Jennifer Smith
office: 323-290-1997 x222
cell: 323-555-1212
email: Jennifer@Brogdon.com
Imbee Headquarters
123 Main St. Suite 400
Los Angeles, CA 90210
www.imbee.com
Imbee is a social networking and media site for children ages 8-14 that offers a safe online environment. It provides access to over 200,000 users, social networking features, original programming including web series and documentaries, opportunities to attend events, and gaming. The site requires parental verification for security and COPPA compliance. It aims to be the top online destination for tweens by offering age-appropriate exclusive content and socialization opportunities as online media consumption among children increases. Partnering with Imbee allows brands to integrate their products and messaging into Imbee's original programming and events to build recognition among tweens.
We can note the great growth of technology and its advantages in people's lives. Communication became much easier, the transmission of news and information to a few touches on the screen. Today, we spend more time connected to the world wide web than on television. E-commerce is another beneficial point brought with the technological flood, the convenience of buying online, receiving the product without even needing to leave the house is a very positive point. You can be entertained on the internet easily by browsing social networks, watching videos, talking to friends, in fact, a multitude of things.
The document discusses internet usage trends in China based on a survey conducted in June 2010. Some key findings include:
- Users spent an average of 19.8 hours online per week, up slightly from 18.7 hours six months prior.
- Internet usage has more than doubled since 2002, driven by more users and time spent online.
- Younger users tend to spend more time online on average than older users.
Digital technology has greatly impacted lives by enabling better communication through video calling services. This has allowed families and friends to stay connected during the pandemic. While computers were initially very large, expensive, and limited to universities and the military in the 1950s, the internet has since revolutionized to become integrated into everyday life for many consumers. People now use various digital devices and access the internet for activities like online shopping, banking, messaging, and watching videos. However, overreliance on technology can also have negative effects like internet addiction, loss of impulse control, and costs associated with internet access.
4 Exploiting The Mobile Advertising Revolution Roberto LazarovVictor Avram
The document discusses how mobile advertising can be used to exploit humans' inherent need for interaction and communication. It argues that the mobile phone, as an ultimate communication tool, can respond to this need wherever and whenever users are. By creating tailored mobile microsites that are highly interactive and measurable, brands can generate leads, conversions and a return on investment through mobile marketing campaigns that complement traditional media. Examples of successful mobile marketing campaigns from various companies are also provided.
The document summarizes a presentation given at a Chicago AMA event on digital media and marketing. It discusses:
1) How consumers are in control of when, where and how they consume content and have more options than ever to research products.
2) The importance of content, curation and convergence in digital media, with content king and everything becoming content.
3) How companies must understand consumer habits and the "moments of truth" when researching and purchasing products in order to be present where and when consumers are searching.
The document summarizes research from the "Fluid Lives" project exploring the impact of advances in mobile Internet technology on consumers. It finds that broadband Internet access is becoming more common in homes and workplaces. While consumers accept online advertising, they expect it to be more contextually relevant and entertaining. Mobile phones are increasingly prevalent and integral to daily life, but marketers must be sensitive when using them for communications. The Internet is playing an important role in consumers' lives and brands should leverage the various online activities.
Imbee is a social networking and media site for children ages 8-14 that offers a safe online environment. It provides access to over 200,000 users, social networking features, original programming including web series and documentaries, opportunities to attend events, and gaming. The site requires parental verification for security and COPPA compliance. It aims to be the top online destination for tweens by offering age-appropriate exclusive content and socialization opportunities as online media consumption among children increases. Partnering with Imbee allows brands to integrate their products and messaging into Imbee's original programming and events to build recognition among tweens.
We can note the great growth of technology and its advantages in people's lives. Communication became much easier, the transmission of news and information to a few touches on the screen. Today, we spend more time connected to the world wide web than on television. E-commerce is another beneficial point brought with the technological flood, the convenience of buying online, receiving the product without even needing to leave the house is a very positive point. You can be entertained on the internet easily by browsing social networks, watching videos, talking to friends, in fact, a multitude of things.
The document discusses internet usage trends in China based on a survey conducted in June 2010. Some key findings include:
- Users spent an average of 19.8 hours online per week, up slightly from 18.7 hours six months prior.
- Internet usage has more than doubled since 2002, driven by more users and time spent online.
- Younger users tend to spend more time online on average than older users.
Digital technology has greatly impacted lives by enabling better communication through video calling services. This has allowed families and friends to stay connected during the pandemic. While computers were initially very large, expensive, and limited to universities and the military in the 1950s, the internet has since revolutionized to become integrated into everyday life for many consumers. People now use various digital devices and access the internet for activities like online shopping, banking, messaging, and watching videos. However, overreliance on technology can also have negative effects like internet addiction, loss of impulse control, and costs associated with internet access.
4 Exploiting The Mobile Advertising Revolution Roberto LazarovVictor Avram
The document discusses how mobile advertising can be used to exploit humans' inherent need for interaction and communication. It argues that the mobile phone, as an ultimate communication tool, can respond to this need wherever and whenever users are. By creating tailored mobile microsites that are highly interactive and measurable, brands can generate leads, conversions and a return on investment through mobile marketing campaigns that complement traditional media. Examples of successful mobile marketing campaigns from various companies are also provided.
The document summarizes a presentation given at a Chicago AMA event on digital media and marketing. It discusses:
1) How consumers are in control of when, where and how they consume content and have more options than ever to research products.
2) The importance of content, curation and convergence in digital media, with content king and everything becoming content.
3) How companies must understand consumer habits and the "moments of truth" when researching and purchasing products in order to be present where and when consumers are searching.
The document summarizes research from the "Fluid Lives" project exploring the impact of advances in mobile Internet technology on consumers. It finds that broadband Internet access is becoming more common in homes and workplaces. While consumers accept online advertising, they expect it to be more contextually relevant and entertaining. Mobile phones are increasingly prevalent and integral to daily life, but marketers must be sensitive when using them for communications. The Internet is playing an important role in consumers' lives and brands should leverage the various online activities.
The document provides an overview of mobile internet advertising in the UK. It discusses how mobile advertising is similar to traditional internet advertising but also has key differences due to mobile devices having smaller screens, slower connections, and being used on the move. It also examines the importance of mobile phones in daily life for many UK residents and how mobile internet usage is growing, especially among younger demographics. Mobile advertising opportunities are emerging through banner ads, search, and video as the mobile internet market continues to develop in the UK.
A lot has changed in digital media from 1969 to 2006:
- The internet was invented in 1969 and email was created in 1971. The World Wide Web was launched in 1989.
- MP3s and CD burning in the 1990s disrupted the music industry. File sharing services like Napster in the late 1990s and early 2000s had a major impact.
- Social media like MySpace and Facebook launched in the 2000s and changed how people interacted and shared content online. YouTube launched in 2005 and was acquired by Google in 2006.
The document provides a historical overview of major events and developments in digital media from 1969 to 2006, including the creation of ARPANET which led to the internet, the invention of email, MP3s, the world wide web, search engines like Google, social networks like MySpace and Facebook, mobile technologies like smartphones, and the rise of digital distribution of music, videos, and other media through platforms like iTunes, YouTube, and online streaming. It traces how these innovations disrupted existing industries and transformed how people access and share information and media.
In 2014, the Audio Content on Demand platform Vibeoo was venture designed from just another dream to an actionable idea in Lagos, Nigeria.
This document shares what Co-Founders - Chinedu and Raymond imagined and shared with a few stakeholders just before the BETA launch of vibeoo.com
This document contains a biography and curriculum vitae of an Indonesian researcher named Donny Bu. Some key details include:
- Donny Bu has a postgraduate degree from the University of Indonesia and worked as a journalist, editor, and publisher at Detikcom before becoming a senior researcher at ICT Watch.
- He gives lectures on topics related to communication technology development, cyber journalism, and IT at several universities.
- Donny Bu's work focuses on internet health advocacy through his organization ICT Watch and he is an activist for freedom of expression online.
This document discusses using mobile marketing to engage youth. It begins with an agenda and then discusses research showing that most college students own mobile devices and use them frequently for communication, entertainment and social media. The next sections argue that mobile should be a key part of marketing to youth because it allows for interactive and personalized messaging where young people spend much of their time. Examples are provided of SMS campaigns for military recruitment and driving enrollment at a university open house. The document emphasizes using the right calls to action and integrating mobile messaging with other channels like email and direct mail.
This document discusses how digital natives, those born after 1980, have grown up in a digital world and are comfortable using technology. It notes that digital natives have digital dossiers containing their online activities that they have little control over. The document also addresses issues like cyberbullying, information overload, and how educators and parents can help guide digital natives to safely navigate the online world.
Bipper is a software-based safety solution that allows parents to control how their children use mobile phones. It gives parents control over who children can contact, how much they can call/text, and when they can use the phone. Parents can also set a safety alarm, locate their children, and remotely block the phone if lost. Bipper will be available through operators, SIM cards, handsets with it preloaded, and app stores. Key customers are mothers who want control over their children's phone usage. Bipper has partnered with a major European operator and Motorola to deliver the solution.
This document outlines a 10-week course on digital marketing. It discusses key digital marketing concepts and challenges including big data, social media, mobile and cross-channel shopping. Metrics for measuring digital campaigns like clicks, leads, and cost per thousand impressions are presented. Retargeting and real-time bidding for digital ads are covered. The importance of owned, earned, and paid media is explained.
This monthly newsletter discusses emerging media technologies and their impact on education. The April 2009 issue features stories on YouTube allowing overlay ads on videos to benefit charities, the expansion of generic top-level domains, and a reality TV show in Belgium using flash mobs for promotion. It also previews an envisioned interactive, multimedia textbook platform and introduces the newsletter's producers.
This is a presentation made for a seminar organized by EU-China exchange program. It replied three questions. 1- why look at China? 2- What online media brings to China? 3- Sources of innovations?
The document discusses how consumers use technology and how it has impacted their lives. It traces the evolution of the internet from the first computer in 1837 to modern technologies like smartphones, social media, and high-speed internet access. It analyzes data on internet usage statistics, popular online activities like searches, videos, and e-commerce purchases. Key trends are identified, like rising smartphone and tablet use and declining digital camera and desktop usage. Social media platforms are highly used, with billions of users. The internet now meets a variety of consumer needs and has been vital during the COVID-19 pandemic by enabling remote work and access to services.
SoLoMoBooks: Discovering Books on the GoKerry Skemp
Here are a few key points about using Twitter to promote books:
- Twitter allows you to engage directly with readers and build anticipation/interest for a book in a fun, interactive way. By tweeting excerpts and snippets, you keep people coming back for more.
- It can gain significant attention and publicity, as the author who tweeted a novel found. Unconventional promotional tactics tend to get noticed.
- Readers on Twitter are a targeted audience already interested in books, authors, and pop culture discussions. Promoting on Twitter helps reach these engaged readers.
- The challenge is keeping tweets brief and compelling enough to maintain interest over time. You need a strategy for rolling out content in a way that leaves
Blurring The Boundaries And Keeping It RealMiriam Rayman
The document discusses how consumers are blurring traditional boundaries between categories like work and leisure, online and offline, public and private. It notes trends like people being constantly connected through technology, sharing more details of their personal lives publicly, and not distinguishing between online and offline activities. The document also discusses how consumers are demanding more transparency and authenticity due to eroding trust in institutions, and are taking more local and activist approaches to address issues like community and the environment.
10 Reasons Why Your Clients Need a Mobile Websitebrick&mobile
The document provides 10 reasons why clients need a mobile website. It begins by noting that the number of mobile internet users is growing rapidly as smartphones become more accessible globally. It then states that the mobile marketing industry is expected to reach $50 billion by 2015, and that a mobile-optimized website is necessary for businesses to capture this growing market. The document concludes by emphasizing that desktop websites can be difficult to use on mobile devices, potentially driving customers to competitors that offer mobile-friendly options.
Have you fallen victim to Social Media ‘sensationalism’? Find out why this rising phenomenon is causing waves online, and how to navigate the hype to stay ahead of the game in State of Social’s 10th edition!
Lead by Chris Walts, Social Strategy Director at Ogilvy UK, we explore the effect of sensationalism and what it means to marketers. Plus, the latest format updates from all the major platforms and a look at some best-in-class creative from the last quarter.
Viv•id – adjective producing powerful feelings and strong, clear images in the mind. The document provides 10 tips for brands to develop an effective social media presence including choosing the right platforms based on target customers, creating engaging original content, using social features to reward fans and drive engagement, monitoring social channels and responding to trends and current events. The goal is to create a vivid brand that connects with customers on social networks.
The document provides an overview of mobile internet advertising in the UK. It discusses how mobile advertising is similar to traditional internet advertising but also has key differences due to mobile devices having smaller screens, slower connections, and being used on the move. It also examines the importance of mobile phones in daily life for many UK residents and how mobile internet usage is growing, especially among younger demographics. Mobile advertising opportunities are emerging through banner ads, search, and video as the mobile internet market continues to develop in the UK.
A lot has changed in digital media from 1969 to 2006:
- The internet was invented in 1969 and email was created in 1971. The World Wide Web was launched in 1989.
- MP3s and CD burning in the 1990s disrupted the music industry. File sharing services like Napster in the late 1990s and early 2000s had a major impact.
- Social media like MySpace and Facebook launched in the 2000s and changed how people interacted and shared content online. YouTube launched in 2005 and was acquired by Google in 2006.
The document provides a historical overview of major events and developments in digital media from 1969 to 2006, including the creation of ARPANET which led to the internet, the invention of email, MP3s, the world wide web, search engines like Google, social networks like MySpace and Facebook, mobile technologies like smartphones, and the rise of digital distribution of music, videos, and other media through platforms like iTunes, YouTube, and online streaming. It traces how these innovations disrupted existing industries and transformed how people access and share information and media.
In 2014, the Audio Content on Demand platform Vibeoo was venture designed from just another dream to an actionable idea in Lagos, Nigeria.
This document shares what Co-Founders - Chinedu and Raymond imagined and shared with a few stakeholders just before the BETA launch of vibeoo.com
This document contains a biography and curriculum vitae of an Indonesian researcher named Donny Bu. Some key details include:
- Donny Bu has a postgraduate degree from the University of Indonesia and worked as a journalist, editor, and publisher at Detikcom before becoming a senior researcher at ICT Watch.
- He gives lectures on topics related to communication technology development, cyber journalism, and IT at several universities.
- Donny Bu's work focuses on internet health advocacy through his organization ICT Watch and he is an activist for freedom of expression online.
This document discusses using mobile marketing to engage youth. It begins with an agenda and then discusses research showing that most college students own mobile devices and use them frequently for communication, entertainment and social media. The next sections argue that mobile should be a key part of marketing to youth because it allows for interactive and personalized messaging where young people spend much of their time. Examples are provided of SMS campaigns for military recruitment and driving enrollment at a university open house. The document emphasizes using the right calls to action and integrating mobile messaging with other channels like email and direct mail.
This document discusses how digital natives, those born after 1980, have grown up in a digital world and are comfortable using technology. It notes that digital natives have digital dossiers containing their online activities that they have little control over. The document also addresses issues like cyberbullying, information overload, and how educators and parents can help guide digital natives to safely navigate the online world.
Bipper is a software-based safety solution that allows parents to control how their children use mobile phones. It gives parents control over who children can contact, how much they can call/text, and when they can use the phone. Parents can also set a safety alarm, locate their children, and remotely block the phone if lost. Bipper will be available through operators, SIM cards, handsets with it preloaded, and app stores. Key customers are mothers who want control over their children's phone usage. Bipper has partnered with a major European operator and Motorola to deliver the solution.
This document outlines a 10-week course on digital marketing. It discusses key digital marketing concepts and challenges including big data, social media, mobile and cross-channel shopping. Metrics for measuring digital campaigns like clicks, leads, and cost per thousand impressions are presented. Retargeting and real-time bidding for digital ads are covered. The importance of owned, earned, and paid media is explained.
This monthly newsletter discusses emerging media technologies and their impact on education. The April 2009 issue features stories on YouTube allowing overlay ads on videos to benefit charities, the expansion of generic top-level domains, and a reality TV show in Belgium using flash mobs for promotion. It also previews an envisioned interactive, multimedia textbook platform and introduces the newsletter's producers.
This is a presentation made for a seminar organized by EU-China exchange program. It replied three questions. 1- why look at China? 2- What online media brings to China? 3- Sources of innovations?
The document discusses how consumers use technology and how it has impacted their lives. It traces the evolution of the internet from the first computer in 1837 to modern technologies like smartphones, social media, and high-speed internet access. It analyzes data on internet usage statistics, popular online activities like searches, videos, and e-commerce purchases. Key trends are identified, like rising smartphone and tablet use and declining digital camera and desktop usage. Social media platforms are highly used, with billions of users. The internet now meets a variety of consumer needs and has been vital during the COVID-19 pandemic by enabling remote work and access to services.
SoLoMoBooks: Discovering Books on the GoKerry Skemp
Here are a few key points about using Twitter to promote books:
- Twitter allows you to engage directly with readers and build anticipation/interest for a book in a fun, interactive way. By tweeting excerpts and snippets, you keep people coming back for more.
- It can gain significant attention and publicity, as the author who tweeted a novel found. Unconventional promotional tactics tend to get noticed.
- Readers on Twitter are a targeted audience already interested in books, authors, and pop culture discussions. Promoting on Twitter helps reach these engaged readers.
- The challenge is keeping tweets brief and compelling enough to maintain interest over time. You need a strategy for rolling out content in a way that leaves
Blurring The Boundaries And Keeping It RealMiriam Rayman
The document discusses how consumers are blurring traditional boundaries between categories like work and leisure, online and offline, public and private. It notes trends like people being constantly connected through technology, sharing more details of their personal lives publicly, and not distinguishing between online and offline activities. The document also discusses how consumers are demanding more transparency and authenticity due to eroding trust in institutions, and are taking more local and activist approaches to address issues like community and the environment.
10 Reasons Why Your Clients Need a Mobile Websitebrick&mobile
The document provides 10 reasons why clients need a mobile website. It begins by noting that the number of mobile internet users is growing rapidly as smartphones become more accessible globally. It then states that the mobile marketing industry is expected to reach $50 billion by 2015, and that a mobile-optimized website is necessary for businesses to capture this growing market. The document concludes by emphasizing that desktop websites can be difficult to use on mobile devices, potentially driving customers to competitors that offer mobile-friendly options.
Have you fallen victim to Social Media ‘sensationalism’? Find out why this rising phenomenon is causing waves online, and how to navigate the hype to stay ahead of the game in State of Social’s 10th edition!
Lead by Chris Walts, Social Strategy Director at Ogilvy UK, we explore the effect of sensationalism and what it means to marketers. Plus, the latest format updates from all the major platforms and a look at some best-in-class creative from the last quarter.
Viv•id – adjective producing powerful feelings and strong, clear images in the mind. The document provides 10 tips for brands to develop an effective social media presence including choosing the right platforms based on target customers, creating engaging original content, using social features to reward fans and drive engagement, monitoring social channels and responding to trends and current events. The goal is to create a vivid brand that connects with customers on social networks.
The document discusses developments in digital media and how brands are adapting. Key points include:
- New digital channels have advanced but traditional channels still hold strong audiences. Successful communications span multiple channels.
- Customers have become creators, critics, and community managers due to new technologies and are more connected than ever. This impacts how brands market, provide support, and develop products.
- Brands are evolving to understand people's needs and behaviors across different mindsets like fun, task-oriented, and social connections. Seeding content through social networks, blogs and other influencers is important for content to spread organically.
The document summarizes key points about mobile social media. It defines mobile social media as online social networks, sharing content through social channels, connecting mobile sites and apps to social networks, mobile social networks, and location-based check-in services. It notes that 150 million people use Facebook mobile and 240% growth in social media apps year-over-year. People use mobile social media for connecting, self-esteem, altruism, fun, and curiosity. However, an over-emphasis on extrinsic rewards risks depleting intrinsic motivation. The document outlines how people use mobile social media in the living room, stores, and with products. It predicts 4G will accelerate usage and all media will integrate social features.
Thinking Outside the App: How Real World Forces Inform Kids' Media Development Robin Raskin
A talk given to kid's app creators at the Dust or Magic conference.
Trends like AI, VR, AR and the sharing economy will drive innovation in kids media but only if we get passed the Personally Identifiable Informaton conundrum.
Slides accompanying a conversation by Jonathan Kopp, Partner & Global Director, Ketchum Digital, about global digital, social and mobile media trends and their impact on the practice of public relations at the XII Fórum Internacional de Comunicação Corporativa of the Associação Brasileira de Anunciantes (Brazilian Association of Advertisers) in Sao Paulo, Brazil, on 18 November, 2010.
Simon Dell is the director of TwoCents Group, which provides branding, graphic design, marketing consultancy, advertising campaigns, and social media services with a focus on small and medium enterprises. He has background experience working for large consumer goods companies. Dell writes for Marketing Magazine and emphasizes that social media allows businesses to earn attention by creating valuable, interesting content and publishing it for free online, as opposed to traditional paid advertising or media relations. He presents on topics related to social media strategy and implementation for businesses.
This document discusses native advertising and summarizes a presentation on the topic. It finds that:
1) Native advertising spending in the US is projected to grow substantially through 2017, outpacing display advertising spending growth.
2) Wall Street is excited about native advertising because it is embedded in fast growing areas like mobile, video, social media, and native formats.
3) While consumer time spent has shifted to mobile devices, advertising spending has not kept up, still focusing more on desktop.
4) Native ads have higher conversion rates and are more engaging and social than traditional banner ads. Many brands and agencies are adopting native ad formats.
5) Pricing for native advertising placements varies widely between
Fun city relaunch-marketing strategy oct '09Elina_Dutta
The document provides a marketing strategy and recommendations for repositioning and increasing awareness of the Fun City brand. It includes an analysis of the target audience of kids, tweens and teens, outlining what is important to them and how to best reach them. A 6-part strategy is proposed: 1) in-store activations, 2) an interactive online presence, 3) cross-promotions, 4) a PR campaign positioning Fun City as a family destination, 5) guerilla marketing tactics, and 6) tactical marketing campaigns promoting Fun City as a world of fun for families. The strategy aims to make Fun City the natural choice for family entertainment.
This document provides a summary of a discussion on branding and games between industry experts. It discusses:
- The evolution of games advertising and how brands have increasingly integrated into games over time.
- Different ways people play games and how brands can tap into various motivations.
- Examples of successful branded gaming campaigns like those for Philips, Lily Allen, Comic Relief, and Vimto.
- Research on the McDonald's FarmVille promotion, finding mostly positive feedback but some execution issues around rewards and availability.
- Conclusions that to plan an effective in-game campaign, brands should understand the game, provide a significant reward or benefit, and understand the medium.
The document discusses the evolution of media from traditional to new digital formats. It notes that internet usage will surpass TV by 2010. Video content is growing rapidly, especially for sharing on platforms like YouTube. Advertising is also shifting to new digital formats like video. The new media ecosystem involves users being "always on" across owned, paid and earned media channels on multiple platforms. It emphasizes the need for brands to have an "always on" online presence across content, channels and platforms to fully engage today's digital users.
Kabongo is a socially-connected online learning game for kids that is based on cognitive science. It has been very successful with kids spending over 20 minutes on average playing the games. The games also help connect mothers with their kids through learning. The company is seeking to raise funds to expand customer acquisition and develop new mobile products.
Social Media Marketing: A hands-on approachSocialab
The document provides an overview of a presentation on social media marketing given by George Anagnostopoulos of Socialab. Some key points:
- Socialab started as part of a mobile marketing company and is now an independent social media marketing firm based in Greece and the UK.
- Socialab runs the largest Greek blog and LinkedIn group on social media marketing.
- Examples of successful social media campaigns for clients include growing a Facebook page to 1.8 million fans and generating 2.7 million YouTube views.
- Data is presented showing the impact of social media on consumer trust and purchasing behaviors.
- An overview of social media platforms like Facebook, Twitter, YouTube, and Pinterest
The document provides an overview of the history of social networks from 2003 to 2017. It discusses the early social networks that focused on connecting existing friends and sharing information. Over time, social media evolved to encourage sharing of one's life through photos and video on platforms like Facebook, YouTube, and Instagram. Users began curating more polished online personas and social media became a way to gain influence and income through content creation and advertising.
The document discusses a technology called the Viral Brand Genome (VBG) that analyzes social media interactions and commerce behavior to map social networks and identify influential individuals. The VBG tracks how media like music and videos spread virally through social networks. It links this spread to commerce data to determine who influences purchasing behavior. Brands can then target influential individuals to help promote products.
Does your business want to develop a social media and video strategy but not sure where to start? Industry experts, Jim Gibson & Michael Gier of Online Media Today share easy to understand tips on how to jump start your social media and video campaigns.
Digital Marketing for Financial Services Companies: New Mantras, New MediaWilson Cleveland
The document discusses various digital marketing strategies and tactics that financial services companies can employ, including maintaining a presence on social media platforms, creating engaging content, and utilizing new media like mobile and online video. It provides examples of how some companies are using tools like widgets, games, podcasts and videos on their websites and social media profiles to better engage customers.
Digital Marketing for Financial Services Companies: New Mantras, New Media
Imbee corporate deck
1.
2. Table of Contents
• What is Imbee?
• Imbee - Safety First
• Why Imbee?
• Why Partner with Imbee?
• Original Programming
• Event Marketing
• Social Network
• Gaming
• Contact info
3. What is Imbee?
Imbee is a safer, social networking and media site created specifically for 8 to 14 year olds. Imbee offers the ultimate “mash-up”
for Tweens and is destined to be the #1 online social networking, media, and gaming destination.
Imbee offers:
• Access to over *200,000 Imbee Tween users
• Cutting-edge, social-networking technology
• A dedicated space to meet other Tweens in a safe social and
environment
• The ability to interact with exclusive and innovative original short-
form programming. All produced in HD
• Sneak peeks at one-of-a-kind experiences at Hollywood premiers
and events
• Special “behind-the-scenes” look at shows and festivals
• Unique apps and a chance to play state-of-the-art online games
with friends across the globe
• Music and ringtone downloads
*Current marketing efforts and strategic alliances, forecast a 200 percent user growth by fourth quarter , 2011
4. Imbee - Safety First
For security and COPPA compliance, Imbee requires identity authentication via a credit card from a parent or a teacher.
Once a parent authorizes a userʼs account, the user will have full access to the features on the site. From there, Imbee has
built-in security settings that allow the parent to set age-appropriate parameters related to the userʼs online activities.
• Imbee is the 1st secure social networking site for kids.
• Imbee is different from other social networking sites because it is
designed for kids an every kid account needs a verified parent
account attached to their account
• parent accounts are verified by a $1 charge to their credit card the same
method used by the United States Post Office to verify the identity in
change of address requests.
• Imbee also works closely with Caru (Children's Advertising Review
United) to make sure Imbee follows the federal regulations for COPPA
(Children's Online Privacy Protection Act).
• With people joining social networks every day Imbee is proud to
be a safe social network destination for kids!
Pop sensation WILLOW SMITH defied her parents'
orders to avoid social networking sites - so mum
JADA PINKETT SMITH confiscated her computer for a
month.
5. Why Imbee?
Tweenʼs Appetite for Broadband Content Among Kids and Teens is growing. Imbee realizes that the future of media is on-line.
• Kids using broadband at home will grow from
11.6 million to 22.7 million in 20121
• 79% of teens 13-17 downloaded or streamed
a video clip in the past month
• 58% boys and girls age 10-18 play games on
the Internet every week2
• Playing games and streaming videos are
some of the favorite online activities of kids
and teens3
• Kids 10-18 spend 6.5 hours every week
playing games on the Internet
• 48% of kids 6-11 play online games
Source: (1) Jupiter Broadband Forecast, 2) eMarketer, (3) eMarketer Kids and Teens Online: Virtual Worlds Open New Universe
6. Imbee is the convergence of traditional media, on-line, and experiential.
Outdoor
Web Site
Social
Broadcast Media
Print
Traditional Online Banner
Ads
Advertising
Media
P.R. E-mail
Product Experiential Event and
Placement/ sponsorship
Integration activation
Sampling Buzz
Marketing
7. Imbee defines the future of New Media. Content-plus distribution is key!
Imbee sees the market changing and is committed to being the #1 online destination to
bring Tweens users age-appropriate exclusive content when and how they want it.
Source, Hereʼs The Truth About The Future of The Media Industry December 10, 2010
8. The “New Media” Landscape
Imbee is in a prime position to capture the 20 million users aged 3 to 17 that will be
online in 2011 searching for interaction and socialization opportunities. An expected
53% of children on the Web will belong to a virtual world within four years.
Source, Hereʼs The Truth About The Future of The Media Industry December 10, 2010
9. Why partner with Imbee?
Imbee develops brand recognition by presenting your brandʼs logo, verbal mention or appearance of your product in our
original programming. We strategize with brands to build a non-obtrusive blend of brand attributes, messaging points, product
and signage within our creative content.
• Once a product is placed, it keeps getting seen over
and over again.
• Episodes are shared, archived, and revisited, so
most messages live on for years!
• Your brand may show up in the Search Engine
Listings
• Search engines follow & give credence to links in our
MyZones, FanZones, and board postings
10. The power of younger consumers has grown stronger in recent years.
39 percent of parents of 10- and 11-year-olds say their children have a
significant impact on brand purchases.
9-to-11-year-olds account for 53 percent of
total buying power among children 3 to 11.
Both boys and girls age 9 to 11 say they
spend without thinking
Source, New York Times.
11. Targeting Tweens before they can buy a product is a tactic that more
marketers are exploring. By integrating your products within Imbee,
you're establishing brand presence and positive association.
Toyota quietly began a virtual
promotion of Scion: it paid for the
car's product placement in
Whyville.net, an online interactive
community populated almost entirely
by 8- to 15-year-olds. Toyota is
counting on two things — influence
their parents' car purchases and
maybe grow up with some Toyota
brand loyalty.
Retailers like Staples and Office
Depot are pitching high school juniors
and seniors about products that they Hey, Kid, You Want to Buy a Toyota Scion?
will buy in college.
12. Imbee Original Programming
Imbee promotional spot
A :30 and :90 promotional spot, developed in partnership with (the “National Film
Festival for Talented Youth”, the largest film festival for youth-based filmmakers in
the world)
“The Donkey Boyz”
The Donkey Boyz is a web series tween version of “Entourage” meets the
eccentric comedy of “Arrested Development”. The series depicts the story of a
motley crew of “would-be” musical superstars who must successfully navigate the
murky waters of the entertainment industry... and the neighborhood,
“NFFTY” behind the scenes documentary
Imbee users are taken behind the scenes of the largest youth-based film festival in
the world (The festival, now in it's 5th year - based in Seattle, WA.).Users find out
what it takes to become filmmakers themselves. Teen comic, Andrew Bosch, hosts
2 segments.
“Spotlight, featuring Spencer Lee” features tomorrowʼs industry
superstars and successful professionals who decide to embark on the difficult, yet
inspiring “road to dreams”. "Up-and-coming" recording artist,Spencerʼs back-story,
goals, original songs and live musical performances are featured over 5 episodes
“Schooled by Andrew Bosch”
Schooled is a comedy web series, starring teen comic, Andrew Bosch. Schooled
serves a sarcastic dish of commentary, featuring (among others items) online
video clips of outrageous celebrity moments, user-submitted video outtakes and a
hearty slice of todayʼs pop culture.
13. Imbee Events
This year, Imbee, the exclusive social networking licensor of NFFTY (National Film Festival for
Talented Youth); will come to life during the Festival in unique and exciting ways.
Imbee is currently a premier sponsor to NFFTY,
the largest and most influential film festival for
young filmmakers (age 22 and under).
Imbeeʼs featured host, Andrew Bosch, gives
Imbee users a behind - the-scene look at over
200 film screenings, filmmaking panels, film
contests, red carpet interviews and parties.
Imbee is committed to help NFFTY showcase
young filmmakers from around the world as they
exhibit feature-length and short films in
narrative, documentary, animation, music video,
experimental, and action sport categories.
14. Imbee Social
A full 15% of all social networking users are under the age of 17 imbee is committed to offering tweens an safe alternative
to the standard adult social networking sites. As a social networking site imbee is, scalable, secure, original and fun.
15. Video games have become a daily activity in the lives of todayʼs children. 61 percent of Boys and girls up to the
age of 15 play video games on a daily basis, and that 65 percent of those actually prefer to play their games on the
PC rather than consoles and handhelds.
16. Imbee has a strategic alliance with Miniclip, one of the largest on-line
gaming site in the world.
Our Miniclip relationship provides Imbee users with high
quality online entertainment experiences. The interactive
applications are fun, intuitive to play, and quick to load.
They are browser based allowing users to play online
easily without downloading or installing additional
software. They can be played anytime, anywhere, via
the Internet across multiple devices and future hardware
devices. Versions are available on Windows, Mac,
iPhone, iPod, iPad, as well as current and future
Android devices such as smartphones, tablets and
netbooks.
•Over 70 million unique users each month
•There are currently over two million educational art and
animations on Miniclip.com
•There are also over 500 interactive entertainment
applications on Miniclip.com with two new applications
released every week ensuring fresh content.
• Miniclip encourages the sharing of its games through
email, instant messaging, blogs and social sites. Miniclip
is listed in the Silicon Alley 50, the World's most
valuable Internet start-ups
17. Imbee Contact Information
Marc Brogdon, Marketing - imbee, Inc.
office: 323-290-1997
cell: 323-974-0672
email: Marc@Brogdon.com