Social Games
Zynga, Playfish, Playdom: generating as much as US$ 300 million annually on sales of virtual goods; http://j.mp/2jZyGy
Zynga, Playfish, Playdom: generating as much as US$ 300 million annually on sales of virtual goods; http://j.mp/2jZyGy
Lehdonvirta published his PhD thesis [PDF] on people who spend real money on virtual goods; http://j.mp/2sMsR3
Brand eins: Wissen ist der erste Rohstoff, der sich bei Gebrauch vermehrt; http://j.mp/3oCipx
Ries: Categories tend to diverge, not converge. There is always room for new brands; http://j.mp/QyB4A
Kagan: What the F**K is Social Media? http://j.mp/33JFC3
Danke für den Link – spannende Präsi und passt gut zu dem, woran ich gerade arbeite ;)
Liebe Grüße,
Sandra
Gern. Es gibt übrigens auch eine “entschärfte” Variante ohne “F**K”. ;) http://j.mp/4pyV3j
Swayne: Meme marketing is an engineered idea infection. It is difficult, rare and powerful; http://j.mp/1DXMbh
Wi-Fi devices will start talking to each other directly using Wi-Fi Direct without setups or hot spots; http://j.mp/1iPo1F
Technorati, keeper of the Top 100 Blogs list, raised new venture capital and relaunched its site; http://j.mp/19oZ1L
Ries: If a brand is not the category leader or the opposite of the leader it is headed for trouble; http://j.mp/hp1Sk
Die Richtlinien der DeNIC eG erlauben fortan reine Zifferndomains und Domains mit nur einem Zeichen; http://j.mp/2RT8gK
VERN: “Millions of people are spending real money on virtual clothes in online hangouts, digital items in multiplayer games and presents for their friends in social networking sites. This digitalisation of consumption is an inherent consequence of the increasing involvement of communication technology in everyday social activities, says Helsinki Insititute for Information Technology HIIT Researcher Vili Lehdonvirta. … In public discourse, spending real money on virtual goods is frequently dismissed as an irrational fad or as a result of abusive marketing. But Lehdonvirta’s thesis suggests that the fundamental drivers of virtual consumption are found in individuals’ social and hedonic motivations. … According to Lehdonvirta, the present economic downturn may turn out to be a boost to virtual consumption, because consumers spend more time at home and favour small purchases over large ones. … According to Lehdonvirta’s thesis, people in East Asian countries such as Korea, China and Japan have been quicker to adopt virtual consumption styles.”