Posts Tagged ‘linkedin’

New Report indicates maturation of Social Networks

Monday, November 30th, 2009

In a recent report released by Reality Digital, the latest demographic data concerning social media usage indicates the increased usage of social media networks as a marketing tool.

social_networking_sitesBased on research conducted by Pew Internet and American Life’s daily tracking survey, the October 2009 report indicates that U.S users of the leading social networks, Twitter, MySpace, LinkedIn, and Facebook have seen an aging trend in demographics.

The median age of Twitter users remained firm at 31 between May 2008 and May 2009, while both MySpace and LinkedIn saw a one-year age drop year-over-year from 27 to 26 and 40 to 39, respectively. The most dramatic change however, comes via Facebook users. In May of 2008, the majority of Facebook users were aged 26. One year later, that demographic has shot up to 33 years old in May 2009.

Rob Proctor, Head of EMEA, Reality Digital said: “The marked increase in the median age of Facebook users is significant and represents a further maturation of the sector, which is now being wholeheartedly embraced by marketers. Naturally, the increase in users has not passed marketers by and as a result there has been a significant development in terms of content. Where, with a younger demographic certain types of lightweight content proliferated, the maturation of the sector has witnessed an evolution of content, with considerably more practical usage that appeals to a broader, less niche audience.”

And while this report primarily focuses on marketers, some direct correlations of the overall demographic research can be applied to gaming on social networking platforms. Over the past year, we’ve seen a massive interest in and activity of gaming on social networks. If common wisdom says that games are for kids, then this aging study of social networking users flies directly in the face of this supposition. It’s hardly a coincidence that as social networking users skew upwards in the age trend, social gaming, and the associated monetization, have risen almost on par.

The average 26-year-old Facebook gamer is most probably much more concerned with how rent will be paid that month, rather than his status in a social game (at least from a microtransaction perspective). However, the average 33 year old, with credit card in hand, most probably has a bit more money to throw around and make a microtransaction purchase here or there.

A final interesting data proposition put forth by the study indicates that the number of users that say that use social media sites to share updates has risen to 19 percent, up from 11 percent from December 2008. Again, this is pure marketing data, but the question remains to be asked – does social gaming have something to do with this? As more and more users play more and more games, with the associated ‘status updates’ that are posted to players feeds, the question is – who’s driving who’s growth?

 

Freemium model tops Social Networks monetization list

Monday, February 23rd, 2009

During Social Media Week held in New York City, Abrams Research polled over 200+ social media founders, bloggers, journalists, entrepreneurs and high profile Twitterati members from across the US and Canada asking a simple question, ‘How should social networks be monetized?’  Other topics surveyed ranged from which social networks were the most important to them, to where they see facebook, twitter, linkedin, and other social networks headed, and more.

According to the survey, just under one third (thirty-two percent) said that they would most likely pay to used facebook, with linkedin taking a very close second with thirty percent, and twitter rounding out the top three with twenty two percent.

As far as monetizing social networks, the survey revealed that a “freemium” business model was most acceptable to the audience.  A freemium business model is a monetization model that allows users to use a ‘basic’ version of a service for free, and then seeks to add revenue via purchased upgrades.  A prime example would be Playfish’s ‘Who Has the Biggest Brain’ application that allows users to access core functionality for free, but offers a ‘Go-Pro!’ option; a one time fee paid by users to access premium content including more games, time trials, etc.  An overwhelming forty-six percent of respondents said that freemium was the way to go.  Other than twenty percent of those surveyed responding with ‘contextual/targeted ads’, other interesting monetization models paled in comparison.  Nine percent stated that social networks should monetize by charging for research, only 6.9 percent liked a subscription model, and traditional banner ads scored the lowest with only three percent liking the idea.

What exactly are social networking users looking for from the experience?

Twenty-four percent of respondents stated that the most critical feature to them is the status update, closely followed by twenty-one percent ranking the newsfeeds as must-haves.  Rounding out the top four are comments coming in at seventeen percent, and personal messaging taking home fifteen percent of the pie.  Not quite as impressive, yet still noteworthy are those ranking in at less than ten percent: uploading and sharing photos and videos, mass-messaging, and tagging and untagging.

And while facebook tops the list of social networks that users would be willing to pay for, twitter takes the top spot as ‘must haves’ for businesses.  Forty-five percent of those surveyed advised businesses to have a twitter account (and presumably interact with clients/customers).  LinkedIn nabbed second place with twenty-one percent, YouTube with nineteen percent, and oddly enough facebook took the number four spot with fifteen percent.

All’s good, so where’s the problem?

Of the top movers and shakers surveyed, twenty-nine percent said that the biggest problems facing social networks is the “inevitable slide into uncoolness” (myspace, what?).  15.3 percent stated that lack of advertiser interest would be their demise, and 13.4 percent found the ‘inevitable spam problem’ to be the final nail in the coffin.

Download and read the full survey available from Arbrams Research (pdf download).

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