We recently discussed the social media market with the emergence of Google+, yet in many ways social media has already won. This was summarised by Seth Priebatsch, CEO of SVNGR (Groupon meets Foursquare) at this year’s SXSW Festival. “While the last decade was the decade of social… where the framework in which we connect with other people was built… This next decade will be the decade where the game framework is built.” In response to this we’ve decided to dissect gamification, why it is going to become so powerful and how it can actually make marketing engaging and fun.
Google’s new social network, Google+ has caused a lot of fuss in the month since it launched. While still only in ‘invite-only’ mode, it has reportedly attracted 20 million users in this one month compared to Foursquare’s 10 million users in two years. Yet there are already reports of a slow down in visits figures and browsing time. Can it really challenge and surpass Facebook or is it going to be another Google social flop?
I’m fascinated by mobile. The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it… and I genuinely believe the digital world will change unrecognizably in the next couple of years because of mobile.
Advertisers the length and breadth of the country reacted with anger when the news broke that the House of Lords Communications Committee said that broadcasters should cut the number of minutes in a TV commercial break.
How is Mashable getting as many mentions as Bloomberg and Reuters combined? It’s simple really.
The proliferation of the use of digital marketing has led to significant growth in brands using social marketing campaigns to increase consumer engagement.
We recently attended a NESTA seminar about 3D printing and the potential applications of having 3D printers in the home. Having such printers within the home, could potentially cause a huge disruption to the manufacturing industry as the internet has disrupted traditional media.