Two Free e-​​Books on Social Media

Two more down­load­able social media guides that caught my eye over the last couple of weeks.

UGC and The Law

image Published by mod­er­a­tion company Tempero, this guide helps site owners get to grips with how their social media ventures might fall foul of the law and how to avoid that hap­pening. Relying on former audience members to generate your site’s content for free sounds like a jolly good wheeze, but the con­sequences of using non-​​contracted employees as your writers might be a spell in the slammer if you aren’t careful. And it doesn’t matter how big you are or where your company’s headquar­ters are located, as Google dis­covered recently. The most common problem is copy­right viol­a­tion, of course, but defam­a­tion, dis­crim­in­a­tion, incite­ment to bad things, privacy viol­a­tions, aiding and abetting and obscenity are all per­fectly possible. Most of the time common sense should be a good guide: if it is illegal offline, then it’s illegal online too; if someone asks you to take some­thing down and gives a good reason, then you should take action or seek advice; a site owner can not rely upon the defence of being a ‘mere conduit’. Nonetheless, pretty-​​much anyone will discover things here that will open their eyes and lead to a spot more caution.

At 48-​​pages, this is quite a com­pre­hensive overview. However, like a lot of ‘free’ legal advice, the guide tells you just enough to persuade you that you probably need a lawyer. ;-)

The Definitive Guide to B2B Social Media

image The second guide comes from US mar­keting firm Marketo and gives a good overview of how B2B com­panies can use social media. These media are still somewhat under-​​exploited in the B2B space with the likes of Twitter and Facebook often viewed as wholly consumer-​​facing vehicles. The guide has a workbook format with exer­cises to do and model examples to help show best practise. It encom­passes quick guides to par­tic­ular networks, but the main meat of the book is designing strategies to help guide what content to create, how to measure it and how one might justify the neces­sary invest­ment. Also 48-​​pages long. (Hat-​​tip to my friends at Velocity for their design and sub-​​editing work).

500xp If You Watch the Video

The video is Carnegie Mellon University Professor, games developer and former Disney ima­gineer Jesse Schell on the surprise success of the likes of Farmville, Webkinz, Club Penguin, Wii Fit and X-​​Box Achievements. All of these are concepts that must have sounded insane on paper when they were proposed three-​​or-​​four years ago and then went on to become massive money-​​spinners for their creators. It’s also about the ways these games fore­shadow the future in their cros­sover between gaming and real worlds.

We tend to imagine computer gaming as being about fantasy, but the really important thing that this new, com­mer­cially suc­cessful breed of games all have in common is the way they blur the bound­aries between fantasy/​online and meat-​​space. Farmville is about your real-​​life friends helping you out; Wii Fit is physical as well as virtual; Achievements is a meta-​​game about social status. Then we have Nectar points; Club Card points; Caffe Nero points; Petrol points; Alcohol Units (what? you’re not supposed to collect them?). Gaming is becoming ubiquitous.

The video’s URL is http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/ in case it doesn’t show. (Internet Explorer users. tssk).

From com­pletely the opposite dir­ec­tion, the desire for authen­ti­city in a world that is becoming increas­ingly more virtual is a theme Schell touches upon and has been a fre­quently men­tioned topic on this blog.

My key piece of recent evidence: the renais­sance of the ukelele. What’s that about if it isn’t a deep hunger for some­thing (a) physical; (b) crafty and © nos­talgic? More ser­i­ously, there’s so much stuff all over the place about hand-​​crafted this and authentic that. Crafting com­munities. Photowalks. Meetups. We’re mad for a spot of reality, an oasis of organic in the desert of digital.

Schell invokes this — and I really must get this book about it that he mentions — but then somehow segues between that and this approaching world order in which everything you do poten­tially scores you points. I’d agree that ‘gaming every­where’ seems a likely future – one that’s already par­tially arrived, but I’m not sure that this will satisfy any of these other desires for a more real, visceral exper­i­ence of life. So some sleight-​​of-​​hand there, I think. Brilliant present­a­tion, nonetheless.

dice

picture credit: Dreambagz

Mobile Data Points

Many thanks to mobile guru Tomi Ahonen, who was kind enough to forward me some extracts from his Almanac 2010. The Almanac collects together data about the mobile industry world­wide. If you aren’t already switched on to Tomi, I’d very much recom­mend anyone inter­ested in this field to check out his pub­lic­a­tions and also the Communities Dominate Brands blog that he co-​​authors with Alan Moore.

image I got the ten-​​minute version of his work. For your con­veni­ence, here’s a two minute version, covering some of the figures that might be sur­prising or inter­esting to readers of this blog.

Q: How big is mobile?

A: Very big.

The pop­u­la­tion of the world is 6.8bn. There are 4.6bn mobile phone sub­scrip­tions. That’s 700,000 more than there are FM radios; three times as many as there are TV sets; four times as many as there are land line phones or PCs; five times the number of cars in the world.

In the Industrialised World, the pen­et­ra­tion rate is 133%. In other words, a third of us have two mobile subscriptions.

In the Emerging World, rep­res­enting 4/​5 of the world’s pop­u­la­tion, the pen­et­ra­tion rate is 56%. Not so high, but mobiles non­ethe­less account for more than double the number of radios; five times the number of tele­vi­sions; six times the number of PCs. Ahonen states that mobile is the first media in the emerging world; it’s the “only medium able to reach half of the population”.

Continue reading Mobile Data Points

Lies, Damned Lies and Twitter Usage Statistics

Twitter users come in two colours according to recent reports: over-​​sharing or silent. Last week, audience research company Nielsen released figures sug­gesting an enormous polarity between active and inactive members in the UK. The graph shows that 79% of time spent on the site comes from just 7% of its members:

image (2)

Only poor MySpace has a greater pro­por­tion of slackers, while Facebook seems like a hive of communal activity in com­par­ison, with a whopping half of the users there accounting for nearly all the time spent on the site. (sarcasm not intended, but may be enjoyed nonetheless).

Continue reading Lies, Damned Lies and Twitter Usage Statistics

Valuing Content: Nine Inch Nails

Finding this video so quickly after yesterday’s post proves some­thing. More on making money from media content, even though people can get it for free. Mike Masnick of Techdirt describes the ways Trent Reznor and Nine Inch Nails have created a prof­it­able business from their music, after they sacked their record label in 2007. In short, they give away most of their music to connect with fans, but then create premium goods and live exper­i­ences to give those fans a reason to spend money. I like Masnick’s asser­tion that they’ve learned how to ‘compete with free’. His own com­mentary on the present­a­tion is here.

Note that this isn’t the same as digital maoism. Reznor and the rest are still focused on making music and being rock stars, not selling T-​​shirts and so forth. Masnick also makes the point that getting all the extra “business” stuff done is a useful job for an agent or even a label, and might help justify their existence.

Valuing Content: Dragon Age

I wrote yes­terday about the dif­fi­culties of selling media content when people can get some­thing more-​​or-​​less identical without paying. It looked a bit bleak. In this – more positive – post, I’m going to look at some of the ways media owners might persuade people to pay for their content, focusing on the good, bad and ugly methods built around the recent Electronic Arts games release Dragon Age. A hotly-​​anticipated title, developed by role-​​playing game spe­cial­ists Bioware, the pro­duc­tion cost millions of dollars and took nearly six years. I think it would be fair to say that it had to be successful.

Like other media owners, computer games pub­lishers have a hard time with piracy and other unau­thor­ised dis­tri­bu­tion. You know this is true because you were a teenager once yourself and you copied disks and down­loaded cracks. In my case, it was copying cassette tapes of Spectrum games. It’s really quite a big problem: 2DBoy, the pub­lishers of indie puzzle game World of Goo, had a built-​​in mech­anism for tracking every copy of the game in cir­cu­la­tion. They dis­covered that 90% of those copies were unau­thor­ised, and that’s dis­counting any versions whose dis­trib­utors had found a way to cir­cum­vent the tracking. While that doesn’t mean that game pub­lishers only get 10% of the revenue they would in a world without piracy, I think we’re likely to agree that it’s probably a fair chunk.

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Continue reading Valuing Content: Dragon Age