Showing posts with label SUPER CASH SUCCESS. Show all posts
Showing posts with label SUPER CASH SUCCESS. Show all posts

Friday, September 26, 2008

Phenomenon 2: Social Networking


One very powerful aspect of social networking is the “blog”. Short for “web log”, a blog is a website where entries are written in date order with the most recent entry (or “post”) at the top of the page, and the oldest towards the bottom. Blogs provide commentary or news on a particular subject of interest to the “blogger” (the person who has the blog); some function as simple online diaries. You can find blogs on almost any topic you can think of, from stamp collecting, to religion, to cooking, to politics – in fact, if you can think of it, there is bound to be a blog about it. People can’t help writing about their loves, their hates, even day-to-day things they do; rating the latest book they read or film they saw; even recommending their latest purchase, gift or treasure via their blog… so much so that blogging can be addictive: once you start, you can’t stop.
In fact the overwhelming popularity of blogs and social networking sites was a trend spotted by O’Reilly Media back in 2003, when they coined the phrase “Web 2.0” to describe these “second generation” new ways of using the web to collaborate and share with other users. Tim O’Reilly defines it as: “the business revolution in the computer industry caused by the move to the internet as platform, and an attempt to understand the rules for success on that new platform.” We’re writing the rules for success right now.
Entire blog communities have sprung up, focusing on certain topics and connecting people with a common interest so that they can share ideas, make friends and even do business with each other around the world. And blogging does not stop there. Many blogs also carry “RSS” feeds, which automatically update people who subscribe to them so that they do not have to revisit the blog to see if it has been updated. RSS, which stands for Really Simple Syndication, is used to publish newly updated posts and contains a summary of content from the website or blog. RSS makes it possible for people to keep up to date with their favourite websites in an automated manner that’s easier than checking them manually. According to Technorati, there are over 70 million blogs on the internet, with about 120,000 new ones being set up each day. That’s 1.4 new blogs every second! So whilst you have been reading this (for, say, 10 minutes), over 840 new blogs have been set up! Couple that with 1.5
million posts (people with blogs adding entries, or people commenting on entries) being added per day (17 per second), and you can see how massive this trend is.
The interactive nature of blogs and social networking sites keeps visitors coming back again and again; and if you try to “monetize” this market of people wanting to have fun playing online games as well as having their own web space/blog AND being able to talk to each other live, the potential is staggering.
That is exactly what you will have! Not only are social networking sites incredibly popular, but also they are making huge amounts of money for some people. Digital Media Wire (April 2007) reported that brands such as Adidas and Electronic Arts attributed more than 70% of their marketing return to the word of mouth effect within social networks. Imagine being able to harness this powerful word of mouth medium, and even better, use it to fuel your new online games business! You see, being able to play live and instantly is very powerful, but in most cases when online players send a challenge to another player, they send it via email.
Now if this person is not online, or isn’t checking their email, the chance of playing and the ability to make money are slowed down (taking away the elements of fun and instant gratification) or even lost altogether.
We thought: this is not acceptable! We wanted to improve the efficiency of the challenge, to speed up game play. So we asked, what if you could easily locate your buddies? What if you could see when they’re online? What if you could proactively challenge them to a game even if they don’t have their email client open?
Using a communication device new to our industry, you will be able to do all this and more. See your business grow before your very eyes; challenge not only individual team members and players to play a game, but also send group challenges to hundreds – even thousands – of members instantly via this tool.
Not only will it be a powerful communication tool, but also it will allow you to play games and make money faster – and build your business for you. Even better, you will be able to use this tool from anywhere in the world, and it will be packed with all sorts of features to drive your new
business faster. Why? Because people want to interact with other people who are having FUN!
And in our world, their fun means your profit.

Damien King

www.UVMEassociate.com
www.mediabistro.com
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Thursday, September 25, 2008

Phenomenon 1: Online Games Entertainment

The Internet is the fastest growing marketplace in the history of the world, but there in an online sector that is growing four times faster than the Internet overall – the online skill games market. Just stop right there. Imagine that for a second… a business that is growing four times faster than the Internet! To give you an idea of what that means and to really pu
t it into context, recent figures from analyst firm DFC intelligence said that the worldwide online games market is forecasted to grow from $3.4 billion USD in 2005 to over $13 billion USD in 2011.
The market today is worth approximately $5.2 billion USD – that equates to a worth of $164 USD per second, and in the next 156 weeks is expected to grow to $412 USD per second – of every minute of every day, and growing.
That means if this book took you just 15 minutes to read, in that time over $147,600 USD has been spent online playing games; or the equivalent of $14,169,600 USD will be spent today alone, and the market is growing at an exponential rate.
These sorts of numbers can’t be ignored.
What is a “skill-based game”? IGDA (International Game Developers Association) reports, “A ‘skill based game’ is a web game played in a tournament format, with each player paying a cash entry fee to play, and with a cash or merchandise prize going to the winner or winners of the tournament. Skill-based games are named accordingly because the outcome of each competition is based on the players’ ability and performance, with any elements of luck either eliminated or greatly reduced. This is critical, in order to be legal and avoid falling under anti-gambling statutes.”
Show me the money! Alex Burmaster, European Internet Analyst, Nielson/Net Ratings (a global leader in internet media and market research) said, “Take the fact that the online games sector is growing at four times the rate of overall internet growth together with the increasing numbers…. online and it is easy to see why companies such as MTV Networks are looking to get a piece of the action.”
What is driving this trend? It is being driven by the increase in broadband into homes, which allows people to play these games, coupled with an increasing acceptance of playing games online. This is driving the high demand.
New York – June 21, 2006 – Nielson/Net Ratings announced that nearlythree quarters of active US web users connected at home via broadband in May 2006, growing 15 percentage points over the previous year, when just 57 percent of active US web users relied on broadband connections at home. Research also indicates that broadband users are more likely to make better use of Internet functionalities and newer technologies, such as RSS feeds and
blogging. Quite simply… its all about fun! We all play games, across all age ranges and genders, and it transcends all cultures because it is part of the human spirit – we have a need to compete with others and with ourselves.
People play games not so much for the game itself as for the experience the game creates: an adrenaline rush, a victory, a mental challenge or a time to interact with friends. In short, we play games to create moment-to-moment experiences that are FUN; and it is generating billions in cash! But the desire to play is only half the story. The big catalyst for growth is the explosion of affordable home broadband and ultra-fast PCs.
This means that today, online gaming isn’t just for serious gamers… its for everybody, everywhere.
Imagine if just a fraction of the millions of people playing games online right now were playing through your uVme site – you see, your site is not an isolated, standalone platform for your team alone. It’s a doorway through which your players enter the GLOBAL uVme gaming network, to find thousands of other players across the world, linked up
and ready to play!

Damien King

www.UVMEassociate.com


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Tuesday, September 23, 2008

At A Glance: Social Marketing


Because having fun playing games and social networking are such popular activities, with millions of people taking part daily, we have developed a way for you to create an income purely by challenging friends and contacts to games, coupled with social networking and its word of mouth effect. We’ve done this using a familiar tool, but in a way that you have never seen before… and we call it social marketing.

What is this tool? Well, instant messengers such as Windows Live Messenger, AIM (AOL Instant Messenger), Google Talk and Yahoo! Messenger are now commonplace. More than half the UK and US population regularly use Windows Live Messenger to stay in touch with friends; and instant messaging is set to the be the fastest growing communication medium in history – growing in popularity twice as fast as email did.

Windows Live Messenger: 155 million total users AIM: over 100 million total users Jabber: 90 million users Yahoo! Messenger: 22 million users We have taken this familiar tool to a new level. By marrying it to our uVme skill games platform and turning it into a cash generation machine, we have given you and people in your business the ability to instantly challenge an opponent anywhere in the world to a game. Even better, at the click of a mouse your players can add their friends and contacts from Windows Live Messenger, Google Talk, AIM and Yahoo! Messenger, and challenge them to a game, start having fun and instantly make money for you and your uVme business associates!

You will also be able to give live assistance to visitors to your site. As soon as a visitor lands on your webpage, you are alerted through the instant messenger. You have the ability to chat with them, challenge them to a game and share with them the benefits of uVme. Lets look at these three exciting markets in more detail.

By Damien King

www.UVMEassociate.com

www.brandamplitude.com


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Monday, September 22, 2008

At A Glance: Social Networking


By Damien King

Next, there is the online social networking craze. Most people had never heard of websites such as Face book or MySpace – which as over 200 million users – until quite recently, but such sites are becoming incredibly widespread. Founded just three years ago by a university student, Face book is now the 18th most visited website in the world. The average Westerner has more friends than two years ago, and the rise is attributed to the explosion in social networking sites and communication phenomena such as email and instant messaging.
And what’s more exciting: you can be a part of it! These sites are communities where people can interact and share their loves, their hates, their common interests and whatever is on their minds.
Social networking has been called “The reality TV of the internet”. Jon Gib’s, senior director of media at Nielson/NetRatings, said, “… social networking is not a fad that will disappear. If anything, it will become more ingrained in mainstream sites; just as reality TV programming has become ubiquitous in network TV programming.” The Nielson/Net Ratings report (May 2006) stated that social networking sites grow 47%, year over year, reaching 45% of web users. And the figures speak for themselves.
The total number of searches for the top 10 methods of social networking has increased by 279% over the past 12 months, and the search queries for MySpace have risen by 1,347%. The market share of Internet visits to the top 20 social networking sites increased by 11.5% between January and February 2007 alone, with year-on-year category traffic up 87%. (Source: Hitwise, March 14, 2007). Millions of people daily are having fun with social networking: it is real, massive and will continue to grow.

www.UVMEassociate.com
www.pol.moveon.org

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Sunday, September 21, 2008

At A Glance: Online Games


The online games and entertainment industry, although already a large and growing market, is extra special right now because of the timing. Timing is critical in business, and this market has been identified as the next evolutionary step in online entertainment. The demand is in place to allow people’s increasing leisure time to be spent in “cyberspace”: broadband is reaching more and more homes. Even in less developed countries where PC ownership is quite small, Internet cafes are commonplace, heavily frequented and affordable to their customers, in many cases open around the clock. So, seeking out online entertainment is no longer an exclusively Western pastime. Internet technology now reaches even the most remote villages of the world, and non-Western, populous countries such as India have a burgeoning middle-class with ever more disposable income. To illustrate the appeal of this industry, Internet cafes derive 30 - 40% of their revenue from people playing games online.

Online games are also having an impact on people’s productivity at work. A World Winner survey (May 2007) showed that 76% of those who play intermittently at work achieve improved job performance. The findings examined whether playing casual online games at work enhanced employee creativity, energy and overall productivity. Of the respondents, 80% who played online games during the workday felt better focused as a result of this periodic mental break. What more, an amazing 72% relied on game breaks to reduce job related stress.

By : http://www.uvmeassociate.com

www.flickr.com

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