Festivus thrives online 14 years later

festivus

In 1997, when “Seinfeld” first introduced “Festivus” to mainstream America, the writers of the show probably had no idea that 14 years later not only would it still be celebrated every Dec. 23, but that it would fit so well in an online world.  In the online world “airing of the grievances” is pretty much a regular pastime. (video)

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CoKnown – first online collaborative research platform

CoKnown-Logo-round-F

Featured invention at the DaVinci Inventor Showcase 2011

CoKnown is the first online collaborative research platform. CoKnown allows users to automatically organize, save and share knowledge gained from online research. These dynamic research libraries are available on any Internet connected device.

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Finally, YouTube will let you edit your videos online

If you upload your videos to YouTube—or most video sharing sites for that matter—there isn’t much you can do to improve them after the fact. Starting today, though, YouTube will finally provide basic tools to make your kitty videos suck less.

YouTube is rolling out the new feature in the form of a simple “Edit Video” button on your My Videos page. It’s a little like if they just took their cloud-based editor and sucked it back into the site…

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Less than 7% of smartphone users shop online through their phones

mobile shopping

Mobile shopping, so far is more buzz than buy.

As the number iPhones and other smartphones users continues to grows, companies selling everything from hardware to high fashion are touting all the new applications they’re rolling out that enable shoppers to do anything from check a store’s inventory while in the dressing room to order prescriptions.

 

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Only half of online retailers have processes for measuring customer issues

online-shopping

Only half of customer experience professionals have a plan in place for measuring results.

Retail has always been an industry with a high level of customer interaction; providing a satisfying shopping experience is integral to sales. And it is no different for ecommerce, particularly as consumers remain cautious and need incentives to spend.

 

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92% of online adults use email and search engines

online actvities

The most popular online activities are search and email remain and are nearly universal among adult internet users, as 92% of online adults use search engines to find information on the Web, and a similar number (92%) use email. Since the Pew Internet Project began measuring adults’ online activities in the last decade, these two behaviors have consistently ranked as the most popular, even as new platforms, broadband and mobile devices continue to reshape the way Americans use the internet and web. Even as early as 2002, more than eight in ten online adults were using search engines, and more than nine in ten online adults were emailing.

 

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China becomes No. 2 ad market in the world

china and japan

China will surpass Japan in total media spending this year.

Advertising in China, still developing compared to countries like the US and Japan, is beginning to catch up to the demand of consumer-facing companies looking to expand their reach among the world’s largest population and its growing buying power. eMarketer estimates that by the end of this year, ad spending in the China will increase enough to make the country the second-largest advertising market in the world.

 

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A third of gamers use real world money to buy virtual goods

real-world

Visa-owned PlaySpan with research firm VGMarket have released a new study on how and what gamers are spending on virtual goods. Nearly one-third of the general gamer population has used real world money (as opposed to virtual currency) to purchase virtual goods, according to the study. Console games with online play account for the majority (51%) of virtual purchases using real world money, with social networking games (30%) coming in at second.

 

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