with children are significantly more likely than those without to engage in online activities like listening to music, watching videos, and looking up entertainment options. They also notice online ads more frequently.
The document summarizes findings from a survey about American teens' video game playing habits and the potential relationship between gaming and civic engagement. Some key findings include: nearly all teens play games, especially games involving racing, puzzles and sports; games are highly social activities for many teens; having frequent civic gaming experiences where players help others or discuss social issues relates to greater civic participation offline; and parental monitoring of games does not reduce playing of mature-rated games or exposure to anti-social behavior.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
Slides for the Marketing Through Mobile panel at the What's Next Boomer Busin...Mike Lee
This document discusses gaming trends among older adults and some key findings from a new study. It provides statistics showing that the average game player is 30 years old, 47% of players are women, and casual games appeal most to those over 30. A new study found that regular and occasional gamers among seniors aged 63+ reported lower depression and better daily functioning than non-gamers. The document promotes AARP's online games and resources for older adult gamers.
2. Methodology
• Sample size: 2004
• US residents
• 50% male, 50% female
• Ages 18–44
• Field Dates: 11-May-11 to 17-May-11
• The survey was administered through Ipsos OTX MediaCT‘s standard survey
environment
• Respondents were recruited via email from Ipsos OTX MediaCT‘s Sample
Community and linked to the survey environment to complete the online survey
2
3. Executive Summary
• 50% of the US online population between the ages of 18 and 44 play social games
on a daily basis
• Males — 54%
• Females — 46%
• Tablet owners — 66%
• Smartphone owners — 53%
• Three of the top four reasons why people play social games can be attributed
to boredom
• ―They help to pass the time when I‘m bored‖ — 57%
• ―It gives me something to do when I am in the mood for something
mindless‖ — 40%
• ―It is a good way to spend time alone‖ — 39%
• This trend of gaming to fulfill pockets of boredom is particularly true among
females, while males indicated a stronger preference for competition
3
4. Executive Summary
• When it comes to specific kinds of social challenges, respondents were most
interested in participating in multiplayer gaming and trivia challenges. While not as
many people are familiar with scavenger hunts and guessing/probability scenarios,
they did express interest in participating in these kinds of challenges
• ‗Discounts‘ are the most compelling incentives for winning a challenge, followed by
‗Social Action‘ and ‗Points Towards Loyalty Program‘. Only 1-in-4 said that ‗Status in
the Community‘ was a very compelling incentive
• Among those interested in social challenges, males and tablet owners are most
likely to view these challenges as ways to connect with the local community and
make new friends
• Heavy social gamers are more likely to be interested in clues-based challenges and
are more aware of recent in-game ad campaigns from specific brands
• Among those who are currently employed, 18–24 year olds were the group most
willing to take a salary reduction to work for a social responsible company. This is
evidence of a potential generational divide when it comes to social responsibility in
the workplace
4
5. Key Statistics
• Among respondents who are employed, approximately half say that they play
social games at work during a typical day. Males are more likely to play than
females (53% vs. 39%), and Tablet owners are more likely to play than
Smartphone owners (68% vs. 54%). Unsurprisingly, heavy social gamers have the
highest incidence of social gaming at work (70%), compared to only 34% of light
social gamers
• Among respondents who are employed, 55% would be interested in working for a
company that offers games as a way to increase productivity. The groups with the
most interest in this workplace perk are heavy social gamers (74%), heavy app
spenders (81%), and males 18–34 (68%)
• 71% of smart device owners turn to their smartphone or tablet device when they
are bored. This trend is most prevalent among males and females between the
ages of 25 and 34
• Approximately 1-in-2 smart device owners (smartphones or tablets) say that they
are interested in participating in clues-based challenges against others for a chance
to win prizes. Interest in these challenges was most prevalent among males 25–34
(53%) and heavy app spenders (67%)
• Among people interested in clues-based challenges, 85% would be willing to play
for at least 30 minutes for a chance to win a cash prize of $100. 1-in-4 would be
willing to play for at least 3 hours
5
6. Frequency of Social Gaming
On average, 50% of people online between the ages of 18–44 play social games on a daily basis.
53%
of Smartphone
owners play daily
46% 54%
Play play
daily daily
66%
of Tablet
owners play daily
Q1. How often do you play social games? Social games are online games that you can play on social networks or
apps.
6
7. Internet Access & Social Gaming at Work
Among Those Employed
Internet Access at Work Playing Social Games at Work
I'm not 3 to 4 5+
sure, 4% hours, 3% hours, 3%
1 to 2
hours, 8%
No, I do not
have
access, 23% 30 minutes
Yes, I have to an Never; 53%
unlimited hour, 14%
access; 49%
Yes, but
some social Less than 30
networking minutes;
sites are 19%
blocked, 24
%
Q23. Does your employer provide you with access to the Internet during work hours?
Q24. In a typical day, how often do you play social games at work? Don‘t worry, we won‘t tell your boss.
7
8. Games As an Incentive to Increase Productivity
The large majority of respondents said they were interested in working for a company that used
―gamification‖ as an incentive.
Among Those Employed
100%
8% 8% 9% 7% 7%
11%
7% 5%
9% 9%
12% Not interested at all
10%
75% 26%
25% 24%
27%
Not very interested
31% 31%
50% 26%
25% 25% Somewhat
24% interested
23% 21%
Very interested
25%
32% 36% 35% 35%
25% 27%
Extremely
interested
0%
Overall Males Females 18-24 25-34 35-44
Q25. How interested would you be in working for a company that offered games as a way to increase productivity
within the workplace?
8
9. Willingness to Take Salary Reduction
Among those who are currently employed, 18–24 year olds were the group most willing to take a
salary reduction to work for a socially responsible company.
Among Those Employed
100%
No
45%
75% 53% 52% 52%
54% 56%
50%
Maybe
31%
28% 27% 27%
30% 29%
25%
24% Yes
19% 21% 21%
16% 15%
0%
Overall Males Females Age 18-24 Age 25-34 Age 35-44
Q25a. Would you be willing to take a salary reduction to work for a company that was a leader in social
responsibility and environmental sustainability?
9
10. Profile of Players of Social Games
Played in the Last Month
Bejeweled Texas Holdem Monopoly
Farmville Blitz Mafia Wars Cityville Poker Café World Frontierville Millionaires Treasure Isle
BASE 566 442 352 323 293 243 231 183 151
Mean Age 31.5 32.3 31.8 31.3 32.2 31.2 31.3 31.1 31.0
% Male 56% 44% 72% 61% 72% 43% 60% 60% 53%
% Employed 66% 66% 71% 65% 71% 62% 64% 63% 66%
% White or 63% 67% 61% 60% 66% 61% 64% 70% 61%
Caucasian
% Single, Never 43% 37% 43% 46% 39% 43% 45% 48% 42%
Married
% with Bachelors 32% 33% 36% 34% 30% 30% 29% 30% 33%
Degree or Higher
Q2. Which of the following social games have you played in the last month?
10
11. Males Play Because of Competition,
Females Play Because They Are Bored
Among Those Who Play Social Games
Ages Ages Ages Smartphone Tablet
Overall Males Females 18–24 25–34 35–44 Owners Owners
BASE 1566 821 745 326 636 604 755 336
They help to pass the time when I am bored 57% 54% 61% 55% 58% 57% 60% 47%
I feel relaxed when playing 45% 44% 46% 40% 44% 48% 46% 48%
It gives me something to do when I am in the mood
40% 36% 45% 39% 42% 39% 46% 40%
for something mindless
It is a good way to spend time alone 39% 36% 41% 40% 38% 39% 41% 43%
I like to be challenged 31% 33% 30% 29% 31% 33% 31% 39%
I like competing against others 31% 36% 24% 23% 34% 31% 33% 36%
It gives me something to do when I have a bad day 28% 28% 28% 33% 28% 26% 30% 28%
It gives me something to do with friends 28% 33% 22% 30% 29% 26% 33% 37%
I enjoy being a part of an online community 27% 32% 22% 26% 30% 25% 29% 38%
I feel mentally stimulated 26% 27% 25% 22% 27% 27% 26% 36%
I like to explore new worlds 20% 25% 15% 24% 20% 19% 21% 32%
I like to do things I could never do in real life 18% 21% 14% 23% 19% 14% 18% 27%
I feel like I am part of the story 15% 17% 13% 19% 15% 13% 16% 27%
I like to learn a new set of skills 14% 17% 11% 17% 13% 13% 16% 26%
It gives me something to do with my family 13% 15% 12% 13% 15% 12% 16% 23%
It is something to do while I am on the go 13% 15% 10% 16% 15% 9% 19% 26%
It gives me something to do with kids 10% 10% 11% 7% 10% 13% 11% 18%
I like feeling like I am hip compared to other gamers 6% 9% 3% 8% 8% 4% 9% 18%
It gives me something to do when I am at a party 5% 7% 3% 5% 6% 4% 6% 15%
Q3. Why do you play social games? Please select all that apply.
11
12. Familiarity With Social Challenges
Most people are at least somewhat familiar with multiplayer and trivia game challenges, but
less than 30% are ―Very Familiar‖ with guessing scenarios and scavenger hunt challenges.
Among Total
Very Familiar Somewhat Familiar Not Familiar at all
A multiplayer game challenge with a game you
54% 29% 17%
already own
A trivia game where you would need to correctly
46% 35% 19%
answer a few questions
A physical game where you would have to make
movements with your smart phone to complete 34% 31% 35%
the task
A probability or guessing scenario where you
29% 35% 35%
could wager points with another player
A scavenger hunt where you would need to
complete a task (i.e. send a photo) at a specific 27% 36% 36%
physical location
Q4. You indicated that you own a smart phone or a tablet and you like to play social games. How familiar are you
with the following types of game-based ―social challenges‖ that you play on your smart device while in a public
place (i.e. restaurant, bar, park, store)?
12
13. Interest in Participating in Social Challenges
Though multiplayer and trivia gaming challenges are still at the top, scavenger hunts rank ahead
of physical games and guessing scenarios.
Among Total
Not as familiar, but interested
Very Interested Somewhat Interested Not at all Interested
A multiplayer game challenge with a game you
49% 34% 17%
already own
A trivia game where you would need to correctly
45% 39% 16%
answer a few questions
A scavenger hunt where you would need to
complete a task (i.e. send a photo) at a specific 38% 40% 23%
physical location
A physical game where you would have to make
movements with your smart phone to complete 35% 40% 25%
the task
A probability or guessing scenario where you 35% 42% 24%
could wager points with another player
Q4A. How interested would you be in participating in the following types of social challenges on your smart device
with other people while in a public place (i.e. restaurant, bar, park, store)?
13
14. How Compelling Are the Following Incentives?
Discounts are the most compelling incentives for winning a challenge, followed by ‗Social Action‘
and ‗Points Towards Loyalty Program‘. Only 1-in-4 said that ‗Status in the Community‘ was a very
compelling incentive.
Among Those Interested in Participating in Social Challenges
Very Compelling Somewhat Compelling Not Compelling at All
A discount on a product or service 57% 37% 6%
Social action that directly benefits children 50% 40% 10%
Points towards loyalty program (i.e. airline
50% 38% 12%
miles, hotel points)
Social action that directly benefits the 42%
44% 14%
environment
Social action that directly benefits the local
42% 47% 11%
community
Status in the community 26% 40% 34%
Q9. You indicated that you might be interested in participating in a social challenge. How compelling are the
following incentives to you if you were to win the challenge?
14
15. Likelihood to Opt into Social Challenge if Sponsored by…
Among those interested in social challenges, two thirds say they would be very likely to opt in if it
was sponsored by friends or family. Only 27% said they would opt in if it was sponsored by a
large corporate brand.
Among Those Interested in Participating in Social Challenges
Very Likely Somewhat Likely Not Likely at All
Friends or family 64% 32% 3%
Nonprofit group or charity 47% 45% 8%
Neighborhood group 37% 53% 10%
Local small business 36% 52% 12%
Large corporate brand 27% 50% 22%
Q11. How likely would you be to opt into a social challenge if it was organized/sponsored by the following types
of groups?
15
16. Attitudes Towards Local Social Challenges
Among those interested in social challenges, males and Tablet owners are more likely to view
these challenges as ways to connect with the local community and make new friends. 27% of
Tablet owners say they would rather interact with the community on their smart device than
in person.
Agree Strongly
Ages Ages Ages Smartphone Tablet
Overall Males Females 18–24 25–34 35–44 Owners Owners
BASE 459 371 170 384 276 604 726 328
Local social challenges seem like a
30% 34% 26% 32% 32% 26% 29% 40%
great way to meet new friends
I like the idea of using my smart
device to get more connected with 30% 34% 25% 31% 32% 26% 29% 38%
the local community
I would prefer to interact with the
community on my smart device than 18% 20% 16% 23% 18% 15% 17% 27%
in person
I don't particularly care about the
community aspect I am most 14% 17% 11% 19% 15% 10% 14% 23%
interested in the reward
Q12. How much do you agree with each of the following statements about your feelings towards local
social challenges?
16
17. Interest in Participating in Clues-Based Challenge
Heavy social gamers are significantly more interested in participating in clues-based challenges
than light social gamers.
Among Smart Device Owners
100%
19% 20%
25% 25% 23%
34% No
75%
23%
25%
30%
30% 31%
50% 35% Maybe
58% 55%
25% 47%
45% 44%
32%
Yes
0%
Overall Smartphone Tablet Owners Heavy Social Medium Social Light Social
Owners Gamers Gamers Gamers
Q13. Would you be interested in participating in a clues-based challenge with your smart device (like a scavenger
hunt) to compete with others to find hidden treasures or win prizes?
17
18. Time Willing to Spend for the Chance to Win a Cash Prize of $100
How long would you spend to play a clues-based challenge with the chance to a prize of
around $100?
Among Those Interested in Participating in Clues-based Challenge
Up to 5 hours 11%
3 to 4 hours 12%
1 to 2 hours 34%
30 minutes to an
29%
hour
Less than 30 minutes 15%
0% 5% 10% 15% 20% 25% 30% 35% 40%
Q14. How long would you spend to play a clues-based challenge for the chance to win a prize of around $100?
18
19. Brand Messaging & Communication
If a brand were to communicate about a new product, how would you like to hear about it?
Commercials
/ads on Nothing, 1%
TV/radio; Other, 3%
3%
58%
Attend an
say it is event in
person; 12%
important for brands
Receive
email
updates;
to be fun and playful 44%
Play an
online game;
37%
Q20. Thinking about your experience with brand promotions and advertisements, how important is it for the
communication to be fun and playful?
Q21. If a brand were to communicate about a product, how would you to prefer to hear about it?
19
20. Awareness of In-Game Brand Advertising
Heavy social gamers are also more likely to be aware of in-game ad placements from
recent campaigns.
Heavy Social Gamers Medium Social Gamers Light Social Gamers
40%
30%
20%
10%
0%
DreamWorks
Coca-Cola
freecreditreport.co
McDonald's
Old Navy
Microsoft
At&t
(EA)
H&M
Green Giant
7-11
Trident
Ford
Farmers
Insurance
Toyota
BlockBuster
Volvo
MTV Networks
eMusic
Electronic Arts
Cheerios
Jamba Juice
Digiorno
realArcade
m
Flycell
State Farm
Q18. Do you recall seeing any of these brands while playing social games recently? Please select all that apply.
20
21. Feelings Towards the Brand After Seeing Ads…
While Green Giant did not have strong awareness, 70% of those aware said they had a positive
view of the advertising. This is tied to a campaign where Farmville players could earn cash by
purchasing Green Giant products.
Negative Neutral Positive
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Q19. What was your feeling towards seeing the brand while playing a social game?
21
22. Definitions
• Social games are defined as online games that you can play on social
networks or apps
• Social challenges are defined as game-based challenges as that you play
on your smart device while in a public place
• Smart device is defined as a Smartphone or Tablet
• Social Gaming Frequency
• Heavy social gamers = 10+ hours social gaming in a typical week
• Medium social gamers = 3–10 hours social gaming in a typical week
• Light social gamers = less than 3 hours social gaming in a typical week
• App Spending Habits
• Heavy App spenders = $20+ spent on Apps during last 12 months
• Medium App spenders = $5 to $19.99 spent on Apps
• Light App spenders = Less than $1 to $4.99 spent on Apps
22
24. Demographics
Total Smartphone owners Tablet owners
Mean Age 31.7 31.2 31.5
Gender
Male 50% 53% 61%
Female 50% 47% 39%
Ethnicity
White or Caucasian 67% 65% 60%
Hispanic — NET 11% 12% 14%
Asian/Pacific Islander 8% 9% 14%
Black or African-American 7% 8% 6%
Native American, Alaska Native, Aleutian 3% 3% 3%
Other 3% 3% 3%
Education Level
Less than high school education 6% 3% 4%
High school diploma, but not college 21% 15% 15%
Some college but no degree 30% 29% 26%
College degree 32% 40% 38%
Masters degree or above 11% 13% 18%
Marital Status
Single 44% 40% 42%
Living with domestic/romantic partner 25% 27% 29%
Married 22% 25% 23%
Widowed 0 – 1%
Separated/ Divorced 8% 7% 5%
24