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Bit Briefs

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Leveraging a new clipping service called Amplify, BitBriefs.com brings you trends, statistics, news, links and perspective on the latest secondary research around topics such as in-game advertising, mobile phone marketing, email marketing, search engine marketing, online media usage, and traditional media marketing.

“Young Male” Demographic Key Influencer in Entertainment Decisions

Amplifyd from www.mediapost.com

Many marketers believe that adult women make all the household purchase decisions, and younger women make or break most movies. From the home to Hollywood, however, you can’t discount the influence of 18-34 guys, according to a new report from entertainment portal/ad network Giant Realm.

Indeed, nearly three in five — 58.5% — of 18-34 guys say family and friends ask for their opinion on which video games to buy, and a whopping three-quarters — 77% — say they are asked for recommendations on which movies to see.

Young men also might be seen as a good source for movie recommendations, given that one-quarter — 24.8% — hit the theaters on opening weekends for movies they want to see. An additional 39.8% say they might go to the premieres if the movie suits them.

Read more at www.mediapost.com
 

Data on Teen Spending Online

Amplifyd from www.emarketer.com

In 2009, nearly half of all teen internet users bought goods such as apparel, books and music online, according to the Pew Internet & American Life Project.

This represents a 17-percentage-point increase in penetration over 2000. An even higher percentage would have made such purchases had they more spending money and access to a credit card.

“Several payment alternatives like debit cards and student accounts not only enable teens to buy on the web but also let parents set spending limits and monitor payment activity,” said Jeffrey Grau, eMarketer senior analyst and author of the new report “Marketing Online to Teens: Girls Shop with a Social Twist.” “Yet rather than offer these options, many retailers seem content to drive online teenagers to their physical stores.”

US Teen Internet Users Who Buy Online, 2000-2009 (% of respondents)
See more at www.emarketer.com
 

Online Coupon Distribution Outpacing Newspapers 10 to 1

Amplifyd from www.mediapost.com

Coupons.com recently issued new data that shows digital coupons grew 100% during the 12-month period ending June 30, 2010, while free standing inserts in newspapers rose 8.4% for the same period. The data shows that more than $1 billion in digital coupon savings was printed or loaded to a store loyalty card via the Coupons.com network in the last 12 months, outpacing the growth of coupons distributed in newspapers 10 to 1.

 Growth is attributed to several key factors, including

  • Continued consumer adoption of online printable, save to store, loyalty card and mobile coupons
  • Increased use of digital coupons by brand marketers, manufacturers and retailers

Steven Boal, CEO of Coupons.com Incorporated,  ”… more and more (consumers) are tapping digital coupons as an important part of their savings strategy…  we foresee substantial growth across the entire digital domain… with particular growth within social media and mobile environments.”

Read more at www.mediapost.com
 

Online Coupon Demand Growing Fast

Amplifyd from www.mediapost.com

The economy may have come back from the brink, but demand for digital coupons appears to be picking up steam, according to new data released by Coupons.com.

The company said savings from coupons printed out or loaded to a loyalty card from its online properties doubled to more than $1 billion from $529 million a year ago. The value of savings in June alone hit $110 million, the highest total to date for any single month via Coupons.com. That increase has come despite traffic to the site actually dropping in the last year from 18.2 million monthly visitors to 14.5 million.

Read more at www.mediapost.com
 

Facebook Fan Value = $136.38

Amplifyd from www.emarketer.com

Many social media marketers are eager to tie a hard number to the value of their efforts. To that end, firms have attempted to analyze the worth of fans and followers on social networking sites like Facebook.

Digital consulting firm Syncapse and research company Hotspex have come up with an empirical formula that puts an average value of $136.38 on the Facebook fans of the site’s 20 biggest corporate brands. Most of that value comes from how much the fans will spend on the brand’s products, with additional dollars coming from customer loyalty, recommendations and earned media.

Average Value of a Facebook Fan in North America, June 2010

The study found that people spent significantly more on products they were fans of, compared with consumers who were not fans. In the case of many of Facebook’s most popular food and beverage marketers, fan spending was more than double that of non-fans.

Select Food/Beverage Brands on Facebook, Ranked by Average Product Spending of a Facebook Fan vs. Non-Fan in North America, June 2010

The pattern of increased fan spending held across all of the top 20 brands on Facebook, with differences ranging from 51% for Oreo fans to 168% for fans of Nokia.

Read more at www.emarketer.com
 

13% of Online Users Bought Virtual Goods in Last 12 Months

Amplifyd from www.prweb.com
“There’s been a substantial increase in the number of consumers buying digital goods and an upward trend of players spending more on average than in the previous year,” said Mike Vorhaus, President, Magid Advisors.

According to the study, 13% of the overall population surveyed reported that they had bought virtual goods in the last 12 months, with the mean of digital good purchase up 14% from $87 in 2009 to $99 in 2010. The median of digital goods purchase is $50 in 2010, a 67% improvement from $30 in 2009. In terms of the heaviest concentration of digital goods buyers, iPhone owners took over the #1 spot, moving from 28% of iPhone owners in 2009 to 43% in 2010. Virtual worlds came in second place with 41% of regular visitors having bought a digital good. Of weekly handheld and mobile gamers, 33% and 32%, respectively, bought digital goods. Overall, more than one-fifth (21%) of those who bought digital goods said they plan to spend more in the next 12 months. Among ways to purchase digital goods, 16% of digital goods buyers say they have used Facebook Credits.

Largest demographic of consumers who have reported buying virtual goods:
1. Males ages 18 to 24 (31%)
2. Males ages 8 to 11 and 12 to 17 (both at 23%)
3. Males 25 to 34 (21%)
4. Females ages 8 to 11 (16%)
5. Females ages 12 to 17 (15%)
6. Females ages 18 to 24 (14%)

Where consumers are buying from:
1. In a game (57%)
2. The official Web site outside the virtual world or game (38%)
3. E-commerce site such as PlaySpan (16%)
4. Another player (8%)
5. Other (8%)
6. Not sure (8%)

Type of game or environment where consumers have bought from:
1. A free, web-based game (37%)
2. A social network site, other than a game (31%)
3. A free multiplayer computer game (29%)
4. A game on a social network site (29%)
5. A connected console marketplace (21%)
6. A paid, subscription based multiplayer game (18%)
7. An online virtual world (11%)
8. Other (6%)

Concentration of virtual goods purchasers within ethnic groups:
1. Asian American (26%)
2. Latinos (20%)
3. African American or Black (15%)
4. Caucasians (11%)
5. All others (12%)

Read more at www.prweb.com
 

Online Retail Spending Reaches $39 Billion

Senior Marketer Top Priorities in 2010

Amplifyd from www.emarketer.com

The “2010 Digital Marketing Outlook” report found that 81% of the brand executives surveyed expected an increase in digital projects in 2010, and one-half will be moving dollars from traditional to digital budgets. Further, more than three-quarters think the current economy will push more allocations to digital.

Senior marketers reported that social networks and applications were their biggest priority for 2010, followed closely by digital infrastructure. While social media marketing looks set to stay top of mind, a majority of respondents considered a range of digital activities at least “important,” with only games failing to inspire widespread interest.

Top Priorities in 2010 According to Senior Marketers Worldwide (% of respondents)
See more at www.emarketer.com
 

Coupons & Sales Resonate Best in Social Networks

Amplifyd from www.marketingcharts.com
performics-roi-research-message-resonate-consumers-social-networks-november-2009.jpg

The study results also indicate that consumers frequently talk about, recommend or review products on social networks:

  • 46% say they would talk about or recommend a product on Facebook.
  • 44% of Twitter users have recommended a product.
  • 36% of YouTube users have gone to an online retailer or ecommerce site after learning about a brand on a social network site.
  • Read more at www.marketingcharts.com
     

    SHERPA: How Email Marketing Budgets Changed in 2009 by Industry

    Amplifyd from www.marketingsherpa.com
    SUMMARY: Email has not only been spared the ax that fell heavily on most marketing budget line items, it seems to have actually benefited from the down economy. This boon wasn’t skewed by a few email-reliant sectors, it occurred in every industry participating in our benchmark survey.
    View Chart Online
    See more at www.marketingsherpa.com