Online + Mobile - September 2009
The 2009 flu season is fast approaching (or has already arrived) and this year, swine flu is expected to figure prominently, but online consumers aren’t yet paying attention. In fact, online discussions about the swine flu have held relatively steady since a spike in April, when federal…
[read more]The Nielsen Company today reported overall online video usage and top online brands ranked by video streams for August 2009. Year-over-year, unique viewers, total streams, streams per viewer and time per viewer were up, led by a 41 percent growth in total streams.
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Few can question the legacy The Beatles left on the music world in the 20th century, but will millennial video gamers (most born long after the band’s split 40 years ago) be abuzz with Beatlemania?
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The mobile industry is on a fast-track, with massive growth in mobile marketing, advertising and paid-content. But what is really leading this growth is the increase in quality devices and fast, affordable data.
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The evolution of the three screens that distribute video – TV, Internet and mobile phones – has created challenges and opportunities for consumers, programmers and marketers alike.
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When it comes to making television programs available online, many companies are testing the consumer adoption of different business models and the technology required for each.
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Social media has not only transformed how consumers shop, but it has empowered them to advocate for the products and stores they love. Retailers need to communicate in a way that encourages trust, engagement, customer satisfaction and, ultimately, advocacy.
[read more]The way consumers shop for everyday products continues its transformation towards the Web. In 2008, online retail accounted for approximately 7% of total retail sales in the U.S, with 1.5% of consumer packaged goods (CPG) spending done on the Web.
[read more]Americans are increasing their overall media consumption, and media multi-tasking is part of the equation…
[read more]Solitaire may be as sticky as World of Warcraft. While users of casual electronic games (card games, puzzles, etc.) spend less time per session playing them than those playing non-casual games (role playing games, shooter games, etc.) they are just as likely to return to them months later.
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