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Gamification gets popular, but it's still finding its feet | VentureBeat - 0 views

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    At some point, this buzz will turn into a real industry. Wanda Meloni, analyst at M2 Research, estimates that the production of gamification projects will generate $1.6 billion in revenues by 2015. That means it will grow from just 3 percent of social media marketing budgets in 2010 to more than 23 percent by 2015. The average growth rate for the next two years is 150 percent, in terms of revenues.
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Campbell Soup Co. iAd generates 530,000 minute-long interactions - Mobile Marketer - Ad... - 0 views

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    Actual case study on iAd effectiveness  The results are in. The Campbell Soup Co.'s iAd campaign received about 53 million impressions, with approximately 530,000 of the users that saw the ad clicking through and engaging with it for nearly one minute.
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BBC News - Stop the presses: Facebook CTO says news next in social revolution - 0 views

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    We haven't seen tons of other industries as impacted as games by Facebook, and we think that the next big change is seeing the next few industries being disrupted by social platforms in the same way gaming has been. If we had to guess, it's probably going to be orientated around media or news, because they are so social. When you watch a television show with your friend, it's such an engaging social activity.
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Launch of About.com Founder's "Save-able" Ads Pushed Back - 0 views

  • Although many people — particularly those in the advertising industry — are skeptical that consumers will want to save any ad, Kurnit says that his own research with Nielsen shows that 56% of consumers would save an ad for later viewing if given the option. Why? Kurnit rattles off a number of reasons ranging from coupons and offers, entertainment value and product research (meaning consumers are getting data about a product they’re planning to buy). Kurnit says that if the research is correct, AdKeeper will be “twice as big as Twitter,” meaning at least 16% of people on the web will engage with it, vs. 8% for Twitter.
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FanTrail Launches Gamified Erykah Badu iPhone App | EngageDigital - 1 views

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    Would be interesting to know what kind of engagement these apps get.
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TrialPay Partners With Facebook to Bring DealSpot In-Game Offers to Developers Using Cr... - 0 views

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    The Lancome example in the article caught my eye. I think systems like TrialPay make the most sense for engagement/lead generation for social game advertising, whereas the product placement stuff is mainly awareness.
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Angry Birds Nabs 30 Million Downloads on Android, Beats 12 Million on iPhone - 0 views

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    Total audience = 30 million Engaged audience size for Angry Birds ads = ~24 million (the 80% who download updates)
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Watching the Watchers - Technology Review - 1 views

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    Measuring TV engagement, the "Content Graph" as a concept. Also Bluefin Labs seems like a nice potential media planning tool for TV
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Why Brands Should Turn 'Likes' Into 'Loyalty' | DigitalNext: A Blog on Emerging Media a... - 0 views

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    interesting article about continued engagement on Facebook
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Casual Game Helps Nissan Reach Busy Parents | ClickZ - 0 views

  • 1.14 percent engagement rate.
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    Nissan created a casual game with Meebo
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TV Networks Promote Fall Slate With Online Games | ClickZ - 0 views

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    Games as engagement for entertainment properties
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Flipboard raises $50M at $200M valuation for social media viewing app | VentureBeat - 0 views

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    Just a sign that there's traction for more beautiful presentation of content from across the web. It would be cool to see if people are more likely to engage with content presented to them on an app like Flipboard vs. Facebook.
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In-Game Ad Startup Kiip Raises $4 Million From Hummer Winblad, Others - 0 views

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    In-game advertising/mobile ad network focused on games and "[leveraging game mechanics] to engage users..." 
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Startup Aims To Build Billboards That Target You, Personally - 0 views

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    This company does adaptive targeted billboard advertising on digital signage. The article cites an execution in a Prana store in Boulder, CO, that resulted in a 60% improvement in engagement (as measured by dwell time). 
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Mail - john.rich@moxieusa.com - 1 views

  • posiibliities
  • Here are our thoughts regarding VR:VR will gain mass adoption regardless of the speed of hardware and content development. It's inevitable, no medium ever created is more powerful. Two dimensional screens are abstractions that we have adapted to but we are three dimensional beings. VR renders 3D experiences that induce cognitive and physiological responses because it convinces our brains the we are having "real" experiences. These immersive, persuasive and empathy-inducing experiences are irresistible.With that said, while content and tech are highly synergistic, we would give content a slight edge in importanceFor mass adoption hardware needs to crack the code of: Powerful, Simple and Cheap.  So far, the most successful “high end”hardware is the PSVR which is simple and cheapAs part of the "simple" criteria, hardware will also need to be mobile and non-tethered (we are getting close in headsets - Oculus Go - and 5G networks will be key to delivering powerful, non-tethered content)Inexpensive headsets will drive adoption, great content will keep people coming back.Content needs to move beyond gaming and deliver amazing experiences for general entertainment, social engagement and training/education. Interactivity is key to a compelling experience.If they are interested Jerry and I are available next Tuesday-Thursday (Jan 19-21) from 11AM-2PMCheers,J
  • FutureX Labs Vision
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  • Similar to how this app works:
  • tomorrow.
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    The frogs are slowly getting cooked.
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