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from buenos aires, argentina.

everything about seo/sem, social media, ROI, netnography, gamification, online market research and construction and design of strategic information for organizations.

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watchlabresearch:

The Retailers Guide to Big Data

watchlabresearch:

The Retailers Guide to Big Data


(via watchlabresearch)

Games Are Everywhere Around Us

2pcom:

image

About a month ago, Mike Tinney, the former president of the online game company CCP Games (the maker of EVE Online), announced that he was working with a mobile platform-based activity game—UtiliFit, which is designed to boost players’ daily activity levels and give them a fun and easy approach to cooperate and compete with friends or strangers around the world while achieving the 150 minute per week minimum of exercise. The game is in a closed beta test and will start an open beta in January 2013. The game is part of a trend toward gamification, which is quite popular nowadays.

Then what is gamification anyway?

Read More


(via 2pcom)

Gamification and Game Design : key stats going into the new yea

asiapacificsocialmedia:

image


·         69 percent of all heads of household play computer and video games

·        97 percent of youth play computer and video games

·        40 percent of all gamers are women

·        One and four gamers are over 50 years old

·        The average game player is 35 years old, has been playing games for 12 + years

·        Gamers don’t plan on quitting their playing anytime soon

 

Read more here: http://waggeneredstrom.com/blog/2012/11/27/gamification-not-just-badges-anymore/


(via asiasocialmedia)
rizhomateque:

How to re-invent reality without gamification 
http://www.gdcvault.com/play/1014576/We-Don-t-Need-No
— what can we do to not make it look like a game but feel like a game

Gamification: Toward a Definition

http://hci.usask.ca/uploads/219-02-Deterding,-Khaled,-Nacke,-Dixon.pdf 
Pawned. Gamification and its discontents. 
http://www.slideshare.net/dings/pawned-gamification-and-its-discontents
Sixty-two reasons why Gamification is played out.
http://www.fastcodesign.com/1662656/sixty-two-reasons-why-gamification-is-played-out 

rizhomateque:

How to re-invent reality without gamification 

http://www.gdcvault.com/play/1014576/We-Don-t-Need-No

— what can we do to not make it look like a game but feel like a game

Gamification: Toward a Definition

http://hci.usask.ca/uploads/219-02-Deterding,-Khaled,-Nacke,-Dixon.pdf 

Pawned. Gamification and its discontents. 

http://www.slideshare.net/dings/pawned-gamification-and-its-discontents

Sixty-two reasons why Gamification is played out.

http://www.fastcodesign.com/1662656/sixty-two-reasons-why-gamification-is-played-out 


(via rhizomateque)
voyelle:

L’importance du SEO mobile pour votre business

voyelle:

L’importance du SEO mobile pour votre business


(via voyelle)
dirk2112:

killer blog design

dirk2112:

killer blog design


(via dirk2112)
drpamonline:

DOCUMENTARY RECOMMENDATION:  “Merchants of Cool”
.
Merchants of Cool
They spend their days sifting through reams of market research data. They conduct endless surveys and focus groups. They comb the streets, the schools, and the malls, hot on the trail of the next big thing that will snare the attention of their prey–a market segment worth an estimated $150 billion a year. They are the merchants of cool: creators and sellers of popular culture who have made teenagers the hottest consumer demographic in America. But are they simply reflecting teen desires or have they begun to manufacture those desires in a bid to secure this lucrative market? And have they gone too far in their attempts to reach the hearts–and wallets–of America’s youth? FRONTLINE correspondent Douglas Rushkoff examines the tactics, techniques, and cultural ramifications of these marketing moguls in The Merchants of Cool.
-
Watch the full documentary now:  
http://topdocumentaryfilms.com/frontline-merchants-of-cool/
.

drpamonline:

DOCUMENTARY RECOMMENDATION:  “Merchants of Cool”

.

Merchants of Cool

They spend their days sifting through reams of market research data. They conduct endless surveys and focus groups. They comb the streets, the schools, and the malls, hot on the trail of the next big thing that will snare the attention of their prey–a market segment worth an estimated $150 billion a year. They are the merchants of cool: creators and sellers of popular culture who have made teenagers the hottest consumer demographic in America. But are they simply reflecting teen desires or have they begun to manufacture those desires in a bid to secure this lucrative market? And have they gone too far in their attempts to reach the hearts–and wallets–of America’s youth? FRONTLINE correspondent Douglas Rushkoff examines the tactics, techniques, and cultural ramifications of these marketing moguls in The Merchants of Cool.

-

Watch the full documentary now: 

http://topdocumentaryfilms.com/frontline-merchants-of-cool/

.


(via drpamonline-deactivated20121212)
infographicjournal:

How To Outsource And Win Big

infographicjournal:

How To Outsource And Win Big


(via infographicjournal)