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  • Report The Year Of The Internet-Connected TV

    TV Manufacturers Must Be Ready For Change In The Living Room
    May 14, 2009 | Nathan Safran

    In 2008, we watched as streaming media made its way into the home via such diverse connected devices as set-top boxes, games consoles, DVRs, and Blu-ray players. 2009 has brought us the news we all...

  • Report Should You Be In Second Life?

    The Real Business Of Virtual Worlds
    January 9, 2008 | Jaap Favier

    More than 19 million consumers worldwide participate in virtual words like Second Life and Cyworld, or in massive multiplayer games like World Of Warcraft. For marketers, these rich interactive...

  • Report Top Consumer Technology Predictions For 2008

    December 27, 2007 | Charles S. Golvin

    In consumer technology, 2007 was clearly the year of the iPhone and Facebook. Apple's foray into the mobile handset market spurred innovation among the Cupertino company's new competitors, gave...

  • Report Social Computing: The Role Of Telcos In User-Generated Content

    August 21, 2007 | Niek Van Veen, Paul Jackson

    Are telco attempts to break into content services misguided? No, telcos can use these content services to shore up consumer relationships, drive demand, maintain the value of communication...

  • Report Disney Buys Club Penguin

    The Magic Kingdom Signals The Start Of A Phase Of Virtual World Acquisitions By Major Corporations
    August 3, 2007 | Paul Jackson

    After several months of speculation, Disney has acquired popular children's virtual world/social networking site Club Penguin — bolstering an already impressive range of online world services. This...

  • Report Wireless Teens: Untethered, Super-Connected

    August 2, 2007 | Sally M. Cohen

    One-quarter of online teens use wireless Internet access, most at home. These wireless teens have a propensity to use the Internet for media consumption, social networking, and communication.

  • Report VoIM Helps Online Teens Stay Connected

    July 6, 2007 | Sally M. Cohen

    Teens have added Voice over IM (VoIM) to their arsenal of tools that help them stay connected to their social networks. Many teens who use VoIM today are at the center of large and active networks.

  • Report The Real Business Of Virtual Worlds

    Firms Creating New Virtual Worlds Must Balance Real Revenues With High Risks
    March 23, 2007 | Paul Jackson

    Second Life has brought discussions about virtual worlds out of the geeks' basement and into the harsh light of business life. Revenues from successful virtual world services can be substantial,...

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