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Archive for the ‘Social Networks’ Category

Tagged.com logo

Tagged.com logo

New York’s attorney general, Andrew Cuomo, has charged that Tagged.com stole the identities of more than 60 million internet users worldwide – by sending emails that raided their private accounts. He plans to sue the social networking website for deceptive marketing and invasion of privacy.

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Habbo, which see more than 11 million unique users each month, today released its annual Global Habbo Youth Survey Brand Update. The study, says Habbo, explores teens’ connection and interests toward individual brands and highlights their preferences in categories including consumer electronics, music, sportswear, and games. On the game/virtual worlds front, Runescape maintained its number one status among US respondents, followed by Gaia Online, IMVU, World of Warcraft, and Club Penguin.

Top Online Games / Virtual Worlds (other than Habbo)
1. Runescape
2. Gaia Online
3. IMVU
4. World of Warcraft
5. Club Penguin
6. MySpace
7. Meez
8. Maple Story
9. Neopets
10. The Sims

Top Web sites (other than Habbo)
1. MySpace
2. YouTube
3. Facebook
4. Addicting Games
5. Runescape
6. Google
7. Yahoo
8. Gaia Online
9. Club Penguin
10. Miniclip

The study was conducted in April, 2009, collecting the opinions of some 112,000 teens between the ages of 11-19.

Source: Virtual World News

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Virtual MTV is a 3D online social experience where you can live the mtv life with all of your friends. You can create your avatar, design your crib, explore 3D worlds, shop and play fun games. Watch the video to learn more.

The world is a browser-based experience and is a re-working of an earlier world. Here’s the official MTV press release:

“In August of 2006 MTV launched its own virtual world where you could watch our shows and live the MTV life, virtually. You’ve sent us your comments and we listened. We’re excited to let you know that you can now check out a new and improved version of Virtual MTV at virtual.mtv.com! This new ALPHA version is browser-based and allows you to create an avatar, get your own crib, explore virtual worlds and play games.”

So, sign in to Pimp Your Universe and hope you that this new venture doesn’t end up as an episode of VH1’s “Where Are They Now?”

Primary Source: Virtual MTV

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At the American Association for the Advancement of Science (AAAS) Annual Meeting in Chicago, Noshir Contractor and his colleagues presented the results of a study based on almost 60 terabytes of data from EverQuest II, a popular MMORPG. The aim of the 90-minute symposium, “Analyzing Virtual Worlds: Next Step in the Evolution of Social Science Research,” was to “describe how this research offers new insights as well as challenges and opportunities for advancing social, behavioral, and computational science.”

Everquest

Everquest

One of the findings in the study was that depression levels in the groups ranged from almost 21% in people who didn’t play the game that often to more than 30% in those who played a lot. According to Contractor, “This could mean that highly active players get more depressed or that depressed people are more likely to be active role players.”

Another finding that surprised the researchers was the fact that the online players tended to interact with people at a relatively local level. Contractor says that “People end up playing with people nearby, often with people they already know. It’s not creating new networks. It’s reinforcing existing networks. You can talk to anyone anywhere, and yet individuals 10 kilometers away from each other are five times more likely to be partners than those who are 100 kilometers away from each other.”

Primary Source: Physorg.com

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Whether virtual worlds have been expanding of contracting in 2008, some venture capital companies have been willing to take the risk – to the tune of $594 million. IN a report released January 19th, 2009, Virtual Worlds Management found that 63 companies have received funding ranging from $500K (Worlds.com)  to $70 million (Trion World Network).

According to MediaPost, however, this is a huge drop from 2007, where an estimated $1.4 billion was invested.

Joey Seiler, the editor of VirtualWorldsNews.com, said that, “For developers aiming at adults with virtual worlds, though, the year was a little slower… While big money seems readily available for developers creating massively multiplayer games (or game-heavy worlds depending on your perspective), companies aiming with more traditional worlds raised over $47.721 million for 11 companies.”

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It’s one thing to post those hilarious pics of you and your drunken mates holding the generous breasts of a rented stripper at a bachelor party but it’s another when your potential employer checks out your MySpace before the interview. And peppering your FaceBook with profanities that would make a marine blush doesn’t help your chance of snagging a job.

Yet many people, especially the under-25 folks, have a total disconnect when it comes to the difference between a public a private post to a social network. By their very nature, social networks allow for a sharing of personal information, which can sometimes get down to incredible detail. However, they are, essentially, public forums. Unless you have an “invite only” site, your ideas, attitudes, desires and failings are there for the world to see.

And it’s not a bad thing to google yourself occasionally. Self-examination can reveal just what is being said about you on the net – and you get to see exactly what everyone else gets to see about you!

Barry Hurd of 123SocialMedia writes an excellent piece on the notion of online image management and how to avoid becoming a liability to yourself. Following a self-googling (yes, it does exist as an entry in the Urban Dictionary) you should analyse the data by asking yourself the following questions:

  • How did they do that?
  • Is it bad for you?
  • Is it correct?
  • Why is it there?
  • How can you change it?
  • How did you lose control of it?
  • What can you do about it?

He provides the following action steps:

Begin listening: learn how social media measurement can identify who, what, when, where, and why people are talking.

Step One: Understand how the web can damage or help your business.

Step Two: have professional social media profiles.

Step Three: explore more steps of reputation management. There are plenty of free options that can help protect your business (and you) from online crisis.

Step Four: continue to take action.

Another link to check is The Definitive Guide to Online Reputation Management from Scoreboard Media Group (SMG).

Primary Source: 123SocialMedia

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