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SOCIAL MEDIA: THE WRONG TERM?
Social media is used as a buzzword to describe different types of realities. The term is too narrow
compared to the social media universe.
A framework for social media – proposed by appsavvy’s Chris Cunningham – that would break out opportunities within social media could be:
o Social CRM, community management and fan pages (15% of the world of social),
o Media next to social, the display in other words
o Audience and activities
Medias are inviting themselves more and more into a broad human reality: human conversation. To describe a conversation, one has to specify:
o The people who are talking to each other (e.g. customers among themselves, brands to customers, customers to company, experts, journalists…)
o Topics of the discussion (e.g. products, brand lifestyle, tips, events, news…)
o Motives of individuals behind these conversations (e.g. monetary incentives, social recognition, needs for advices, strong emotions or strong opinions…)
o Venues (e.g. twitter, facebook, blogs, reviews and comments, phones or offline!)
Once this has been specified, one can say what this is all about, and structure how the conversation should be handled, with which goals, strategy and metrics. Social CRM systems present a huge challenge in the sense they have to include all the diversity of phenomena described above.
o Social CRM, community management and fan pages (15% of the world of social)
o Media next to social, the display in other words
o Audience and activities
o Topics of the discussion (e.g. products, brand lifestyle, tips, events, news…)
o Venues (e.g. twitter, facebook, blogs, reviews and comments, phones or offline!)
TRUST, IDENTITY, INFLUENCE AND REPUTATION
Referring to an HBR (Harvard Business Review) article about Coca Cola that was looking back at the past 125 years of the brand, the panel discussed the role of TV advertisement and its measurement in terms of exposure and number of impressions. The next 125 years will focus on how people express themselves about the brand even after they got exposed, as they may become influencers in their circles. Influencers are as important to reach as customers.
Social media is about digitalizing real life interactions, making collected data easy to process, analyze and measure in an accelerated manner. And people are happy giving up information digitally as long as they can gain access to useful tools.
EVOLUTION OF SEARCH
Algorithms are in the process of being humanized. It’s less and less about what is relevant according to the community, but more and more about what is relevant to you. Search is moving social because the use of the web is evolving to being based on conversations. In conversions, people give a lot of information about themselves and this data can be used to make the web experience truly tailored.
The web is evolving towards being individualized, which creates more and more opportunities for companies, but also raises questions on how good it is for users to have their web experience tailored without their own consent.
THE KEY TO SUCCESS: SCALABLE AND REPEATABLE
Yes all companies try to find ways to be trustable, with a strong identity, influence and reputation. And, yes all companies know that to do so starting a conversation, a dialog with customers is the best strategy. However, most companies launch social initiatives, which can be run only in the short term. Creating scarcity next to social may be powerful (“the shinny new thing”) but the challenge is to scale. Few companies are able to build social tools that are scalable and repeatable, which would help them maintain consistent and long lasting relationships with customers. Short term social successes have prevailed so far.
Most social media companies have followed this track on building expensive fashionable tools that drive attention to their clients in the short term but do not accompany the long term strategy of the firm. It explains why social media still struggles to be perceived as a key component of the marketing strategy of companies. There is a need to a cohesive platform to scale social.
SOCIAL IS NOT COMMERCIAL
Social is a discussion. Real life discussions are not commercial. Companies have been commercial for decades. If companies want to maintain long lasting relationships with their clients they have to learn not to be commercial, they have to humanize themselves. They have to figure out how to pull information from real life conversations (like a friend giving a recommendation to another friend) to understand what truly impacts sales.
STRENGTHS AND LIMITATIONS OF FRAMEWORKS
Frameworks are useful to understand the social challenges companies are facing. However frameworks do not help to find the right words to use with customers, the right games to offer them, the right activities to suggest them. Getting along socially with somebody is an art that needs much more than frameworks and guidelines to be performed. In this art, great content creators are likely to win because they present themselves to individuals as worth talking to. Assessing the strength of a network requires looking into its reach, frequency, interactions, diversity and information shared.
IS THERE ANYTHING AFTER ADVERTISING UNIT?
So far marketing expenses have been monitored using different ad units (CPC, CPA, CPM) based on the sales funnel (discovery, discussion, decision)… Is this still relevant in an environment that is based on conversations? Can we still measure the true value of social initiatives only by purely quantitative measures? Is social more about leading to recognition/getting the word out, rather than leading to action? Are there risks to be misled by “casper” engagement (e.g. facebook likes that are fake)? Talking about something or somebody is not necessarily a winning criterion. Ron Paul is a funny example of that reality… Even in real life there is a difference between declarations and inner beliefs or emotions. Until someone is able to evaluate the real impact of a social marketing campaign, ad units are still relevant. They can be twisted a bit (e.g. page views are not relevant to social gaming), they should get closer to actual sales metrics, but they shall continue be key.
IS THERE GOING TO BE A “NEXT BIG THING”? WHAT’S NEXT?
One shall always be prepared for the arrival of the next emergence of large technology companies. While Facebook is likely to continue growing exponentially, other players may enter the space and grow even faster in slightly different markets. In fact, what’s coming next may not be a tech transition; it may very well be a social one. Among ideas cited, there were:
o Exponential use of social platforms
o Growing decomposition of social platforms
o Better tools to navigate throughout your web social history
o More and more links between digital and real life
o Increased individual customization of web experiences
o Local digital commerce, daily deals
o Intersection of social and TV
CUSTOMER ACQUISITION
SOCIAL IS NOT JUST ANOTHER CHANNEL FOR CUSTOMER ACQUISITION
Social being about brand building, it is hard to sell to marketers who are overly impatient to acquire new customers. But social is not only about building awareness, observing assessments and recording actions. In fact, in the lifecycle of a customer’s interactions with a brand, purchase only accounts for 1%!
IT IS ALL ABOUT LISTENING
Marketers must put more effort into the interactions prior and following the purchase. They must “listen” to conversations people are having online about their brand. This is how they will be able to identify potential brand ambassadors, who would then evangelize their respective networks on behalf of the brand. Once ambassadors are selected, marketers need to invite them to lead their own local conversations, hence introducing some sort of social currency that allows advocates to get their name and ideas out, and encourages them to keep doing so.
CHALLENGES IN THE CURRENT LANDSCAPE
What used to be people on mailing lists is now a group of Facebook fans and twitter followers. Marketers now use likes and hashtags to segment and send the right messages to the right people.
Facebook’s use of sponsored stories, adding verbs to the social graph, proves 50% more efficient than traditional online ads. However, the current landscape presents challenges for marketers: with twitter, the dynamics of a conversation are lost in a stream, and with Google+ and facebook, conversations are people-related rather than topic-related making it hard for messages to travel really far and be effective.
Other techniques exist. With SEO (Search Engine Optimization) marketers can multiply the funnel and access a larger base, while with social media, they can multiply the context and have someone else pitch on behalf of the brand.
FINAL THOUGHTS
o Facebook is like a car with gasoline: people don’t like driving it but they still do… eventually, they will stop
 o Context-based media (including local) will explode and social platforms will fragment as people relish their individuality and move towards platforms that cater to their needs
o Vertical social networks will rise with dramatic differences between verticals as some
categories are inherently social, others not
o Real time engagement and communication will be key
o Business models around ecommerce will expand
CUSTOMER RETENTION
CUSTOMER RETENTION BEFORE SOCIAL
Pre-social CRM used to be thought as the big fad. With social, social CRM enables much more powerful things than traditional CRM.
“YOUR CALL IS NOT IMPORTANT TO US”
Most companies are being reactive about social rather than pro-active. Social media nowadays is a public source of complaints, which gives people an outlet to publicly complain and threaten brands. Overwhelmed with conversations exposing their brands and with attempts to make things right publicly, companies are losing sight and forgetting to fix the problems that actually caused the complaints.
Companies may be looking for situations where their competitors are losing sight as part of their own customer acquisition strategy.
LISTENING AT THE OUTPUT IS NOT ENOUGH
Companies that do this well know who their customers are or are likely to be. How much listening need to take place to reach this state? What is the cost of listening? Tools such as Radian6 offer to pull the right data for a much cheaper price than organizing 20 focus groups.
Customer retention is not a data collection problem. In fact, the problem is not that there is not enough data but rather that companies need better data…
Some companies (like Zappos) are set up to respond to customer service demands, but most companies are only set up to collect information. To act on complaints, there needs to be loyalty/rewards systems in place, along with specific business processes… Organizations not only need to have people responsible for customer retention initiatives and responses, but they need to actually empower them to make decisions quickly on their own.
CHANGES TO LOOK OUT FOR
o Super narcissistic new generation that shares more and more often
o Universal (time and space) access makes it easier to share
o Overflow of people to interact with, as well as brands and message to process and choose from
o Social media provides an infrastructure (as opposed to a destination) for storing, sharing and accessing all this data, and just like email it will become a platform that we cannot live without
o Companies need to be in the right place at the right time to listen to the customers (or everywhere at once!)
REVENUE GENERATION
MONETIZATION IN EXCHANGE OF A MEANINGFUL EXPERIENCE
Social is a real opportunity for online services to try predicting organic marketing results and decrease spent in paid ads. In social media, interactions are contextual and happen real time. What makes people go beyond the thinking that they are being marketed at by brands is the value they are deriving from products and their consistency with expectations. People like neither interruptions nor advertising, but they would happily trade experience for relevancy and rewards.
Because they are already experiencing significant information overload, consumers are somewhat reluctant or slow at integrating new tools into their lives. To avoid the “cold start” problem, encourage new tools usage, and speed up the learning process, it is key that a new tool instantly gives good recommendations even though it takes a certain amount of time to build complete preferences information for more meaningful suggestions.
In fact, knowing what customers like and don’t like helps bridge the gap between online (where purchase intent is recorded) and offline (where most purchases take place). And because offline social is very impulsive, there is a huge upscale opportunity if manage to push that behavior forward.
BRIDGING THE OFFLINE / ONLINE GAP
Data in the offline world is analog. Wouldn’t it be convenient to keep a centralized database of all offline information that consumers could tap into to make informed decisions? The major challenge against “big data” is to convince brick and mortar stores to change the way they do
business. There is a need to educate the people that control the offline experience on how closing the gap between offline and online would be beneficial to business.
Enabling technologies, such as Groupon that is getting consumers used to purchasing something online to use later offline, are big catalysts in revenue generation and help understand purchase influence circles. This means offline stores could soon benefit from data analytics similar to what Amazon developed for its online store.
The development of the mobile industry is another technology advance and trend that contributes to bridging into offline and to supplementing the online experience.
WHAT AND HOW TO MONETIZE?
Social media is an enabler of monetization. Monetization does not necessarily happen directly on social media sites, but social often contributes to generating revenue from other places. To understand what to charge for online and how to charge for, online marketers therefore need to look at what is happening offline. In a utility model or software as a service, people would probably be open to paying for a service they are already paying for in real life. For example, people are used to
paying for fun in real life since the entertainment is conditioned that way. On the contrary, they are not willing to pay for information.
The more people use a tool and the more invested they are, the more likely they are to pay a premium for more volume or access to additional functionalities. This is especially true if the site is prone to scaling by network effect, as the cost of switching increases with network lockdown.
CLOSING REMARKS
Online to offline progression seems to please consumers who like the value they are getting out of the growing volume of offline data that is gradually brought online. And mobile phones (along with
other tools) are pivotal forces pushing towards social offline digital commerce.

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May’s Roundtable focused on Social & Casual Gaming Business Models.

Just when consumers were getting used to more involved online social game business models, along game “gamification” and a push for more social games.  Are most new social games these days casual games?  Why are the latter more popular, when the former are more profitable?  Given the small percentage of total mobile devices that smartphones represent, is it safe to ignore SMS-based casual games?

This roundtable will be discussing this as well as conversion rates, in-game purchases, virtual revenue, Facebook Credits, and more.

Participating companies and people included:

OMGPOP: Eric Von Coelln, VP

Eric has been in the casual and social games business for six years, heading up marketing at Oberon Media and soccer MMO Power Challenge, and currently optimizing and building a portfolio of Facebook games for OMGPOP.  Prior to working in games, Eric spent seven years managing e-commerce, advertising and marketing at DoubleClick and Prodigy Internet. Eric also was a guest contributor to Inside Social Games and popularized the Sticky Factor as a standard social games metric.

Twitter: @evcinnyc

Cellufun: Arthur Goikhman, COO

Arthur is the COO of Cellufun, where he sets strategic direction and oversees business development initiatives.  As founding CEO, Arthur raised multiple rounds of funding for Cellufun and grew it from an idea to one of the top mobile websites in the world.

Prior to Cellufun, Arthur founded Spiderphone, a web conferencing service, where he still serves on the Board of Directors.

Arthur spent the early part of his career on Wall St, working for Salomon Brothers and Morgan Stanley.  From 1997 through 2004, Arthur ran Morgan Stanley’s online trading platform and was instrumental in the firm’s disaster recovery efforts after 9/11.

Twitter: @cellufun

LargeAnimal: Wade Tinney, CEO & Founding Partner

Wade has been designing and developing games since 1996. He founded Large Animal Games with Josh Welber in January of 2001. He has led the New York City Chapter of the International Game Developers Association since 2006. Since early 2008, Large Animal has focused on publishing games that connect friends on social networks and mobile devices. Their Toga social game platform provides a complete tool set for running social games as a service across multiple platforms. Large Animal’s recent titles include Spartacus: Gods of the ArenaBananagramsWhat to Wear, and OfficeWorld.

Twitter: @largeanimal / @bananagrams

Sorensen/Crane: Jared A. Sorensen, Co-founder

Jared A. Sorensen is a writer and game designer based in New York City. Jared’s previous employers and clients include: Mattel Interactive, Atari, LucasArts, Propaganda, Green Ronin, White Wolf, Tilted Mill Entertainment, Turbine, Chimera Creative, Hidden City Games, Fourth Story Media, Vertigor and Disney. He’s also given presentations at GenCon, Origins, PAX, NerdNite NYC, Dragonmeet UK and Fastaval DK.

Memento Mori Theatricks (MMT), was formed in 1997 to publish free gaming material on the web. Now, MMT is involved in commercial print and web publishing, as well as a design studio specializing in freelance writing for both traditional RPGs and computer/console games. He co-founded Sorensen/Crane, a game design, transmedia and world-building studio, in 2010 with fellow game designer Luke Crane (designer of Burning Wheel and Mouse Guard).

Twitter: @jaredsorensen

Electric Sheep Company: Jonathan Collins, CEO

Jonathan began his career at the Electric Sheep Company in 2006 by successfully launching several major sponsorship integrations for MTV’s emmy award winning Virtual Laguna Beach. Following the success of that launch, he went on to lead ESC’s multi-million dollar production efforts on subsequent MTV releases including the Virtual Hills and Virtual Pimp My Ride which ultimately became part of MTV’s Virtual Worlds platform.  In early 2008, Jonathan took on the role of Executive Producer and VP of Production and became responsible for the successful execution of all ESC projects, many of which were developed on ESC’s proprietary WebFlock platform. These projects included social games for major media companies as well as large-scale virtual world projects for the pre-teen market.

In September 2009, Jonathan was named CEO of Electric Sheep Company to oversee the successful launch of StreamJam, an app which allows fans to watch live streaming events with friends in a highly interactive 3D environment.  StreamJam has been in Beta development for several months with hundreds of shows and thousands of users having used the product. The app will officially launch in Summer 2011.

Prior to joining the Electric Sheep Company, Jonathan was active in the world of new media as an entrepreneur, producer, writer, artist, and educator. He received his MFA from UCLA’s School of Film, Television, and Digital Media in 1997 after earning a B.A. from Wesleyan University in Connecticut.

Zynga: Demetri Detsaridis,  GM Zynga NY

Demetri Detsaridis is the General Manager of Zynga New York, one of the newest studios of the world’s leading social games company. Having spent his last decade making games of all shapes and sizes, Demetri was most recently the General Manager and Executive Producer of innovative New York game developer Area/Code (CSI: Crime City, Drop7). Before that, he co-founded and served as Creative Director of London-based Massively Mobile, was a game designer at mobile giant Gameloft, an early member of Warner Bros.’ superhero MMORPG DC Universe Online team, and a longtime game designer and producer at casual gaming pioneer Pop & Co.

Demetri has received numerous awards for his work as both a designer and producer, and has worked with clients as diverse as the Cartoon Network, Electronic Arts, CBS, UNICEF, and Nickelodeon. Before entering the games industry, Demetri produced educational CD-ROMs and interactive museum exhibits for clients like the National Building Museum, the Federal Republic of Germany, and the Jewish Museum of Berlin. He holds a B.F.A. in Film & Television from New York University and is a Ph.D./ABD in American Studies from the George Washington University.

Twitter: @detsaridis

Frescher-Southern: Josh Knowles, Founder

Josh Knowles the founder of Frescher-Southern, Ltd., where he works on a wide range of mobile, social, and game development projects for clients such as MTV, Nokia, LiveNation, Sprint, Columbia University, Consumer Reports, Thrillist, BBDO, and the CIA.

Twitter: @chasing

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July’s roundtable focused on “The Real Time Web and the various companies and people that are building on top of the constant flow of live information. From the dissementaion of information to managing the flow of information to leveraging it to build a brand and interact with people and companies.

Hot Potato: Is a service that is focused on connecting friends and fans around live events, in real time.

Participant: Saadiq Rodgers-King

Hapnin.com: Is a hyper-local, time-sensitive, events platform. We help you find things to do that are close to you, going on right now. Our mission is to connect you with the awesome things that are “hapnin” in your neighborhood and hopefully turn some of you couch potatoes out there into go-getters.

Participant: Gergory Schnese

Blurts:  Is a voice annotation utility that allows users to enhance any social post (photo, video, SMS, tweet, written comment) by tagging it with up to a 30 second spoken story, anecdote, narration or voice-over.

Participant: Jeff Stier

StockTwits: Is an open, community-powered idea and information service for investments. Users can eavesdrop on traders and investors, or contribute to the conversation and build their reputation as savvy market wizards. The service takes financial related data and structures it by stock, user, reputation, etc.

Participant: Philip Pearlman

SocialBomb: Provides the infrastructure for your social, mobile, real-time applications.

Participant: Adam Simon

Fanfeedr: Is a real-time personalized sports feed. Pick your favorite teams and players, and they will give you the most-up-to-date collection of news, video, tweets, scores and information about them. They are indexing over 3,000 sources and matching them against more than 50,000 athletes, 4,000 sports teams, including 1,700 colleges and universities across 15 sports.

Participant: Ty Ahmad-Taylor

Hootsuite: Helps organizations use the social web to launch marketing campaigns, identify and grow audience, and distribute targeted messages across multiple channels.

Participant: Dario Meli

WorldLiveMobile: Brings you the best of your world in real-time with the best free iPhone apps.

Participant: Dan Goldman

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June 23, 2010
Comments by Guillermo Kopp / @GuillermoKopp
Chairman, GUAU Corporation

PLUGGED IN – FOLLOW UP THOUGHTS

1. Engaged Customers: Text content, bundled with multimedia ads, should spark consumer interaction. Aggregation, localization, interactive tools, and specialization will enhance the customer experience.

 Comment: We believe that similar to silent movies, plain text has lost its steam. Consumers want to have a say, and deserve a choice of media and interaction style. Customers will be most engaged when interacting with live content that enables online participation and collaborative creativity.

2. Multiplatform: Consumers want simple ways to get content on any device, anywhere, anytime. Their increased preference for multimedia calls for a cultural shift away from single platform delivery.

Comment: We see the strategic opportunity to bundle content within a broader 360 degree multiplatform experience. Interactive multimedia will allow customers to browse and buy products and services from any device. Media companies must connect content with brands and consumer items.

3. Pricing: New media is improving consumer convenience, but must respect the intellectual property of  the content. Multiple opportunities will emerge to monetize a blended mix of advertising and content.

 Comment: We find that massive channels, e.g. a few billions of mobile devices, will open new markets and customer touchpoints. Different media interactions (such as read, view, watch, shop) should blend free and micropayment pricing level content so it is widely perceived to be affordable.

4. Syndicated Business: Companies should open their minds to the needs and preferences of emerging segments. Driven by a flood of new artists and publishers, new ways of consuming content will arise.

 Comment: Companies must understand evolving demographics and find creative ways to serve them. Partnerships between distributors and producers of content will open multi-company gateways, and aggregate media mash-ups. Winners will provide high-quality information that customers need to have.

5. A Need for Speed: The customer experience is shifting towards multimedia interactions. People may no longer rely on passive Internet text browsing as their primary interaction preference.

 Comment: We envision a constructive interplay between rich multimedia content, device capabilities, and broadband delivery. Wireless connectivity, increased network speed, and bandwidth capacity will benefit content providers by loosening up cable and other captive distribution models.

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May’s PluggedIn Roundtable focused on “Digital Content” and will cover topics ranging from distribution, consumption, property rights, and challenges.

Digital content is everywhere and it is truly what makes the Internet valuable. Whether it be books, magazines, newspaper, video, music, or photos everyone is looking to increase their discuribution channels and find ways to generate revenue.

5Min: 5min Media is the leading syndication platform for broadband instructional, knowledge and lifestyle videos. Our library includes tens of thousands of videos across 20 categories and 140 subcategories, which are professionally produced and brand-safe.

Attending: Tal Simantov

Amie Street: Is the first online music community designed to discover and promote independent artists. Amie Street helps increase exposure and revenue for new artists through an innovative, demand-driven pricing model based on recommendations by, and rewards for, members who endorse their favorite music on the site.

Attending: Elias Roman

Breaking Media: is a network of websites, e-newsletters, events and social media channels for influential, affluent business communities. This site aims to answer any questions you might have about the company or our brands—Above the Law, Dealbreaker, Fashionista and Going Concern—and the ways we can help you connect with the communities around these brands. It’s also a place where we share some thoughts on the rapidly changing media and marketing landscape.

Attending: Jonah Bloom

Critical Media: Is at the forefront of real-time broadcast video capture, search, syndication and information services. Dedicated to making broadcast video search as ubiquitous as text search, the Company provides tools and services to content consumers, providers, distributors and advertisers that leverage its real-time media capture infrastructure. Every day, our media capture infrastructure, the largest in the world, processes in real time over 10,000 hours of broadcast content on 4 continents, making every minute of it discoverable and monetizable within 60 seconds of airtime.

Attending: Ion Puspurica

WatchMojo: Informs and entertains you through the medium of video, covering both popular culture topics and socially relevant themes that interest you personally, professionally and socially. They help individuals and businesses by promoting the people, places and things that capture the essence of success.

Attending: Ashkan Karbasfrooshan

Outside.in: Is the leading hyperlocal content and advertising platform used by millions of consumers and thousands of local bloggers and publishers each month. Outside.in monitors all the news, blogs, and discussions on the web and dynamically maps them to more than 50,000 neighborhoods in the US.

Attending: Camilla Cho

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April 22, 2010

Comments by Guillermo Kopp / @GuillermoKopp

PLUGGED IN MOBILE APP ROUNDTABLE – COMMENTARY

1. Strategic Vision: Strong consumer adoption of selected mobile apps must lead to sustainable business models. As pervasive mobile interactions measure up to the trillions, every cent will count.

 Comment: We envision a strategic shift in the business models of media companies. Revenues will combine monetized value, as afforded by consumers, with a broader value of corporate purpose. Savvy companies will advertise and sell dynamically and more effectively to a captive mobile audience.

2. Advanced Features: Smarter mobile devices will integrate location information, rich media, and video. Live media will give rise to a new breed of “always on” interactive apps embedded in consumer lifestyles.

 Comment: We believe that improving the consumer experience will be decisive. Creative apps and social games will tap behavioral segmentation, coupled with real-time and background streaming of personalized video content to engage consumers in more constant and gratifying ways.

3. Pervasive Data: Social media and crowd-sourcing will reaffirm the role of mobile devices for personal participation and control. Data management will straddle corporate, cloud, and mobile platforms.

 Comment: We see a multifaceted explosion of granular and time-sensitive mobile data. Advanced apps will tap dynamic mining and pattern recognition of billions of customer events to deliver more sophisticated functions that capitalize on both centralized and distributed information.

4. An Apple a Day: Building on the iTunes model, the success of iPhone apps has given Apple a temporary edge. Innovative features should help competitors attain an “apples to apples” comparison.

 Comment: We think that in the long run, apps will need to suit multiple platforms. Meanwhile, Apple competitors must invest in a vibrant ecosystem of apps developers to “keep the doctor away” and jump ahead by delivering creative value in media consumption and lifestyle usage.

5. Pirates From Beyond the Caribbean: Digitalization will erode traditional media and advertising revenue. Commercial content will face public access to the Web and rampant piracy of digital media.

 Comment: We acknowledge Apple’s control of the apps and digital content through iTunes. The proliferation of published and public digital media will increase the burden of control, so companies should derive new revenues from the immediacy and personalization of supplementary content.

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April’s PluggedIn Roundtable is focsuing on “Mobile Apps” and the new ecosystem that has been created with smartphones. Ranging from the most popular iPhone to Android and Blackberry mobile apps are more popular and essential to big companies. How are they created, how do they make money, how do they market themselves.

There are so many questions it’s time to speak to the founders, media execs, and VC’s who are investing in these apps.

Participating Companies Include:

Startups: WorldLive Mobile, rmbrMe, Rhino Mobile, Medialets, Buzzd, GuerillaApps, eyeDip, Snac Inc, & Thumbplay.
Industry Execs: BravoTV, Sonia Barlow, Manager Emerging Media; MRM Worldwide, David Shane, Director Mobile Technology; Atrinsic- Rosalie Sutherland, VP Mobile APPS & Compliance; Sony Music- Sean Rosenberg, VP Global Accounts.
VC’s & Angels: BHV- Brad Harrison- Managing Director
Sponsors: Loeb&Loeb-Tom Guida, Partner; TrylonSMR- Lloyd Trufelman, CEO.

The roundtable will be moderated by: Tom Guida, Partner, Loeb & Loeb LLP

This event is kept intimate in order to foster networking and meaningful discussion. In fact, roundtables have been referred to as “cage matches” for CEOs, as they allow for honest conversation with insightful back-and-forth dialogue.

The goal of the roundtable is to bring startups along with VC’s, angels, and industry experts to network, discuss, and help startups grow and succeed.

Registration

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March’s Roundtable focuses on the $64,000 question:

How are companies making money via social media?

The conversation will revolve around topics such as social media campaigns, social media marketing, revenue models, ROI, partnerships, etc., and will include opinions from startups, founders, investors and industry executives.

Participants Include:

Ripple6: Rich Ullman, SVP Marketing
Amplify: Eric Goldstein, CEO & Founder
rmbrME: Gabe Zichermann, CEO
SixApart: Andrew Boer, VP Revenue
Postling: David Lifson, CEO & Founder
Readers Digest: Kate Gutman, VP Global Digital Revenue
WPP: Thom Kennon, VP Strategy Emerging Media
Hearst Digital: Matthew Milner, VP Social Media
Hearst Interactive: Scott Wolfgang, Director Strategic Investments
Zelkova Ventures: Jay Levy, Principal
Bessemer Venture Partners: Sarah Tavel, Associate

Moderator: Tom Guida, Partner, Loeb & Loeb LLP

Registration

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As the “Who” sang during this year’s Super Bowl half-time show, “Who are you?”  While as an industry, marketers and advertisers may know what their objectives are, with a new decade ahead of us, the question of how we execute our goals is proving to be a complex one.  The yin and yang that used to exist between media adverting partners and marketing programs have changed have quickly changed over the past few years.  Traditional approaches need to be tweaked in response to new market realities.

Print circulation continues to decline across both consumer and trade titles as more readers turn to their laptops, netbooks and mobile phones for the latest information.   The 24-hour news cycle that cable news channels ushered in during the 1980s is evolving with the expanding adaptation rate toward the fast and frequent sharing of news and information on social media sites such as Facebook and Twitter.  In fact, the marketing power of social media led one of world’s leading beverage companies, Pepsi, to pass on their tradition Super Bowl ad and instead invest those funds toward a user-generated campaign for bright ideas to create a better world with the Pepsi Refresh Project.

In an earlier television era, there were only three networks for advertisers to choose from and consumers had no choice but to sit though commercials or flip the channel.  Today, with DVR technology and on-demand subscription options, fewer viewers watch programming during the broadcast time slot, choosing to either record it or watch it online later on sites such as Hulu.com.

While the traditional print and TV mediums mature, tremendous opportunities are available in online advertising.   The four largest Internet advertising firms (Google, Yahoo, Microsoft and AOL) saw double digit growth in their online ad revenue in Q4 of 2009 led by resurgence in search advertising and display advertising.  As consumers spend more time at their computers, the potential to reach them with relevant banner and media rich ads continues to make gains within the marketing mix.

As John Lennon would say, “There are no problems, only solutions.”  This month’s Roundtable will feature conversation discussing what this changing landscape means for the marketers and advertisers of today.

Some of these topics include:

  • The role of social media channels in the marketing mix
  • The proliferation of online advertising opportunities across news and entertainment mediums
  • The new opportunities to engage consumers in fun campaigns that drive positive brand experiences
  • The use of social media for listening to consumers to understand opinions towards brands and products
  • The growing potential to engage with consumers via their mobile devices via ads and branded apps

Written By: Ezra Rich / @EzraRich

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It seems that there are conferences every other day and week focusing on all topics in high tech, and low and behold – I feel that there aren’t enough. Yep, I don’t think there are enough conferences going on that actually help companies and individuals succeed or network for that matter.

The majority of conferences I have attended were overcrowded and lacked intimacy. They were high on content but short on practicality and results. What I mean by that is that you have speakers upon speakers or companies presenting and the audience just takes it in, it’s one big information dump. To make things more complicated, for one to network effectively they need to know other people attending, be an extravert and, frankly, count on luck to guide them to the people they should be talking with. And, if going through the crowds and reading random name tags isn’t challenging enough, you  rarely get to speak to someone for more that 5-10 minutes. It’s actually even rarer to have a specific and substantive conversation.

So given all these problems I have decided to produce a conference that is informative and productive for all participants. Productivity is essential to a successful event as participants want practical results for their time and money. This will be achieved by offering real dialogue, candor and networking opportunities that are are required for in-depth discussion and true relationship building. Participants, whether they are startups, executives or investors shouldn’t find themselves listening to rehashed panel discussions, working the wrong people in the room and generally putting invaluable time to insignificant use. My goal is to change this by creating a different structure in which there will be speakers and presentations coupled with roundtable discussions and one on one meetings, all foster a more sincere and refreshing dialogue.

This is why I have decided to produce PluggedIn, an exclusive deal making gathering for digital media executives. PluggedIn is bringing together handpicked founders, gatekeepers and investors to candidly interact in a laid back setting and unlock the full value of doing business together.

PluggedIn is a full day event scheduled to take place on January 12th at Sy Syms School of Business in midtown Manhattan. More information will be coming as I am still lining up startups to present and sponsors. If you would like to learn more about it you can go to PluggedinNYC.

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