60,212 research outputs found

    Smartphones

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    Many of the research approaches to smartphones actually regard them as more or less transparent points of access to other kinds of communication experiences. That is, rather than considering the smartphone as something in itself, the researchers look at how individuals use the smartphone for their communicative purposes, whether these be talking, surfing the web, using on-line data access for off-site data sources, downloading or uploading materials, or any kind of interaction with social media. They focus not so much on the smartphone itself but on the activities that people engage in with their smartphones

    Interactive Food and Beverage Marketing: Targeting Children and Youth in the Digital Age

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    Looks at the practices of food and beverage industry marketers in reaching youth via digital videos, cell phones, interactive games and social networking sites. Recommends imposing governmental regulations on marketing to children and adolescents

    Sport, public relations and social media

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    This chapter examines the disruptive nature of social media as it alters the relationship between sports journalism and public relations. It looks at some key examples and argues that while much is changing, some aspects of the relationship between the media and sports also remain constant

    Next-Generation Media: The Global Shift

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    For over a decade the Aspen Institute Communications and Society Program has convened its CEO-level Forum on Communications and Society (FOCAS) to address specific issues relating to the impact of communications media on societal institutions and values. These small, invitation-only roundtables have addressed educational, democratic, and international issues with the aim of making recommendations to policy-makers, businesses and other institutions to improve our society through policies and actions in the information and communications sectors.In the summer of 2006 the forum took a different turn. It is clear there is a revolution affecting every media business, every consumer or user of media, and every institution affected by media. In a word, everyone. FOCAS sought to define the paradigm changes underway in the media, and to identify some of the significant repercussions of those changes on society."Next Generation Media" was a three-day meeting among leaders from new media (e.g., Google, craigslist, and Second Life) and mainstream media (e.g., The New York Times and Time), from business, government, academia and the non-profit sector, all seeking a broad picture of where the digital revolution is taking us.This report of the meeting, concisely and deftly written by Richard Adler, a longtime consultant in the field, weaves insights and anecdotes from the roundtable into a coherent document supplemented with his own research and data to form an accessible, coherent treatment of this very topical subject.The specific goals of the 2006 forum were to examine the profound changes ahead for the media industries, advertisers, consumers and users in the new attention economy; to understand how the development and delivery of content are creating new business models for commercial and non-commercial media; and to assess the impact of these developments on global relations, citizenship and leadership.The report thus examines the growth of the Internet and its effect on a rapidly changing topic: the impact of new media on politics, business, society, culture, and governments the world over. The report also sheds light on how traditional media will need to adapt to face the competition of the next generation media.Beginning, as the Forum did, with data from Jeff Cole's Center for the Digital Future at the University of Southern California, Adler documents the increasing popularity of the Internet for information, entertainment and communication. Users are increasingly generating and contributing content to the web and connecting to social networks. They are posting comments, uploading pictures, sharing videos, blogging and vlogging, chatting through instant messages or voice over Internet (VoIP), or emailing friends, business colleagues, neighbors and even strangers. As Cole observes, "Traditional media informed people but didn't empower them." New media do.The report describes three of the Internet's most successful ventures -- Wikipedia, Second Life, and craigslist. Wikipedia is a prime example of how an Internet platform allows its users to generate content and consume it. As a result of "wiki" software technology anyone can contribute or edit existing information free of cost. Second Life, a virtual world, sells virtual real estate where subscribers, in avatar form, can conduct conversations, go to lectures, even create a business. Craigslist, a predominantly free online classified site with listings in every major city in the United States, has become so popular that it is posing a significant threat to newspapers as it competes with their classified ad revenues.As a result of these and other new media phenomena, not the least being Google and Yahoo, print publications are wrestling with new business models that could entail fundamentally restructuring the way they operate. For instance, reporters are now expected to report a story on multiple media platforms and discuss them online with readers. Newspaper publisher Gannett is exploring the incorporation of usergenerated news or "citizen-journalism" into its news pages.In an era of abundant choices marketers have an even greater challenge to figure out how best to appeal to consumers. The report explores how marketers, e.g., of Hollywood movies or pomegranate juice, are moving from traditional or mainstream media to viral and other marketing techniques.For much of the world, the mobile phone rather than the computer is the most important communications device. Users depend on their phones to send and receive messages, pictures, and download information rather than just talk. In developing countries mobile phones are having an exceptional impact, penetrating regions which are not being serviced by land lines. Thus we are seeing new uses daily for this increased connectivity, from reporting election results in emerging democracies to opposing authoritarian governments in order to bring about new democracies.Meanwhile, the report discusses the need for the United States to develop a new form of public diplomacy rather than the traditional top-down approach to communicating to foreign citizens. This topic has been a recurring theme at FOCAS conferences the past few years, this year calling for more citizen diplomacy -- that is, more person-toperson contact across borders through uses of the new media. Indeed, Peter Hirshberg suggested that American leaders should listen more to the outside world to effectively manage what he called "Brand America."Finally, after acknowledging the detrimental effects that new technologies can bring about, the report discusses what role those technologies could play in expanding freedom and opportunity for the next generation. As a conclusion, FOCAS co-chair Marc Nathanson proposed adding a ninth goal to the United Nations Millennium Goals, namely, "to provide access to appropriate new technologies.

    Social media: a new way of public and political communication in digital media

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    Today, social media are the new way of public and political communication in digital marketing. Companies or organizations are no longer the exclusive owners of the relation of consumers with their products/services; instead, the survival of the organizations depends of the effective utilization of the social media. New web technologies have made it easy for anyone to create and distribute their own content.  A tweet can be viewed by virtually millions of people for free, and advertisers don’t have to pay publishers huge sums of money to embed their messages. More consumers are on social media than ever before, and every second a company is not engaged is a wasted opportunity [1]. Consumers trust other people to provide recommendations about products and services in a very active way and it is important to know how and why social media influence organizations. This study analyzes through a literature review the importance of public and political communication through social media and proposes a model of business for successful marketing strategies

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    The Future of the Internet III

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    Presents survey results on technology experts' predictions on the Internet's social, political, and economic impact as of 2020, including its effects on integrity and tolerance, intellectual property law, and the division between personal and work lives

    Why young consumers are not open to mobile marketing communications

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    This paper explores young people's motivations for using mobile phones. Older adolescents' everyday use of traditional and new forms of mediated communication were explored in the context of their everyday lives, with data generated from self-completion questionnaires, diaries and mini focus groups. The findings confirm the universal appeal of mobile phones to a youth audience. Social and entertainment-related motivations dominated, while information and commercially orientated contact were less appealing. While marketers are excited by the reach and possibilities for personalisation offered by mobile phones, young people associated commercial appropriation of this medium with irritation, intrusion and mistrust. In other words, while marketers celebrated mobile phones as a 'brand in the hand' of youth markets, young people themselves valued their mobiles as a 'friend in the hand'. This suggests that the way forward for mobile marketing communications is not seeking or pretending to be young consumers' friend, butrather offering content that helps them maintain or develop the personal friendships that matter to them

    Chasing Sustainability on the Net : International research on 69 journalistic pure players and their business models

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    This report outlines how online-based journalistic startups have created their economical locker in the evolving media ecology. The research introduces the ways that startups have found sustainability in the markets of ten countries. The work is based on 69 case studies from Europe, USA and Japan. The case analysis shows that business models can be divided into two groups. The storytelling-oriented business models are still prevalent in our findings. These are the online journalistic outlets that produce original content – news and stories for audiences. But the other group, service-oriented business models, seems to be growing. This group consists of sites that don’t try to monetize the journalistic content as such but rather focus on carving out new functionality. The project was able to identify several revenue sources: advertising, paying for content, affiliate marketing, donations, selling data or services, organizing events, freelancing and training or selling merchandise. Where it was hard to evidence entirely new revenue sources, it was however possible to find new ways in which revenue sources have been combined or reconfigured. The report also offers practical advice for those who are planning to start their own journalistic site
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