1. The document discusses how ideas spread on social media, with a focus on analyzing retweet counts and follower counts for different companies on Twitter. It includes charts showing the number of retweets and followers for several major brands.
2. It also examines the order of how people typically feel, learn, and buy in relation to products or ideas. Different potential sequences are presented: feel then learn then buy, learn then feel then buy, etc.
3. Additional details provided include the date the document was created (December 20, 2008) and information about the author, whose Twitter handle is mentioned as @toru_saito and who describes themselves as "in the looop".
1. The document discusses how ideas spread on social media, with a focus on analyzing retweet counts and follower counts for different companies on Twitter. It includes charts showing the number of retweets and followers for several major brands.
2. It also examines the order of how people typically feel, learn, and buy in relation to products or ideas. Different potential sequences are presented: feel then learn then buy, learn then feel then buy, etc.
3. Additional details provided include the date the document was created (December 20, 2008) and information about the author, whose Twitter handle is mentioned as @toru_saito and who describes themselves as "in the looop".
The document discusses social media and how it allows people to have conversations online. It provides examples of how brands have used social media strategies, including speaking to consumers like humans rather than brands. It also shows statistics on how consumers prefer to interact with brands on social media, with the majority preferring a social-only approach.
This document discusses various social media marketing campaigns conducted by companies between 2005-2015. It categorizes the campaigns as focusing on social-only, local-only, or a mix of social and local. The campaigns span industries like retail, automotive, music and more. Metrics like reach and engagement are provided for some examples. The document appears to be analyzing trends in location-based and socially driven promotional campaigns over a 10 year period.
Social media is defined as people having conversations online. The document provides statistics on the growth of major social media platforms from 1998 to 2009. It also includes pie charts showing the percentage of people using different social media sites in 2009. Finally, there are brief quotes about social media and brands communicating with consumers.
The document contains several charts and graphs showing:
1) Age demographics of Facebook users from 2008-2014 showing steady growth across all age groups.
2) A comparison between mass media (one-to-many communication) and social media (many-to-many communication).
3) A survey results showing people's top sources of product information, with online product reviews and social media sites among the most popular.
1) Free-to-play games on mobile platforms like the iPhone were starting to generate significant revenue for developers in 2010.
2) Major game developers like Zynga and smaller companies were seeing hundreds of millions of dollars in revenue from games on Facebook and mobile app stores.
3) Virtual goods, lead generation offers, and advertising were the main revenue models for free-to-play games, with virtual goods being the largest at $7 billion in global revenue in 2010 according to one estimate.
The document appears to be a collection of slides in Japanese discussing trends in social media and consumer behavior from 2010. Some key points summarized:
- Facebook, YouTube and Google saw large increases in user rates from 2009 to 2010.
- CheckFacebook.com showed how ideas spread more widely on social media than traditional mass media.
- Most consumers are influenced by friends/family, online reviews and social networks more than TV or news sources when making purchase decisions.
- Different companies have varying levels of customer engagement on Twitter, with Zappos having the most incoming links from tweets.
- The slides suggest social media is changing how consumers learn about, feel about, and purchase products.
Looops Social Media Consulting provides services to help businesses leverage social media. Their approach, called the Looops Way, focuses on listening to customers, engaging authentically with followers, and measuring results to continually improve marketing strategies. The document outlines Looops' philosophy for helping companies build their brands through social platforms.
The document discusses social media and how it allows people to have conversations online. It provides examples of how brands have used social media strategies, including speaking to consumers like humans rather than brands. It also shows statistics on how consumers prefer to interact with brands on social media, with the majority preferring a social-only approach.
This document discusses various social media marketing campaigns conducted by companies between 2005-2015. It categorizes the campaigns as focusing on social-only, local-only, or a mix of social and local. The campaigns span industries like retail, automotive, music and more. Metrics like reach and engagement are provided for some examples. The document appears to be analyzing trends in location-based and socially driven promotional campaigns over a 10 year period.
Social media is defined as people having conversations online. The document provides statistics on the growth of major social media platforms from 1998 to 2009. It also includes pie charts showing the percentage of people using different social media sites in 2009. Finally, there are brief quotes about social media and brands communicating with consumers.
The document contains several charts and graphs showing:
1) Age demographics of Facebook users from 2008-2014 showing steady growth across all age groups.
2) A comparison between mass media (one-to-many communication) and social media (many-to-many communication).
3) A survey results showing people's top sources of product information, with online product reviews and social media sites among the most popular.
1) Free-to-play games on mobile platforms like the iPhone were starting to generate significant revenue for developers in 2010.
2) Major game developers like Zynga and smaller companies were seeing hundreds of millions of dollars in revenue from games on Facebook and mobile app stores.
3) Virtual goods, lead generation offers, and advertising were the main revenue models for free-to-play games, with virtual goods being the largest at $7 billion in global revenue in 2010 according to one estimate.
The document appears to be a collection of slides in Japanese discussing trends in social media and consumer behavior from 2010. Some key points summarized:
- Facebook, YouTube and Google saw large increases in user rates from 2009 to 2010.
- CheckFacebook.com showed how ideas spread more widely on social media than traditional mass media.
- Most consumers are influenced by friends/family, online reviews and social networks more than TV or news sources when making purchase decisions.
- Different companies have varying levels of customer engagement on Twitter, with Zappos having the most incoming links from tweets.
- The slides suggest social media is changing how consumers learn about, feel about, and purchase products.
Looops Social Media Consulting provides services to help businesses leverage social media. Their approach, called the Looops Way, focuses on listening to customers, engaging authentically with followers, and measuring results to continually improve marketing strategies. The document outlines Looops' philosophy for helping companies build their brands through social platforms.
The document contains data from surveys on social media usage:
- People ages 18-34 spend the most time on social media, with over 83% using sites like Facebook for 30+ minutes daily. Usage declines with age.
- Twitter grew significantly between 2009-2010, from 315 million users to over 700 million, showing the rise of mobile social networks.
- When shopping, over 50% of people are influenced most by online product reviews, friends, and family recommendations rather than advertising or blogs. Social media is becoming a major influence on purchasing decisions.
- Twitter had 315 million users in 2010 and saw rapid growth, becoming a popular social media platform for companies and organizations to connect with customers.
- Traditional media companies like Comcast began using social media for customer service and support, addressing issues on Twitter directly.
- New companies offering on-demand services like Zappos, Handyman, and SPRING saw success reaching customers through social media networks like Twitter, signing up thousands of users with just a few employees.
The document contains charts and graphs showing trends in social media usage in Japan from 2008-2014. It shows that:
1. Twitter surpassed mixi and Facebook in number of active users by 2011, reaching over 10 million users.
2. Time spent on social media peaked at just over 45 minutes for those aged 35-44 in 2013.
3. Usage of social networking sites has been steadily increasing since 2008, especially Twitter, among various age groups in Japan.
16. 出典: アレックス・ペントランド著「ソーシャル物理学」
“Why Social Physics?” by MIT Professor Alex Pentland
「ソーシャル物理学」とは情報やアイデアの流れと⼈々の⾏動の間にある確かな
数理的関係性を記述する最新かつ定量的な社会科学。のべ数百万時間におよぶ
社会実験のビッグデータから「⼈間の集団」が持つ普遍的性質が解明された。
「ソーシャル物理学」とは情報やアイデアの流れと⼈々の⾏動の間にある確かな
数理的関係性を記述する最新かつ定量的な社会科学。のべ数百万時間におよぶ
社会実験のビッグデータから「⼈間の集団」が持つ普遍的性質が解明された。
出典: アレックス・ペントランド著「ソーシャル物理学」