How Facebook Killed (Most) Spam Using Smart Filters Do you "like" receiving Facebook messages about, say, your buddy Rich's new row of corn in FarmVille? If not, you're in luck: Facebook CTO Bret Taylor told Fast Company earlier this week that it's just those kind of messages the company focused on while looking to cut down on spam in the system--way down. Mission accomplished. Such spam was down 95% in 2010.
AdFreak: Soon, your life will be nothing but Facebook
Facebook kan lokke de unge på museum Hvis danske museer har en ambition om at fange unges opmærksomhed, skal de bruge flere kræfter og være langt mere synlige på sociale netværk som især Facebook. I dag kommunikerer museerne ofte på trykte medier som plakater, der hænges op på uddannelsessteder. Men de unge bruger de digitale medier. Museerne skal ikke bare være på Facebook, de skal også indbyde de unge til dialog og debat, der kan inspirere dem til at gå på museum. Samtidig skal museerne satse mere på særlige events for eksempel om aftenen, der kan tiltrække de unge. Det efterspørger de unge i en undersøgelse, som Johanne Floris Christensen har lavet i forbindelse med sit speciale på Syddansk Universitet om de 20-29-åriges brug af museerne.
Please Touch! Interactive Museums - Arts & Events “Look, but don’t touch” has been the watchword for museums. The only exceptions were institutions designed for children that offered lots of bells and whistles to keep the kids entertained. The rest of us trooped past static exhibits and often emerged with glazed eyes, believing we had to take our cultural medicine the way our parents did. Not anymore. Museums recognize that one boring experience can turn off a visitor for life, says Patrick Gallagher, who has designed museums and exhibits ranging from the International Spy Museum in DC to the D-Day Museum in Normandy that opened on June 6.
The Rise Of The Corporate Transmedia Storyteller - Forbes.com
How Facebook Games Make Money How is it possible that Facebook gamesmaker Zynga will turn in 2009 revenues approaching a reported $250 million -- making 90% of its money selling gamers nothing but virtual goods? The answer we've given before is that, like arcade games from the 1980s, Zynga's social games charge people small amounts of money to reduce friction in games they are addicted to. But instead of paying another quarter for another life the way arcade gamers do, social gamers buy sub-machine guns in "Mafia Wars," and new farmland in "FarmVille" in order to level-up. But while this answer is technically correct, it leaves us cold. Worse, this answer doesn't make much sense if you've never actually seen a Facebook game.