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Dan R.D.

US Virtual Goods Market To Hit $2.9 Billion In 2012, With Facebook Games Maturing, Mobi... - 0 views

  • The overall market for virtual goods in the US is headed towards $2.9 billion for 2012, according to the Inside Virtual Goods report. That’s up from $2.2 billion this year, and $1.6 billion in 2010.
  • Virtual goods on Facebook are continuing to comprise more than half of that, going from $835 million in 2010 to $1.2 billion this year to $1.6 billion next year. The gains each year are around $400 million, which means growth is going from 50% down to around 35%. While the report doesn’t break out company-specific numbers publicly, Zynga’s pre-IPO filings indicate it made more than $300 million last quarter. Assuming that number stays around the same, look for Zynga to continue to its historical dominance with about 75% of the Facebook virtual goods market.
  • Mobile has also been coming into its own in the last 18 months, report co-author Charles Hudson tells me. The report estimates that mobile virtual goods (for games only, not including other digital media like iTunes songs) made $350 million this year, and will grow to $500 million next year.
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  • But mobile has its own limitations. Facebook provides a single venue for developers to build, grow and monetize their games, while the dueling mobile platforms have weaker social features and additional development costs; iOS also has the 30% tax on virtual goods sales, same as Facebook.
Dan R.D.

Forget wallets. What else is NFC good for? - Tech News and Analysis [16Dec11] - 0 views

  • Near-field communication (NFC) has been trashed by critics, who say it adds no value to consumers or is a technology in search of a need. But as we’ve pointed out, NFC is just a technology that can applied in a lot of different ways, apart from the digital wallet framework through which many people understand it.
  • Increasingly, we’re seeing more and more interesting projects and applications being built that show how NFC will be deployed outside of mobile payment situations. This not only indicates how flexible the technology is but also could help propel the overall technology in adoption, as consumers become aware of NFC and learn to use it for a variety of reasons.
  • Right now, NFC is still below the radar for most U.S. consumers, and the slow roll out of Google Wallet or the pending launch of Isis next year are, by themselves, only going to accelerate NFC adoption by so much. But having a host of uses for the technology could open people’s eyes and push them past any usability or safety concerns.
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  • Personal contact and content sharing has become one of the emerging uses for NFC.
  • Intel and MasterCard have teamed up to enable future Intel-powered laptops to work with PayPass enabled MasterCard credit cards.
  • San Francisco announced earlier this week it was partnering with PayByPhone to enable 30,000 parking meters with NFC support. 
  • Access card maker HID Global announced a trial with Arizona State University in September in which students were provided NFC-enabled phones, enabling them to gain physical access to buildings.
  • The Museum of London and its sister institution, the Museum of London Docklands launched a project in August that allows visitors to tap their NFC-enabled phone at exhibits and gain more information, buy tickets to future exhibits or check in, follow or “like” the museums on social services.
  • T-Mobile partnered with Meridian Health and iMPak Health in October on a new SleepTrak sleep monitoring system, a wearable device with an NFC-equipped card.
  • Many of these things can be done through QR codes, bumping, Bluetooth or other methods, but NFC provides a very simple and often elegant way to get through the process.
  • We’re still very early in the NFC game and the phones are just now trickling out in the U.S. But there’s going to be a much bigger flow of NFC-equipped phones starting next year. It’ll be these broader applications that might convince users that the technology has merit.
Dan R.D.

Follow-Up: Gerloff Chimes in on YaCy | WebProNews - 0 views

  • YaCy has no web portal like that of traditional search engines, instead it relies on users to download a peer-to-peer software client, which crawls the web from users’ computers, and indexes sites they visit.
  • Instead, each user gets to make these decisions locally. The portal at search.yacy.net is just a limited demonstration. To get the full experience, you have to install YaCy locally (this usually takes no more than a minute). Then your computer will be part of the YaCy network, and you will be able to draw on the whole network for search results.
  • At FSFE, we find YaCy highly interesting because it’s part of a trend to replace centralised systems with distributed ones. We have Diaspora and other distributed social networks as an alternative to Facebook. We have identi.ca and its status.net platform as an alternative to Twitter, which users can install and run on their own servers. YaCy is one of less than a handful (to my knowledge) of distributed search engines.
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  • For more information about YaCy, see here.
Marc-Alexandre Gagnon

Demystifying Enterprise Gamification for Business | Constellation Research Inc. [06Dec11] - 0 views

  • Gamification describes a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes. Originating from the video game industry, many of these pioneering concepts now play a key role in driving incentive and behavior management for both brands in the consumer world and internal scenarios in the workplace. Enterprise gamification is a user experience (UX) and consumerization of IT (CoIT) trend that will take the market by storm in 2012. Constellation believes that by 2013, more than 50 percent of all social business initiatives will include an enterprise gamification component.
  • In interviews with 55 early adopters of enterprise gamification, Constellation identifies the three core pillars that include measurable action, reputation and incentives. By creating triggers through both monetary and non-monetary incentives among customers, employees, partners, suppliers and other interested parties, organizations can secure sustainable engagement and drive business outcomes such as improved marketing response from external communities, sustained long-term customer loyalty, increased collaboration among internal teams, or enriched onboarding, delivering success with new hires, partners, and customers.
  • Enterprise gamification requires an application of psychology and behavioral economics to incentivize outcomes. Because enterprise gamification maps closely to human behavior, organizations will want to follow Constellation’s best practices in appealing to the “Seven Deadly Sins” for gamification design.
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  • Purpose and Intent Much hype surrounds the topic of gamification. Often seen as a technique to add engagement to existing tasks, projects, marketing campaigns, and initiatives, the term gamification unfortunately lacks the seriousness it deserves. This report seeks to change the point of view and demonstrate where gamification plays a role in the enterprise. More importantly, executives will discover how gamification can drive behavior and outcomes through both monetary and non-monetary incentives in enterprise class settings.
Marc-Alexandre Gagnon

Research Summary: Demystifying Enterprise Gamification For Business « A Softw... - 0 views

  • Gamification describes a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes. Originating from the video game industry, many of these pioneering concepts now play a key role in driving incentive and behavior management for both brands in the consumer world and internal scenarios in the workplace. Enterprise gamification is a user experience (UX) and consumerization of IT (CoIT) trend that will take the market by storm in 2012. Constellation believes that by 2013, more than 50 percent of all social business initiatives will include an enterprise gamification component.
  • In interviews with 55 early adopters of enterprise gamification, Constellation identifies the three core pillars that include measurable action, reputation and incentives. By creating triggers through both monetary and non-monetary incentives among customers, employees, partners, suppliers and other interested parties, organizations can secure sustainable engagement and drive business outcomes such as improved marketing response from external communities, sustained long-term customer loyalty, increased collaboration among internal teams, or enriched onboarding, delivering success with new hires, partners, and customers.
  • Enterprise gamification requires an application of psychology and behavioral economics to incentivize outcomes. Because enterprise gamification maps closely to human behavior, organizations will want to follow Constellation’s best practices in appealing to the “Seven Deadly Sins” for gamification design.
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  • Some highlights of the report include: Details on who’s using gamification across the enterprise The three pillars of enterprise gamification The six elements of sustainable engagement Sustainable behaviors to drive desired business outcomes The Seven Deadly Sins to Optimize Gamification Design The top gamified business processes for the enterprise (see Figure 1)
  • Designing your gamification models?  What enterprise business processes will you gamify first? next?   Ready to turbo charge your next generation customer experience?  Have you tested out iActionable, CrowdTwist or the 3B’s (i.e. Badgeville, Bigdoor, and Bunchball?  Ready to here how you can apply the white arts of the 7 Virtues to work?  Add your comments to the blog or reach me via email: R (at) ConstellationRG (dot) com or R (at) SoftwareInsider (dot) com.
D'coda Dcoda

Agencies lack mobile skills and we need 100% mobile focused agencies [20Jan12] - 0 views

  • Despite all of this 99% of brands and businesses are ill prepared for this new flood of mobile tech. They literally don’t have a clue where to start. Most brands think that building an app is the solution to all their mobile problems but with over a million apps across the various platforms they are notoriously hard to promote and rarely get cut through. Many businesses have started implementing mobile sites but that is only really the tip of the iceberg and the vast majority of businesses wouldn’t even know what a mobile site was (have a look at some of the biggest businesses in your country to see how bad it is). The simple reality is that brands and businesses don’t even know that they should have a strong mobile presence yet and that presents a huge opportunity to a new breed of entrepreneurs willing to provide solutions.
  • Digital agencies will still be pumping out apps for the next couple of years to support campaigns and PR firms are not even at the races. Most importantly you would have to focus. Focus on nothing but mobile. As tempting as it would be to build websites and carry out traditional advertising that will just bring you down to the level of your competitors. The opportunities are immense though because mobile is not something that is just going to go away. It would take you 2-3 years to position yourself correctly but if you started now you would be miles ahead of the curve when this stuff really hit the mainstream from a marketing perspective.
  • We are adding our own mobile capabilities to compliment social because the two go hand in hand but there is plenty more room for agencies all over the world to spring up who are purely focused on mobile. It will without a doubt be the next big marketing frontier. That is my free business idea for the year so just send over the check if you do go ahead and give it a go and it turns in to a huge success
D'coda Dcoda

Google doubles Plus membership with brute-force signup process - 0 views

  • Google CEO Larry Page trotted out an impressive statistic during last week's quarterly earnings call: Google+ now has 90 million users, double what it had three months ago. Even better, 60 percent of those users are engaged daily, and 80 percent weekly.
  • But those users aren't necessarily engaging with Google+. Any action taken during a logged-in Google session—whether it be searching the Internet, checking Gmail or using Google Docs—counts as engagement under the statistic Page used. Google has refused requests from journalists and interested bystanders to reveal exactly what percentage of those 90 million signed-up Google+ users actually view Plus content each day, week or month. Instead, Google is arguing that it doesn't matter: Google+ is so integrated into the overall experience that what matters is the number of users interacting with any Google site. Combined with other steps Google has taken to integrate Plus into search results and other Google properties, the message is clear: Eventually, Google Plus will just be there whether you want it to or not.
  • On Friday, the Google Operating System blog (not affiliated with Google) wrote a post titled "New Google Accounts Require Gmail and Google+." While this isn't strictly true, the blog demonstrates how Google is making it difficult for new users not to sign up for Google+.
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