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Over 16 million US mobile subscribers used location-based check-in services in March [1... - 0 views

  • 12.7 million check-in done on smartphones in March 2011, says comScore report Nearly 17 million US mobile subscribers used location-based 'check-in' services on their phones in March 2011, found a new study by comScore.The study showed that users have done 12.7 million check-in on smartphones, representing 17.6% of the smartphone population.The check-in service users, representing 7.1% of the entire mobile population, showed a high propensity for mobile media usage, including accessing retail sites and shopping guides. They also displayed other characteristics of early adopters, including a stronger likelihood of owning a tablet device and accessing tech news, when compared to the average smartphone user.
  • The research firm said that of the 16.7 million people using check-in services on their mobile devices, 12.7 million (76.3%) did so via a smartphone device.Android accounted for the largest share of check-in service users with 36.6% checking-in from an Android device, while 33.7% of users checked in from an iPhone. Apple had the highest representation relative to its percentage of the total smartphone market.RIM accounted for 22% of check-in service users, while Microsoft, Palm and Symbian each accounted for less than 5%.The study showed that more than 95% of check-in service users used their mobile browser or applications. Nearly 62% accessed news. Check-in user behavior was also consistent with that of traditional early adopters, with 40.3% of users accessing tech news and 28.2% owning a media tablet, both significantly higher than average.
  • Further, check-in service users also showed a high propensity for accessing retail-related destinations on their mobile devices. Nearly one-third of users accessed online retail sites on their mobiles, while one-fourth accessed shopping guides.Check-in service users were also more likely to be exposed to mobile advertising, with nearly 40% recalling seeing a Web or app ad during the month, compared to just 27.5% of smartphone users.
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EU Demands Explicit Geo-Location Permissions [20May11] - 0 views

  • "Apple, Google and employers are already contravening new European Union rules that will require companies to get explicit permission from users before any geo-location data can be used to track them, whether for the purposes of targeted advertising or monitoring employee behavior. This could be the start of the next big privacy argument. The hopes of companies planning to use geo-location data to push products and services to mobile device users have taken a beating in the European Union, following a pronouncement from the European Data Protection Supervisor, Peter Hustinx."
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Study: Most Americans Want Gamifications At Work [08Jun11] - 0 views

  • 55 percent of Americans are interested in working for a company that uses gamification to increase productivity, according to a new survey by consulting firm Saatchi & Saatchi S. In its report titled "Engagement Unleashed: Gamification for Business, Brands and Loyalty", the agency found that around half of online Americans play social game during a typical day -- 28 percent of them who work play them more than 30 minutes a day at their jobs.
  • 37 percent of survey respondents said they prefer to hear about a new product via online game experiences, versus the 44 percent who said they prefer email and the 3 percent that prefer TV or radio advertisements
  • Among smartphone owners, 75 percent of participants want to play clues-based challenges from brands, and 85 percent would be willing to play them for at least half an hour for the chance to win a $100 cash prize
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  • Of those interested in game challenges tied to products, 27 percent said they would be likely to try out a challenge sponsored by a large corporate brand, and 64 percent said they would try it if sent by a friend or family member.
  • “Leaders are beginning to understand the enormous opportunities that games hold for businesses, brands and people," says Saatchi S co-founder and CEO Judah Schiller. Games, challenges and the notion of weaving fun and play into the fabric of society is tantamount to a renaissance."
  • He added, Well-designed games have the potential to create dynamic, rich and deeply enjoyable experiences that can foster innovation, reinforce positive behavior and increase engagement."
Dan R.D.

Majority Of Smartphone Users Online "Multiple Times" Daily - 0 views

  • In New York, at the Mobile Marketing Association forum, Google presented sponsored research on global smartphone user and marketer behavior. The data come from two related studies. The first is an “an online survey of thousands of mobile consumers in 30 countries.” The second is based on “a telephone survey of 1,000 marketing decision makers,” with a focus on US, UK, Germany, France and Japan.
  • More than Half of Smartphone Users Online Daily In the US smartphone penetration stands at about 36 percent according to the most recent Nielsen data. In Western Europe, on a percentage basis, the numbers are higher in several countries. The Google research showed that increasingly smartphone users go online daily and that many are on the mobile internet multiple times a day: US — 58 percent (online) 53 percent (multiple times) UK — 55 percent (online) 49 percent (multiple times) France — 59 percent (online) 47 percent (multiple times) Germany — 45 percent (online) 42 percent (multiple times) Japan — 78 percent (online) 68 percent (multiple times)
  • Almost All Local Info Seekers Take Action Here’s what the data showed about local-mobile information seekers and then the percentage who have “taken action” after a local search/lookup: US — 90 percent (search/lookup) 87 percent (took action) UK — 81 percent (search/lookup) 80 percent (took action) France — 83 percent (search/lookup) 83 percent (took action) Germany — 85 percent (search/lookup) 79 percent (took action) Japan — 90 percent (search/lookup) 80 percent (took action)
Dan R.D.

Smartphones, the cigarettes of the next century? - Broadband News and Analysis - 0 views

  • Smartphones are addictive, according to a study from the British telecom regulator Ofcom, which, like many other studies on the topic, emphasizes that people do things like using handsets in bathrooms in lieu of talking to their children and points out how they are changing social behavior. The press release on the research, issued Thursday, uses the word addiction in a variety of forms five times, including when it says 37 percent of adults and 60 percent of teens admit they are “highly addicted” to the devices.
Dan R.D.

Want to See the Future of Social Business? [20Jul11] - 0 views

  • there are very few executives, only a fraction, who are actually creating next-generation social experiences for their companies like Jeff Schick. The IBM executive doesn’t just leverage social business solutions, he and his team create them. “We started well over 15 years ago. We’ve been thinking about how to better connect people with people and people with information in terms of IBM itself,” Schick says, “the idea of getting the right person over the right opportunity at the right time to yield the right result was genuinely a business imperative at IBM.”
  • At Big Blue, the company encourages the use of Twitter, Facebook, LinkedIn, and blogs to support their sales, communication, marketing and recruiting efforts.  While employee’s social interactions are not under a microscope, the experiments in social on a massive scale have led to a set of social business conduct guidelines that govern their employees’ social interactions. Schick advises that you need to establish behavior standards for employees to follow.
  • So why do they do it? Since they are both an early adopter and creator of social technologies, they’ve learned that content management, business process management, collaboration, commerce and analytics must all be combined with a social layer to create a universal and unified solution.
Dan R.D.

Green Goose Wows the Crowd & Raises $100K On Launch Conference Stage - 0 views

  • Imagine getting points in an online game each time you drink more water, floss your teeth or take a step toward some other healthy lifestyle goal. That's the promise of Green Goose, a company that uses tiny sensors and accelerometers on stickers or credit cards to track everyday behavior and record it online.
  • Two members of the panel of investor judges put $100,000 into the startup on the spot while the company was still on stage. A third, Bill Warner, had already invested. "It's amazing and there's so much more you haven't even heard," he said about the company.
  • All thanks to a simple sticker or other attachable sensor. It's the simplest and most pleasing example we've seen yet of the widely anticipated trend called The Internet of Things.
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  • The health angle is a strong one and the healthcare industry knows it. "Insurance companies are really trying to figure out how to reinvent all this stuff," Web 2.0 forefather and sensor-lover Tim O'Reilly told me about Green Goose today. "They're all looking for things like this that will drive wellness. The biggest question about it is whether it's too early. As the old VC saying goes, being too early is indistinguishable from being wrong. But this is defiitely on the right track."
Dan R.D.

Mobile Industry is Now 2% of the World's GDP, Analyst Reports [07Jul11] - 0 views

  • Researchers for the Chetan Sharma Consulting group have put together a 2011 State of the Global Mobile Industry mid-year assessment and have come up with some very interesting results. The entire global mobile market weighs in at about $1.3 trillion or close to 2% of the world's gross domestic product. Of that giant $1.3 trillion pie, about $300 billion is expected to be through data revenues. That means that people are starting to use data at much higher rates and Americans are on the forefront of data usage even as India and China are the fastest growing mobile markets in the world.
  • "Mobile is fundamentally reshaping how we as consumers spend from housing and healthcare to entertainment and travel, from food and drinks to communication and transportation. Mobile not only influences purchase behavior but also post purchase opinions. When the share button is literally a second away, consumers are willingly sharing more information than ever before. Mobile is thus helping close the nirvana gap for brands and advertisers who seek to connect advertising to actual transactions. The long-term battle is however for owning the context of the users. Having the best knowledge about the user to help drive the transaction is the simply the most valuable currency of commerce."
  • There will be more than six billion mobile subscriptions by the end of 2011. According to the report, it took 20 years of mobile development to reach one billion connected devices. The jump from five billion to six billion took 15 months.
Dan R.D.

An "Open" Perspective on Near Field Communications [22Jun11] - 0 views

  • Currently NFC is seen as one of the most exciting areas in our industry in terms of revenue generation: projections show up to 700 million NFC-enabled mobile phones will be sold by 2013, according to Jupiter Research. At Nokia, however, we would argue that the industry's current focus on secure NFC may be at the expense of realizing the potential of open NFC. As pioneers in NFC technology, and as a founder of the NFC Forum, Nokia believes that open NFC will have a far greater impact on consumer behavior and the NFC ecosystem than secure NFC will. Open NFC has the potential to spur a vast number of business opportunities for developers, retailers, advertisers, electronics manufacturers and others.
  • NFC tags, which cost only a few cents, offer huge potential for advertisers, retailers and others to reach, reward and stay in touch with their customers. These tags can be promoted at any location, including a phone retail point, a coffee shop, or even at the local supermarket, with immediate and measurable results.
  • Open NFC will benefit consumers on a much larger scale and get people familiar with using their device for NFC interactions, before secure NFC reaches a high level of penetration. As more and more NFC phones come to the market in 2011 and 2012, open NFC will change the way consumers interact with each other and open up a host of opportunities for developers both large and small.
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  • As more and more NFC phones come to the market in 2011 and 2012, open NFC will change the way consumers interact with each other and open up a host of opportunities for developers both large and small. We believe that developers will embrace the opportunity offered by open NFC in creating apps for sharing information, reading tags, joining social networks and more. And this open NFC opportunity will be realized long before secure NFC takes off.
Dan R.D.

Why Twitter could win the online identity race - Tech News and Analysis [02Nov11] - 0 views

  • As social media and social networks become a larger part of our online lives, the race to become the default identity platform for the social web continues to intensify, with Facebook, Twitter and Google all hoping to control — and profit from — the ways that users connect to various services. Although Facebook and Google both have massive resources to deploy in this battle, venture capitalist Mark Suster of GRP Partners argues that Twitter stands the best chance of becoming the go-to identity player for many users, and there are some pretty compelling reasons to believe he’s right.
  • While Facebook recently added an asymmetric feature called “Subscribe,” Suster says that Twitter is still the preferred network for this kind of behavior, and I think he is probably right: So it is now very common for news organizations to announce on the air, “to follow my updates please follow me on Twitter at @myname. Twitter has become one of our major online identities and that is becoming mainstream in ways that people aren’t really talking about. Nearly every day now I see public figures telling people their Twitter identity instead of Facebook, email or other forms of identity.
  • To take just one recent example, a Mexican soccer team put the Twitter handles of all of its players (and of the team itself) on the backs of their jerseys instead of their actual names, to make it easier for fans to tweet about them during games.
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  • As Suster also points out, Twitter has a fairly powerful new partner in Apple, thanks to the deep integration of the network into iOS 5.
  • Every service and app that runs on the iPhone or iPad now has the ability to connect directly to Twitter in a fairly seamless way, and that’s something Facebook and Google don’t have — and may never have. As mobile becomes a larger part of our online and social activity, that could give Twitter a substantial boost in the identity race. Could the Twitter handle become the ubiquitous identifier for online activity, the way an email address used to be in the early days of the Internet?
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