Alex Burmaster, Communications Director, UK & EMEA, Nielsen’s online division The Pareto principle, more commonly known as the 80/20 rule, is the idea that roughly 80 percent of activity will be accounted for by 20 percent of the participants. Vilfredo Pareto’s initial observation at the start of the 20th century, that 80 percent of Italy’s land was owned by 20 percent of the population, has become a common rule of thumb in business, but does it hold up when tracking activity for the U.K.'s most popular social networks?
IEA has reported the energy statistics for July 2011 for the OECD For the year to date, nuclear generation is down 2.5% or about 15 Terawatt hours for the OECD. For July it was down about 10 Terawatt hours for the same month in 2010. For the remaining 5 months the expectation would be similar monthly deficiency. The OECD should have nuclear energy generation that is down 65 Terawatt hours versus 2010.
I’d like to share a brief demographic analysis of social networks that helps explain who uses social networks, and for what purpose. Before diving in, I think its best to discuss where our data comes from. Amzini is a directory of over 900 social websites that are visited over 7 billion times per month, by over 900 million visitors ( Compete.com ). We collect demographic information on each website from Alexa.com , who uses their toolbar to provide estimations of the audience's composition for each site.
Posted in Tech blog on February 16th, 2010 by Pingdom UPDATE: There is a more recent post available, Social network demographics in 2012 . How old is the average Twitter or Facebook user? What about all the other social network sites, like MySpace, LinkedIn, and so on? How is age distributed across the millions and millions of social network users out there?
How to build relationships with social content creators A key element that makes earned media trustworthy for many consumers is that it can’t be bought—it represents someone’s sincere opinion. The authenticity of word-of-mouth has been scaled up by social media and other online tools, but it appears many social content publishers are willing to form relationships with marketers that would move their endorsements from the “earned” to the “paid” column. Social media advertising company IZEA surveyed Twitter users, blog writers and other social media publishers about their openness to sponsorship of their social content. More than half said they had already monetized their activities, and almost a third more wanted to.
Though mobile advertising is growing fast, it’s not yet keeping up with the growth of mobile usage. Imran Khan of J.P. Morgan estimated today that $3.8 billion will be spent on the U.S. mobile web in 2010, up from $2.6 billion in 2009, but a whole lot less than the $25 billion in total U.S. online advertising for the year. Khan thinks mobile will follow a similar pattern as the web, where usage outpaced revenue until an inflection point at 30 percent broadband penetration.
Twitter is serving more than 1 billion tweets per month, and a recent study has credited veteran Twitter users (those who have micro-blogged for more than 9 months) as the main contributors. This study tells us one thing – the more we tweet, the more addicted we get. Perhaps the addiction kicks in when a Twitter user gains more followers over time. A Twitter infographic that we previously shared also confirms this fact. Most Twitter users have less than 5 followers, and it was also stated that most newbies drop Twitter after a month of usage, thus explaining the stagnant growth in tweet volume.
Senior marketers are putting their money where our conversation has been -- on integrating social with their activities. The Marketing Executives Networking Group (MENG) 3rd Annual Marketing Trends Study* and The CMO Survey undertaken by the Duke University Fuqua School of Business and the American Marketing Association results converged on the same trend: social media becoming a viable tool in a business marketing mix . Both reports also highlight the increased importance of social media to B2B companies (see eMarketer study summary).
MobileYouth , the youth mobile marketing experts have released some interesting stats this week which highlight growing trends from around the world. Interesting to see that the largest growth in mobile usage amongst youths is from secondary accounts. In 39 markets, mobile penetration rates across under 30's are above 100% — and in some areas (UAE and Qatar), above 200%. There are also some good infographics on subscription numbers (see below) which compares teens and youths from regions around the world.
According to a recent study by IDC , a global provider of IT market intelligence, the world’s mobile worker population will pass the one billion mark by the end of this year. By 2013, the total of office-based, non-office-based and home-based mobile workers will grow to nearly 1.2 billion people, representing more than a third of the world’s workforce. IDC foresees that the most significant gains will be in the emerging economies of Asia/Pacific, aside Japan, where a strong economic recovery, new interest in unified communications and a high demand in flexibility and mobility in work, will drive healthy growth in all aspects of mobility spending. According to Sean Ryan , research analyst for Mobile Enterprise Software , there is vast opportunities for bringing a variety of mobile technologies to workforce worldwide, even outside the United States and Japan, where mobile worker population has reached its peak.
Rightly or wrongly, many people have a picture in their minds of the average online gamer, and it probably involves someone not yet old enough to vote, huddled in their parents’ basement killing dwarves with mystic powers in games like World of Warcraft. A growing category of what are called “social games,” however, appeals to a much different demographic, according to a recent study. The study — sponsored by PopCap, creator of popular social games such as Bejeweled and Insaniquarium — looked at game players in both the United States and the United Kingdom, and found that the average player of these online social games is a 43-year-old woman.