Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Social Media IS
A big deal Going where your customers already are or where they want to be Applicable to most companies in some way or another Time-consuming All about THEM
1971 Email
1979
1984
1988 IRC
Usenet Listservs
2005 and beyond>> Web 2.0 apps and User-generated content take over
Source: http://www.prworks.ca/wp-content/socialmedia.ppt
Customer Support
Immediate feedback and response, positive impact in public forum, cost reduction
Human Resources
More effective recruiting, online monitoring of employee behavior (risk management)
Public Relations
Online Reputation Management, improved brand image via Social Web
Customer Loyalty
Increased interactions, better quality of interactions, deeper relationship with brand, Increased trust in brand, increased mindshare of brand, greater values alignment
Business Intelligence
Know Everything. (No, really.)
Twitter
Technorati
Allows consumers to
Connect with each other Share opinions Collaborate on new ideas according to interests
LISTEN
Stage 3: Stage 4:
Stage 5: Stage 6: Stage 7: Stage 8:
Promote products and services Manage your reputation Improve customer service
Microblogs
Social Networks Media Sharing Sites
Review Sites
Virtual Worlds and Online Gaming
Microblogs
Microblogs are blogs with strict post limits. Useful for disseminating news, promoting longer blog posts, sharing links, announcing events, and promoting sales. The ways a business can use Twitter to engage customers are almost LIMITLESS.
Social Networks
Marketing Goals for Social Networking Sites Increasing awareness Targeting audiences Promoting products Forging relationships Highlighting expertise and leadership Attracting event participants Performing research Generating new business
Web sites that allow users to decide which content is promoted on a given Web site by voting that content up or down.
Handout/MCT/Newscom
Review Sites
Review Sites are
Web sites that allow consumers to post, read, rate, and comment on opinions regarding all kinds of products and services.
According to Nielsen Media Research, more than 70 PERCENT of consumers said they trusted online consumer opinions.
Almost 800 million people participated in some sort of virtual world experience.
Annual revenue near $1 billion. Nearly 25 percent of people play games within social networking sites.