Contact Us

Message:
  • One to One
  • Archive by category 'otocorporate-white papers'

Archive for the ‘otocorporate-white papers’ Category

Design Lessons from User Generated Content: An Analysis of User Generated Internet Video and Flash Animations

User generated content refers to any digital media created and uploaded to the Internet by nonmedia professionals.  This new form of content is quickly becoming the dominant media form of the Internet.  By 2011, over 50% of all Internet users in the United States will participate in user generated content both as creators and viewers. … Read More

 

Social Media for Marketing: An Analysis of Digg.com Engagement and User Behavior

Social media is a broadly used term that includes a wide range of techniques and tools for leveraging and supporting the sharing of information among people. Internet enabled tools are the locus for social media activity as they provide low-cost access to many people allowing for a new wave of targeted advertising to develop. As… Read More

 

Implications of User Engagement with Search Result Pages

It is well established that rankings on a Search Engine Results Pages (SERPs) have much to do with whether a user is likely to click on a given result and higher rankings can actually have a positive effect on a brand’s perception and ‘likeability’ (MarketingSherpa, 2009). With the onset of Universal Search, this study sought… Read More

 

Emotion, Engagement and Internet Video

Internet video is one of the fastest growing entertainment media and among the most popular of all Internet activities. According to recent reports (July 2007, January 2008) from the Pew Internet & American Life Project, 57% of Internet users visit video sharing sites and 20% visit video sharing sites daily. Growth in Internet video consumption… Read More

 

Player Engagement and In-Game Advertising

In-game advertising (IGA) refers to the use of computers, the Internet, and video games as a medium for the delivery of advertising materials. IGA is one of the fastest growing forms of advertising in terms of yearly spending and anticipated growth. PriceWaterhouseCoopers estimates total spending on in-game advertising to reach $1 billion by 2010. The… Read More

 

Serious Games for Marketing: Learnings from Corporate & Amateur Efforts in SecondLife

“Serious games” refers to the use of games and game technologies for non-entertainment purposes. Traditionally, the education, health, and military sectors were the primary actors in this domain, but in the past few years, marketing has arisen as a major sub-domain of this area. Examples range from the selling of advertising inside video games to… Read More

 
© One to One Insight Limited, 2012