Archive | social networking – news, deals & trends RSS feed for this section

video killed the internet star…

11 Apr

the dea skinny on what’s happening:

if video killed the radio star, as the buggles 1979 song noted, it will also kill the free internet as we know it today. perhaps one of the most frustrating things we see is the telecom industry self-disparagingly blaming and flagellating itself for their “telco-head” slow innovation mentality. go easy on yourselves. we don’t even remember that stupid isdn idea from decades ago. we forgive you that. unlike 2-person-inked-hipster-social-video-internet startup types who can move quickly in their studio apartment virtual world-is-flat businesses, telcos have major constraints for good reasons. we all need to get that.

it is a simple fact that telecom companies are huge, their employees numbering in the many hundreds of thousands of people, who deploy billions of dollars of network infrastructure comprised of expensive switches, fibre-optics, cell towers, transmitters, microwave, and yes, miles of conduits and telephone poles. did we mention software?  read their balance sheets. these are BIG players. you try doing it. and try doing it quickly. plus they have to deal with pain-in-the-neck regulators in a million different jurisdictions who sometimes want pie-in-the-sky open everything for nothing. in the end, if you want a simpler business to run, buy a large international airline – it is child’s play by comparison. and telcos are the people who supply you your life’s blood: the internet.

to add insult to injury, we all expect it from them for free. like free video. facebook,  webex, youtube, netflix, hulu and The Content Which Cannot be Mentioned, porno, which some estimate already consumes almost 30% of the internet at any given time and is video-bandwidth intensive in nature.  video, unlike “bursty” interactive traffic which is more easily multiplexed for which the telco nets were originally designed (voice and now data), is long content, persistent in duration and session length and THE ultimate major bandwidth hog which multiplexing technologies cannot help as a “biggest loser” medium as easily. there is short and long form video and the long form is REALLY long.

on video traffic growth, ask the whizzes at cisco if you don’t believe us nor trust what the telco engineers have been saying for ages. the recent cisco visual networking index report  which tracks visual networking traffic stats that by 2015, video traffic on the internet will be 70% of all consumer traffic. sure, this is a self-serving vendor forecast (man, did they blow their e-learning traffic growth projects in the past!) but you catch the general drift so go with us on this. they are directionally dead-on. in the ballpark. no one is arguing against their general case.

for a telcom provider, the arithmetic for all this stuff adds up. adds up big. adds up huge. as in billions and trillions of dollars world-wide. by 2015, some projections say worldwide capital spending will reach $225 billion dollars per annum. but we are a spoiled “trophy” generation who expects its sushi and creme brûlée just so and we therefore naturally expect free bandwidth because we are “digitally entitled”, having grown up and actually gotten used to the freemium freakonomics of internet access. the era of over-investment and global crossing and worldcom and excess bandwidth is long over. video ate it up while you were grooving out on youtube videos of singing cats and your company’s mind-numbing webex meetings. but if you do the math kids, you will see the party is over and you need to grow up. video is here to kill it all for all of us.

the stakes:

trillions of dollars over decades in capital expenditures and at least $225 billion/year worldwide by 2015. we said that already. did it sink in? you don’t need a nobel prize in economics to figure out “free internet video” is over. but  who will pay? you. many telecom players will start taking it out of your pockets. they have to….it’s only business to quote michael corleone in the godfather. the recent att kerfuffle around “cramming” your cell bill with extra “value added network” charges is only the beginning. 

the dea takeaway:

if you are a telecom service provider, consider handling demand with special video rate schemes. yes, we know the natives will revolt and everyone will hate you but somebody has to pay for this. the airline seats are packed to the gills now and airfares are high, but at least, for now, they are temporally profitable. you are already working with the major bandwidth hogs for revenue shares, when they will take your calls, at youtube, hulu, netflix and the porno industry (we have no idea how to contact that last group) as well as the networks. so you have 5 simple alternatives: 1.) revenue sharing with the IP video providers (and that is chump change relative to your future build-out costs) unless you share rev with google, et al. 2.)  dampen video demand through new revenue streams a/k/a higher prices, a blunt instrument which works well (aka tariff play) at the access & service layers and then tango dance with regulators to do this as only your century-experienced clever rates & tariffs people and lobbyists know how to do so well, 3.) partner again or re-think cable franchise deals/acquisitions Justice Department be damned, 4.) develop new bundled services like att’s U-verse,to offload it and charge value-add as you are doing now, or 5.) and this is the least attractive, suck it up and build massive parallel new infrastructure and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access.

if you are a video IP TV content provider or content-producer or anyone else creating services, applications and, most importantly content, get used to the idea that you will need to bake increased IP video network telco access, transport and costs into your models now. don’t act shocked or angry when the telcos start to tell you this stuff costs money and that you have been getting a free ride for years. them days is over.

if you are a network-centric hardware, firmware or software infrastructure or service player, start innovating faster. you can make a ton of money if you continue to find new ways to compress, compact, route and shrink down bandwidth-consuming fat into nothing. this will take decades.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

serious games…seriously ?*!? get out of here, really?

24 Aug

(eyeball time: 1.5 minutes but you might read much faster if you took evelyn woods’ speed reading course in 1961…)

the dea skinny on what’s happening:

www.seriousgames.org

when you think of video games you thing of…well, fun. entertainment! yeah, that’s the ticket!  but there is a whole other world of  “serious gaming” out there.  a “serious game” is one that intends more than entertainment for its players. “serious games” focus on simulating some part of a real world system. according to dr. jane mcgonical, author of  reality is broken (buy book), they include business training games, marketing/advertising (known as “advergaming”), disaster preparedness games, flight or driving simulations, games that help patients understand how their bodies work, and so on. they allow players to test and experiment with systems.

an “alternate realty game” (a/k/a an “ARG,” you buzzword aficionados) on the other hand, is an interactive, trans-media narrative that evolves in response to what its players do. an ARG is truly a trans-media game in that it often involves multiple media and game elements and game mechanics to tell a story which evolves based on participants’ responses and with characters designed by the games designers. ARGs are internet-based an interesting because they have been able to attract large numbers of players in collaborative efforts to solve very difficult puzzles and challenges. jane mcgonical built an interesting game at institute for the future almost 4 years ago called world without oil in which participants gamingly collaborate on solutions to live without oil. ARGs tend to have a pro-social “change the world” focus in many cases, although not always.

the  serious game initiative is focused on exploring how the public sector can forge productive links with the electronic games industry in projects involving training, health, education, and public policy. several members of the initiative produced an initial and highly useful taxonomy of serious games which mapped out the landscape as they see it in a presentation in 2008 [ their presentation may be downloaded here on the “connections” page of our site].

the stakes:

this newly-emerging niche in the game world is very powerful. today, for example, the u.s. department of defense spends $5 billion us annually on building “serious game” simulation games, according to the defense acquisition university. that includes everything from large u.s. air force flight simulators to warfare strategy  “kill” simulators developed by the u.s. army. “full spectrum warrior,” a commercialized “shooter” game was originally developed for the u.s. military. ea games’ medal of honor” and a whole genre of single and group shooter games like bungie studios’ epic  halo 3are part of that military simulation game genre tradition.

but there is a gentler, perhaps more peaceful set of serious games in the marketplace today in a large number of categories: heath and wellness, training, education, science & research, production and work used by a variety of organizations such as corporations, government, healthcare, industry and ngo’s trying the save the world. while the u.s. government is by far the largest spender on serious gaming ($ billions), the corporate business market is spending much less (under a $1 billion u.s.), this space will be expanding quickly in categories like “advergaming”. car companies like mini cooper and jeep have games on their sites to promote brand experience, as do insurance companies such as progressive. increasingly, serious gaming and ARGs will be woven into our lives everywhere with tie-ins to facebook, google and yahoo games and many other trans-media venues.

the dea takeaway:

“serious gaming” will continue to evolve in the government and defense community on a massive scale and probably set the pace for major large spending efforts on complex simulations. they have the seemingly unlimited fountain of government money to fuel it as well as an entire “beltway bandit” group of private sector companies clustered in washington, d.c. and government-sim biz city orlando, florida, sucking up billions of our tax dollars. we have, in effect, what we are calling a gaming industrial complex, to paraphrase dwight d. eisenhower, when he coined the term “military industrial complex” in the good old 1950s.

the ARG movement, which is very new and still being born, may take major steps over time to accomplish what dr. jane mcgonical is seeking….games to change the world.  after the arab awakening in spring of 2011, which lead to political change and turmoil in tunisia, libya, eygpt and syria as well as the english rioting and looting, which occurred  in the summer of 2011, new attention is being given to the power of crowd-sourcing tools like facebook and social media. maybe ARGs will become effective tools to change reality as well. why not gamers?

see our presentation,Transmedia Gamification Opportunities for Serious Gaming dea Presentation @ Serious Play Conference, Seattle 08-23-11 and under our “connections” page.

creating fun branded trans-media content for mobility: Tocquigny’s TripCast™by Jeep®

3 Nov

Tocquigny's TripCast™by Jeep®

(eyeball time: 2.5 minutes but you might read faster…or longer if you get into the cool video clip…)


the dea skinny on what’s happening:

http://www.tocquigny.com

check it out… it’s Jeep®’s first iPhone application: TripCast™, a trek-tracking, geo-social sharing utility which leverages iPhone as a mobility platform using all its bells as whistles for Jeep® branding purposes. Check the vid now… please…or else you won’t know what we are talking about below unless you are a savant or swami with powers none of the rest of us have… more below…

a lot of advertising or interactive agencies talk the trans-media talk but few know how to do it. Comes Tocquigny, an amazing austin-based full service interactive, social and mobile marketing firm. they get it on pretty much everything and are creating very innovative trans-media campaigns and solutions to enhance brands.

o.k., more on why we love this iPhone app…

1. this is what great product branding is all about

Tocquigny ‘s TripCast™by Jeep®  fully leverages apple’s iPhone as a mobile entertainment platform for the Jeep® brand… Jeeps® are about adventure. but you knew that. while it is true that you can make a social statement pulling up in a tuxedo or ball gown in a Jeep®  for valet parking at the next met ball in nyc, Jeeps® are more about, well, like taking an adventure trek someplace. to swipe another product’s motto: “share the fantasy!” mobility can also be about adventure, travel, maps, social networking, personal videos and photos…they all are fun and…you got this by now…so are Jeeps®!

that appears to be the general logic behind Jeep’s® TripCast™, which enables you to share and broadcast your trip, via twitter and twitpic to friends and family as a well as map your trip data in real time and listen to iTunes music. you can also store your trip for all kinds of Jeep®-like adventures which are part of the Jeep® “adventure experience” brand: kayaking, biking, and hiking. TripCast™ by Jeep® is a part of a new form of socially branded entertainment emerging in the marketplace. you don’t need a Jeep® to use TripCast™  so it is subversive the way the best advertising always is…it gets you thinking life might be more fun owning a Jeep® having an “adventure experience” parked in your driveway, available on demand . [note to don draper: that is great creative branding.] the trans-media entertainment experience is synonymous with the brand. the iPhone application features leverage the brand and the mobility concept wonderfully in an integrated way.

2. leveraging trans-media content with the mobile platform’s features

most iPhone applications are “hi! I am an application. I happen to be running on your iPhone. but that is just because i can.” true, there are thousands that leverage one or more aspects of the iPhone’s features but most don’t. Jeep’s® TripCast™ goes the extra mile using features built into the iPhone in a broad and deep way most others don’t: real time mapping, the iPhone camera, video, connectivity to facebook and twitter/twitpic, music from the iTunes store and mash ups with gowalla and foursquare’s technologies which run on the mobile platform as well.

3. showing how powerfully trans-media can work for mobile

it is sad but true that most brands simply “get on facebook” and think they are done. they don’t think about how they can leverage their brand  features with the features of the platform with which they are working. the core qualities of what their brand is about…in Jeep®’s case, a mobility metaphor. obviously, Jeep® is a synergistic [sorry, bucky, we had to use that word] brand for mobility. that is what a car/truck/SUV does. it moves around places. like a mobile phone, it is the essence of mobility. Tocquigny’s creative genius was putting these concepts together and expanding the Jeep® adventure experience metaphor into “adventure entertainment tools” linking the brand with the application they built and on the technology platform where they placed it.

the stakes:

according to the latest pricewaterhousecooper’s “2010 global entertainment and media outlook,” the wired and mobile global advertising market will be $66 bb in 2010 and grow at a compound annual growth rate of 11.4% over five years to $103 bb US in 2014. While not the size of exxon’s annual revenues these days, when viewed as a single segment of the worldwide advertising business, it is impressive growth, second only to video games. Anyway, nothing to sneeze at in the world of digital entertainment.

the dea takeaway:

1. brand managers and agencies

get with the trans-media program even more than you are. but don’t get all gimmicky on us with all kinds of gizmos and silly ideas. a good place to start is to think about trans-media venues, platforms and features which would lend themselves well to your advertising brand. then carefully and deliberately map your brand’s core qualities to the target market experiences you can provide and then pick the appropriate content and platforms for them the way Tocquigny did for TripCast™ by Jeep® by selecting the iPhone for a mobile application. make sure they are compelling, aligned with the brand and useful.

2. partner up

you know a lot but not everything. depending on who you are, figure out your ecosystem and do what you do best. if you are a brand manager, find a great agency who understands branding, trans-media, content and technology. if you’re an agency, find people and companies that know how to integrate facebook, foursquare, gowalla and iPhone apps together with content, video, phone and photo assets. if you’re area a content management company, find ways to create, manage and publish content easily across platforms with easy-to-use content management templates (like multiple mobile phone types from different companies, in this case). if you’re a network player, built a value-added services layer into your service architecture to allow closer integration with your mobile partners be they phone manufacturers or content providers… but nobody can do the whole mash up themselves. although it’s getting much easier…

3. the mobility opportunity and its core characteristics

think about all the ways you can leverage the fundamental qualities of the mobility experience…ask yourself some of these key zen mobility questions to get started, add to the list, then work yourself back to the pieces of your puzzle… your brand, your digital venues, your content, and the platform features you can leverage, etc. once you have locked onto some initial creative concepts…you are on your way…

mobility questions

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

social networking is not a business, it’s a feature

20 Oct

eyeball time: 2.5 minutes but you might read faster…)

apple's ping...a social network for music

the dea skinny on what’s happening:

the world has gone gaga over social networking, thinking its a business. yeah, we get facebook. but ask rupert murdoch who bought MySpace in 2008 (News Corp.) for $580 million if he would buy another. despite it’s “now uncool to use” factor, he bought a business that has fallen to the #3 position in the social networking word…with facebook, twitter and youtube fighting for the top position above MySpace. now comes google. and apple just released its iTunes-centroic social networking offering called “ping”…which is built into iTunes…and points to the future of social networking.

the stakes:

the undocumented “law of markets” says that once a market is stable, it generally can only support 3-4 major players. this “law” is wildly disputed but go with us on this. there are dozens of social networking sites attempting to be stand-alone businesses. we won’t waste time on listing them all or their issues…we have a white paper on that we can give you, “social networking 101″…what is important is how digital entertainment businesses approach this space. the value of any social networking business is not just in its revenue model (although these are still very unclear), it is how it leverages other content, context and platforms. and the sustainability of social networking as stand-alone businesses has not yet been established. remember stand alone email businesses when email network email started? where are they now? gone!

the dea takeaway:

social networking is not a business, it is a feature. the big established players will likely co-exist but most will die off or merge. our research shows that users tend to be fickle about social networking usage. when they first sign up, it is like a torrid weekend romantic fling. a few months later, neglected and hardly logged onto. plus age demographics play a huge role. younger facebook users, for example,we have found,  have dropped off in usage now that their parents have discovered it. 45% of facebook users are over the age 45 last time we checked! so the kids migrate from “cool” social network to the next new new thing. they started with friendster, went to MySpace, then facebook. they are registered on all still but use none of them very heavily as before (except that laggard/late-adapters). kids nomadically graze across social networks like buffalo once did on the great western plains of the united states. them’ days is over!

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

social networking 101: the top 5 countdown…

15 Aug

(eyeball time: 2.5 minutes but you might read faster…)

btw, contact us for our free white paper “social networking 101” for further discussion on the topic


dea’s skinny on what’s happening:

no matter how you may personally feel about the recent flood of social networking sites, it would be impossible to ignore their impact on our society. in less than a decade, we have seen the rise and fall of these sites as technologies change. early entrants, like friendster, paved the way for behemoth networks like facebook. continuously evolving, we now see micro-anything mobile-everywhere sites to be of most value. twitter and tumblr are the new kids on the block; and, like their predecessors each is quickly learning what it means to create a “sustainable” business model.

it would be easy to dismiss the industry as over-saturated. yet, there is something to be said of the success of these sites. revenue models may not be public, but the buzz and adoption rates of these sites speak loud and clear. in a recent experian simmons report, social networks like facebook, twitter and myspace, are collectively rising in penetration with a 230 percent increase since 2007. over 43 percent of americans visit these sites more than once a day. additionally, it is worth noting the secondary ecosystems that have popped up as a result of these networking sites. companies like zynga, a social-gaming platform, have reaped the benefits of facebook’s community. open api technologies have become the key motivators in creating a marketplace of third-party applications.

the stakes:

the following is a brief breakdown of the biggest and most interesting social networks in the U.S. landscape:

facebook

current ranking: 1st in the u.s. » typical user: 18-34 y/o female with no children » avg. income: approximately + $60-$100K per year

YouTube

current ranking: 2nd in the u.s. » typical user: 18-34 y/o male or female with no children » avg. income: approximately + $100K per year

myspace

current ranking: 3rd in the u.s. » typical user: 18-34 y/o hispanic female with no kids» avg. income: less than $30k per year

twitter

current ranking: 4th in the u.s. » typical user: 18-34 y/o female with no children » avg. income: approximately + $60-$100K per year

linkedin

current ranking: 14th in the u.s. » typical user: 43 y/o male in middle management » avg. income: approximately $100K per year

tumblr

current ranking: not in the top 25 » typical user: 18-34 y/o male  oe female hipster with no children » avg. income: approximately +$30 to $100K per year

the dea takeaway:

whether you chose to use twitter or myspace to communicate your message, the key is to understand how each of these platforms work. then, dedicating yourself and your company to a few is the best strategy. it is easy to get caught up in the latest and hottest trend, but if you lack the man power to maintain such online properties, you’re doing your company a dis-service.

overextending your company’s online profile is just as dangerous as not having a presence at all. surprisingly, all of the networks, while competing essentially for the same audience, play well in the same sandbox. open api’s and savvy coders have created plug-ins, templates and applications that encourage integration. take advantage of this.

overall, the social network scene will likely have a new internet darling in the next couple of months, and the trick will once again be to reassess whether it brings value to your overall business strategy.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

social gaming: boom, bubble, business or bust?

6 Aug

(eyeball time: 2.5 minutes but you might read faster…)

the dea skinny on what’s happening:

for those who closely monitor the gaming industry, the term, “social gaming” may conjure up images of gaming farms in korea or large mmo conventions in las vegas. it’s the world of warcraft crowd or the halo armies on an xbox360. nope. it’s not that. well. sorta. it’s the complex multi-player fully interactive experience played by (and sold to)  the millions around the world. what once was a simple collaborative gaming feature for is now much bigger….it is a full multi-million dollar business. social networking and collaboration is not a simple  “collaborative game feature” anymore. they have merged into social gaming.

the stakes:

in late july, 2010, news spread of disney’s $763.2 million acquisition of playdom games. the purchase not only diversifies the entertainment company’s media portfolio, but underscores a growing trend of reaching potential customers via platforms they prefer. playdom is the third largest social gaming platform on facebook and zynga with about 42 million monthly players. it also claims that half of all facebook users engage in a social game amounting to 40% of total usage time spent on these games. that’s 42 million potential new customers for disney. as noted, social gaming is by no means a new concept. however, social gaming built on social networking platforms has only recently emerged as its own industry. these games tend to be less complex and far more casual than its predecessors on microsoft xbox or sony playstation.

consumers’ appetite for social games is growing — zynga’s “farmville” has more than 60 million active monthly users, as of july, 2010. according to appdata.com, zynga, the leader in social games, has raised approximately $520 million in venture capital, and the company claims 1.3 million daily active users. the company also recently announced the development of a $150 m US joint venture with japan’s softbank to accelerate development of the social game industry in Asia. these numbers are only attracting bigger players, like disney, who want to tap new sources of growth. retailer, gamestop corp. also recently agreed to buy online game distributor kongregate inc. for an undisclosed amount.

the value is also not lost on future entrants into the social-networking world. reports indicate that google, who has been rumored to be developing “google me” (a competitor to facebook) is also in discussions with social gaming developers, such as game network inc. and razorfish. a successful google offering would mean social-game developers wouldn’t be so heavily dependent on facebook, where the vast majority of users access the games. indeed, by august, 2010,  word leaked out that google has invested $100 million in social gaming with zynga in anticipation of its roll out of google gaming.

the dea takeaway:

will casual social games become as lucrative as its console brethren? the increase in offerings, funding and attention would indicate so. indeed, will probably go far beyond.  even nintendo, known for its casual gaming wii console, recently reported a net loss of about $289 million for its fiscal first quarter, compared to a profit of $487 m US in the same period a year ago, citing a strong yen and weaker sales of its hardware.

however, as the market becomes saturated and interacting on a social network becomes a daily norm, several questions emerge:  is the rash of new acquisition activity in social networking and social gaming just another tech bubble where people are over paying and over funding them? could disney’s acquisition of playdom be short-sighted? or will social networking become so prevalent that it is included in all future business development and practices? finally, how will mobile gaming play into this equation. the possibilities are vast; or is it a bubble and will it burst? we are betting it is a new vibrant global business.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

Oprah is OWN to her next venture

5 Apr

(eyeball time: 2.5 minutes but you might read faster…)

the dea skinny on what’s happening:

http://www.oprah.com/own

in april 2010, Oprah Winfrey unveiled her latest venture expanding the multi-billionaire’s already influential grasp into the world of broadcast television networks. partnering with Discovery Communication, the joint venture called OWN: Oprah Winfrey Network, will be a multi-platform media company designed to entertain, inform and inspire people to live their best lives. OWN will debut to more than 70 million homes, on what is currently the Discovery Health Channel. Set to launch in January 2011, OWN serves as an excellent case study for the future of privately funded media ventures as well as user-generated content across digital entertainment venues and platforms.

the stakes:

The launch of OWN exemplifies the evolution of traditional television broadcasting as it faces continued competition from the internet. surprisingly, instead of putting up their arms in self-defense, television broadcast networks are embracing the internet with open arms. perhaps learning from the mistakes of other industries (i.e. music), traditional tv networks are leveraging the internet to expand their properties online. and let’s not forget it’s Oprah we’re talking about here.  tv shows are no longer limited to a single showing and can provide supplemental content to feed fan demand. clips and exclusive webisodes are creating a subset ecosystem resulting in additional revenue for media owners as well as advertisers.

this seemingly symbiotic relationship between the net and traditional tv networks is creating a new generation of hybrid consumers and producers. here is where OWN TV may set itself a part from other 24/7 channels. OWN looks to source its content directly from its consumers. Positioning its value as a network dedicated to the betterment of “you”, OWN encourages its viewers to share their stories either via video submission or simple Q&As. Coupled with projects hand-picked by Oprah herself, this new channel presents a very limited scope of content. although it may feature different perspectives on certain topics, it is still a niche channel – one that may be entering a highly competitive environment already dominated by channels such as Women’s Entertainment (WE) and the Lifetime Network. it will be worth watching to see if this collaborative model plays to Oprah’s advantage. but Oprah is a brand so it is probably game over and she will win.

the dea takeaway:

for those playing in the online video space, the OWN network has the potential to become an example of a future hybrid model. a model, which we at the dea recognize as a necessary evolution that considers an expanded ecosystem of users, consumers, distributors and producers. if your company fits in any of those categories, we recommend incorporating bite sized pieces (i.e. consumer submissions, social networks, exclusive online video, etc.) into your present day platform. the key will be in smoothly introducing and transitioning your customers to fully engage in these new features around your brand and desired audience experience.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

liking facebook’s ultimate “like” button – there’s viral gold underneath it!

28 Feb

(eyeball time: 1.5 minutes but you might read faster…)

the dea skinny on what’s happening:

www.facebook.com

during its 2010 developer conference in san francisco, facebook unveiled the “like” button. now as the dust has settled from the excitement, concerns about such a ubiquitous button have surfaced. we’d like to take a moment to review several of them…

the stakes:

you must give the social networking giant kudos for being so bold to develop a tool that can literally span the net. while it’s not really the first of its kind, think about amazon.com‘s “buy this” button, the implications of its release are worth noting. specifically, the type of data in which facebook will be acquiring is a gold mine. in fact, it could be argued that this data is more valuable than current search terms tracked by google. facebook now tracks personal preferences. these personal preferences can then be used for targeted marketing efforts – an incredibly invaluable resource for businesses.

the dea takeaway:

if the search engine war wasn’t hot enough, facebook’s “like” button throws another log into the fire. this newest innovation challenges and severely limits a search engine’s ability to track popular and relevant content on the web. utilizing this button, web sites can now easily drive web traffic from fb more effectively. for example, as a user likes a certain page, the information is then pushed directly to a user’s fb account which then appears on their news feed. the “like” button relies on fb proprietary code to index a wide range of information, websites and connections. this presents a huge disadvantage for google as fb moves to block indexing by the search engine. so, what does this mean for you?

on the surface, installing this code takes a bit of tailoring. from adjusting the content displayed on fb feeds to the design of the button, its installation takes a bit of extra leg work. once the button is installed, visitors can click on the “like” button and not only receive content from your website, but simultaneously show to their friends that they found your content relevant. this increase in exposure of one visitor to multiple exposures to an exponential amount of individuals in a relatively short period of time aides in the virality (and virility) of your content.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!