control
Source: http://gizmodo.com/5582559/osmos-for-ipad-ambient-gaming-tailor+made-for-the-tablet
When the iPad was unveiled and I started to imagine the types of games a 9″ touch screen might engender, I envisioned gorgeous, intuitive and, above all, immersive experiences. Osmos for iPad is one of the best I’ve found yet.
The game, which is adapted from a well-regarded PC version and costs $5 in the App Store, puts you in control of a tiny blue organism, a mote, which you direct around the screen, growing in size as you absorb the smaller blobs around you. Of course, all sorts of challenges, including bigger motes trying to absorb you, complicate that mission.
But what’s really special about Osmos is the experience of controlling that game play. Tapping behind your mote scoots him around the screen, predictably, but at any time you can pinch to zoom in or out, allowing you to navigate a tight passage or survey the level at a distance. Additionally, you can swipe with one finger to alter time—drag left and all the motes slow to a crawl, drag right and they shoot around like bouncy balls. Different speeds and levels of zoom have situations in which they’re uniquely useful, and these elegant controls are the perfect complement to the game’s polished visuals.
Osmos teaches you these gestures in early levels, but after that there’s little instruction. You’re given a basic goal and left to your own devices to go about achieving it. Depending on your style, the game play can be rambunctious or meditative, and often it’s both in the course of one level.
There’s not a huge variation in the game play, admittedly, and it’s so engrossing that I imagine most players will zip through the Odyssey track pretty quickly (there’s an arcade mode that lets you play levels one at a time, too). But in some ways this simplicity is the game’s biggest asset, because it allows for a remarkable cohesiveness between all of its elements, from game play and visual style down to the soundtrack and menus. It’s not only a “the whole is greater than the sum of its parts” type thing; here, the whole is so dazzlingly packaged that you don’t really think of the “parts” as parts at all.
For me, Osmos on the iPad is an experience first and a game second, and it uses the iPad to achieve game play that would be impossible—or, at least, not nearly as compelling—on any other platform. At its best, the iPad isn’t just an app machine or a gaming device but a portal into some other environment all together, and I hope that developers will follow Osmos’ lead and strive not just to adapt familiar gaming experiences to the tablet but to create new ones for it entirely. [iTunes]
Tags: all sorts, app, arcade, arcade mode, asset, blobs, bouncy, bouncy balls, cohesiveness, complement, control, course, crawl, device, distance, engender, environment, experience, finger, game, game play, gaming, gestures, goal, instruction, iPad, level, machine, mdash, mission, mode, mote, motes, Odyssey, organism, Osmos, passage, Platform, play, Portal, right, screen, simplicity, size, soundtrack, Source, store, style, sum, swipe, Tapping, thing, time, Touch, touch screen, track, type, types of games, variation, version, visual style, visuals, whole
Despite the creation of the .xxx top-level domain (TLD), no one will use it. Porn purveyors will not use it for sure because they want to avoid parental control software which can easily block the entire TLD. And regular citizens won’t know to type it in or will simply add a .com after it because of force of habit. This is a perfect example of a lot of work that went into creating something that no one will use.
Source: http://lifehacker.com/5572900/icann-approves-xxx-porn-domain
A new top-level porn domain, XXX (e.g., http://pornexample.xxx), was approved today by ICANN, the non-profit organization responsible for managing the assignment of domain names and approval of new top-level domains like .com, .org, and so on. This doesn’t mean that all porn sites will leave their current cushy URLs for XXX, but it’ll be an easy block for concerned parents. [PC World]
Tags: approval, assignment, block, citizens, com, control, creation, cushy, domain, domain names, example, force, force of habit, habit, ICANN, lot, new top level domains, non profit organization, org, organization, parental control software, parents, PC World, porn, porn sites, purveyors, software, something, Source, TLD, today, top level domain, top level domains, type, URLs, Work, XXX
Source: http://gizmodo.com/5568729/california-license-plates-to-become-electronic-billboards
You probably paid a bit too much for your car, but you know what would really be the cherry on top of that upgraded paint job? A mini electronic advertisement that’s completely out of your control!
The California Legislature is considering a bill that would begin the research process of digital license plates—license plates that would replace age-old stamped metals. From what we can tell, the system would display your normal license plate number whenever your car was in motion. But stop for four seconds, and the plate switches over to advertise a service or product.
Of course, politicians are quick to remind the public, the ad revenue for a state that’s $19 billion in debt is only a small reason for turning every citizen’s car into a cheesy mobile billboard. Drivers will also be able to further customize the plates with personalized messages and support for their favorite sports teams.
It’ll be a tragedy when California eventually falls into the ocean, but I’ll tell you, the state is really taking proactive steps in shortening the mandatory 3-week mourning period. [MercuryNews]
Tags: advertisement, bill, billboard, bit, California, california legislature, california license plates, car, cherry, cherry on top, citizen, control, course, customize, debt, Drivers, electronic advertisement, electronic billboards, favorite sports, job, Legislature, license, license plate number, mdash, MercuryNews, metals, mini, mobile billboard, motion, mourning period, number, ocean, paint, paint job, period, plate, politicians, proactive steps, process, Product, public, reason, research, revenue, service, Source, sports teams, State, support, system, tmpPost, top, tragedy, Week
Source: http://www.engadget.com/2010/03/30/ipads-trailing-costs-like-the-ipod-touch-only-bigger/

Whether or not you think the iPad is in and of itself a worthy purchase, let’s not forget the investment doesn’t end at the retail counter or online shopping cart. Two little newsbits have popped up to serve as a helpful reminder to just that effect. The first comes way of verbiage from the iPad end-user licensing agreement dug up by MacRumors; in a nutshell, it suggests that while iPad OS 4.x updates will be provided gratis, subsequent releases (5.x, 6.x, and so on) could be offered at a premium, à la how iPod touch handles firmware. This is far from a confirmation, but it’s well within Apple’s right to do so. The second bit is derived by The Consumerist by way a supposed leaked app store video. Comparing the prices of iPad-optimized software with the iPhone equivalents showed quite a hefty uptick in consumer cost — e.g., $4.99 Flight Control HD vs. $0.99 Flight Control. The pool of eight apps seen in the video would cost $53 in all to purchase, while the same set for the iPhone is $27. That screen real estate don’t come cheap, y’know — that is, should the prices seen prove legit. At this point we can’t confirm, and more than likely, we won’t know for sure until the eleventh hour.
Update: The BBC has word direct from developers that iPad apps will indeed be costlier than their iPhone / iPod touch brethren. Multiple devs are cited in the Beeb‘s article saying that their 99 cent apps will grow in price to $1.99 and $2.99 price points for the slate device [thanks, Ben].
iPad’s trailing costs: like the iPod touch, only bigger (updated) originally appeared on Engadget on Tue, 30 Mar 2010 21:07:00 EST. Please see our terms for use of feeds.
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Tags: agrave, agreement, app, apple, BBC, Beeb, Ben, bit, brethren, cart, confirmation, consumer, Consumerist, control, cost, counter, devs, effect, eleventh, eleventh hour, Engadget, estate, firmware, flight, flight control, hour, investment, iPad, ipads, iPhone, iPod, ipod touch, legit, licensing, licensing agreement, MacRumors, Multiple, nbsp, nutshell, online, optimized software, os 4, point, pool, premium, price, purchase, reminder, retail counter, right, screen, shopping, software, store, Touch, update, uptick, verbiage, video, way, word, worthy purchase
Source: http://feeds.gawker.com/~r/gizmodo/full/~3/4kp8gKPskWY/in-early-tests-99-wii-balance-board-outperforms-17885-medical-rig
Another day, another story about some cheap, plastic Wii motion control accessory finding an application outside of gaming. In this case, it’s the balance board, and not only is this device helping stroke victims recover, it’s saving them money, too.
In fact, doctors at the University of Melbourne found that the balance board, normally used for pseudo Yoga or navigating Mii’s down a virtual ski slope, was so sensitive it could very well replace traditional laboratory-grade “force platforms” doctors use to assess a patient’s balance.
When doctors disassembled the board, they found the accelerometers and strain gauges to be of “excellent” quality. “I was shocked given the price: it was an extremely impressive strain gauge set-up,” said lead researcher Ross Clark, in an interview with New Scientist.
Even better, Clark’s team has already published a paper that verifies the Wii balance board is “clinically comparable” to the nearly $18,000 lab force platform. That’s great news for many smaller physio clinics that would otherwise be unable to afford the traditional rig. [New Scientist]


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marketing misconceptions
- “behavioral targeting” – the belief that people’s surfing behavior will indicate what they are likely to buy — of all my surfing, only a small portion of it is related to doing product research before I buy something, and it is usually limited to the few days or weeks just before the purchase. What advertisers don’t know is how to distinguish this finite surfing behavior which IS related to upcoming purchases from the rest of my surfing behavior which is NOT.
advertising misconceptions
- “targeting” – of course some targeting is better than no targeting (e.g. after-shave ads targeted to men vs women) but even with targeting (e.g. daypart, demographics, specific TV show spot) ads are still “shot” at large audience “buckets” and do not take into account the dozens of other parameters which come into play between the awareness of a product and its purchase (e.g. I just bought a mini van and no matter how many or how accurate mini van ads are, I will not buy another mini van.)
- “reach and frequency”- reach is “how many people you beat over the head with an ad message” and frequency as “how often you do so.”
- gross rating points – an approximation of approximations of estimates of round numbers of probabilities which currently guide the spending of billions of dollars on push advertising — that’s why they call it “gross”
social media misconceptions
- “social media” – thinking that people’s conversations are a form of “media” that can be purchased or “generated” by advertising; and that there is enough of it to achieve the “reach and frequency” advertisers are accustomed to in traditional advertising.
- thinking you can appoint or delegate either by an agency or an intern your precrafted voice in to people’s conversations. (it should be you or someone with a control over issues in the company, it’s not just talk)
- thinking its just talk
- thinking people are there to listen to your marketing pitch
- thinking if you spent enough time chattering you can start selling (you have to add value or no one will buy your product just because you have good bedside manners)
SEO (search engine optimization; organic search) misconceptions
- thinking you can buy links and rise to number 1 in no time
SEM (paid search) misconceptions
- thinking people search for your advertising (people search for information)
Direct Marketing misconceptions
Contributor: Tugce ESENER
Tags: account, advertisers, advertising, advertising misconceptions, Agency, approximation, approximations, audience, awareness, bedside, bedside manners, behavior, belief, belief that, billions of dollars, buckets, com, company, Contributor, control, conversations, course, daypart, demographics, Direct, direct marketing, direct marketing misperceptions, dozens, engine, engine optimization organic search, ESENER, few days, form, frequency, Gmail, gross rating points, guide, head, information, intern, marketing, marketing misconceptions, matter, message, mini, mini van, misconceptions, misperceptions, NOT, number, number 1, optimization, parameters, people search, pitch, play, portion, probabilities, Product, product research, purchase, purchase advertising, push, Rating, reach, research, rest, ris, rise, round, search, search engine optimization, SEM, SEO, shot, show, small portion, social media misconceptions, someone, something, spending, Spot, spot ads, talk, time, traditional advertising, Tugce, tv show, value, van, voice
no difference. they are all small “windows” in on specific information that users want — e.g. sports scores, news feeds, local weather, etc. – that users install on pages that they own or control. The difference is what the makers choose to call it.
Yahoo -widget
Google – gadget
Facebook – app
Tags: app, control, difference, Facebook, facebook app, gadget, google, google gadget, information, local weather, news, sports scores, weather, widget, Yahoo, yahoo widget
Summary
Facebook click-through rates of 0.01 – 0.05% (Facebook CTRs)
Facebook effective CPMs turned out to be $0.01 – $0.19 (Facebook eCPMs)
Facebook average CPCs ranged from $0.05 – $0.25 (Facebook CPCs)
Other social media benchmarks from my experiments (Adwords, StumbleUpon, PayPerPost / Izea) can be found here.
As a scientist, I like to run experiments. And I like to make stuff. So my team and I made a few Facebook apps that solved needs that we had (a few samples listed below) and shared them publicly on Facebook to see if they were also useful to other people too.
I beta tested some apps with a few friends by inviting them directly. Then to get it out to a larger number of people, we decided to try Facebook advertising, the much-hyped, holy grail of display advertising on one of the largest and most active social networks.
- visual discovery, share, and queue management interface for Netflix
- visual discovery and sampling interface for music (Amazon backend)
- create and send photo or video e-cards by drag and drop (Flickr and YouTube backend)
- visual display of your friends (closest ones have the most recent status updates)
- social commerce – I’ll buy what he bought; things I have, things I want
But what I found was eye-opening to say the least. Despite the potential of social ads where the social actions of your circle of friends could make the ads more targeted, none of the anticipated positive effects were observed. Despite the promise of mass reach, there was not the corresponding attention or clicks. And despite the use of demographics-based targeting, there was no statistically significant difference between different targets nor the control sample, running during the same time period.
What we saw were click-through rates of 0.01 – 0.05% — and the 0.01% often seemed like rounding because they did not report more than 2 decimal places. As a result of these click rates the effective CPMs turned out to be $0.01 – $0.19 and average CPCs ranged from $0.05 – $0.25. I’ve been running these Facebook ads for more than 12 months; and millions of impresisons later, there is no observable improvements to CTRs and thus CPMs and CPCs. But since I set up the campaigns to only pay when there is a click (CPC basis), I can let these run indefinitely because I am getting so few clicks, it’s not even making a dent on my credit card (which I use to pay for the ads).
Ideas for Facebook
In the spirit of openness, as an advertiser who wants to continue using Facebook advertising, perhaps there are a few things they can do to improve the effectiveness of Facebook display ads.
1. reduce the number of ads per page to 1 – displaying multiple ads artificially depresses click-through rates because users can only click on 1 thing at a time, even if they liked more than one of them. Displaying 3 on a page simply increases the denominator while the numerator does not increase — in the click-through rate equation: clicks / impressions.
2. make ads sharable – in the rare instance a user views an ad, it may or may not be relevant to her, but she may know that it is relevant and timely for a friend. By making ads sharable, she can click and send to a friend, who is very likely to find it useful and valuable, especially having been sent by a friend.
3. let users opt-in to ads in specific topic categories - when users are in the market for specific things, they are more likely to subscribe to pertinent news feeds, offers, etc. related to that topic or category. By giving users more power over what they want to see, it will also give advertisers more targeted and engaged prospects to target.
4. expand search-based advertising – when users search they are looking for something and are open to discovering something they didn’t know to ask for. So ads served up in response to a search is usually a lot more effective than ads served up simply when a page is loaded (display advertising). Facebook can serve display ads based on pertinent search queries.
Earth to Facebook… anyone listening?
By Dr. Augustine Fou. Dr. Fou is Group Chief Digital Officer at Healthcare Consultancy Group a group of agencies within the Omnicom family specializing in pharma and healthcare. He helps clients develop digital marketing programs or improve the efficiency and cost-effectiveness existing campaigns via advanced analytics, social marketing, and digital strategy. You can read more of his writing on digital marketing on this blog and follow him on twitter @acfou.
Excerpt from TechCrunch: “Click fraud is serious business on the big search engine advertising networks because the bad guys can make serious money. Sign up for an Adsense account and put those ads on parked domain names or wherever. Then all you have to do is start clicking those ads like crazy, using bots or cheap labor.” On Facebook, “advertisers are clicking on competitor ads to drive up their costs and drive down their ROI.”
“So the bad guys just create thousands of fake Facebook accounts with a wide variety of demographic information. This sounds like a lot of work, but it’s highly automated. the going rate was just $10 per 100 accounts if you supply the unique email accounts. Once the accounts are created, they use software to fill out the varied demographic information, and that software also manages all these accounts. The fraudster then logs in to Facebook via these accounts and views the ads that are displayed. The right competitive ads come up and Bingo, the software then clicks them. Facebook rules allow an account to click any advertisement up to six times in a 24 hour period, and all those clicks are charged. All you need is a few accounts to view the ads and then click to the max.”
Despite click fraud, the click through rates are still incredibly low. So if you subtract all the click fraud, is ANY advertiser making ANY money from facebook advertising?
Others have found similarly dismal click through rates from Facebook advertising
Source: http://www.friendswithbenefitsbook.com/2008/04/07/facebook-ad-click-through-rates-are-really-pitiful/
Facebook Ad Click-Through Rates Are Really Pitiful
April 7, 2008 – 5:03 pm
Quite by coincidence, I’ve encountered a few statistics on Facebook’s advertising platform. I thought I’d post links to the results I’ve uncovered, in case anybody is wondering about average CTR rates for Facebook.
First up, Rod Boothby got a click-through rate of 0.01%:
This week, I ran $105 worth of Facebook Fliers. That bought me 52,500 impressions. It looks like the flier bought me about an extra 500 site visits. That’s about $0.21 per hit.
Michael Ferguson ran a bunch of Facebook ads for Kinzin:
Click-through rates are abysmal. I was running the identical ad in about 15 different regions (you need to run them as separate ads to get the stats broken out), getting just over 10M views. Our average clickthrough rate was 0.06% (that’s 1 in 1513, for those counting at home). The best we did anywhere was 0.14%.
He later reports that the conversion rate was “at a pretty reasonable clip” at about 5%. By ‘conversion’, I think he’s meaning people who actually signed up for Kinzin’s free service. All of this stuff is contextual, but if visitors had to lay down money, the conversion rate would be considerably lower.
The folks at Valleywag report similarly dismal numbers:
Media buyers — the agency people who book campaigns — report that the college social network is a truly terrible target. They’re mainly students, with low disposable income, of course; but, beyond that, the users appear to be too busy leaving messages for eachother to show much interest in advertising. Facebook’s members appear indifferent even to movie advertising aimed at their demographic. Clickthrough rates, the percentage of time users click on an ad, average 0.04% — just 400 clicks in every 1m views — according to one report seen by Valleywag.
From AllFacebook:
Fred Wilson has been updating the world about his venture in Facebook advertising over the past week. Today, Fred posted and updated screenshot of his ad campaign’s performance and it doesn’t appear to be too stellar. For one of his campaigns, out of 10,080 impressions there were only 8 clicks. The average cost-per-click for Fred was $0.08 and the average CPM was $0.06. This is a less than stellar performance. This is nothing new though.
And lastly, from a digital student marketing blog in the UK. This would seem like a natural fit for Facebook’s audience:
Our most recent campaign saw 1.4 million page impressions delivered at specific universities – and only a 0.04% clickthrough rate. Ouch.
Click-through rates seem to sit around 0.04%, which is profoundly lame if you ask me. I’m no online advertising expert–it’s not really our thing–but I’ve run a bunch of Google AdWords and other contextual advertising campaigns. We regularly get click-through rates of 3%, and I gather that’s nothing special.
Here’s my theory on Facebook: it’s a silo. People visit the Fun House of Facebook, and conceptually treat it slightly different than the rest of the web. They’re in Facebook, interacting with friends, playing games, sending messages and now chatting on IM. As such, they’re really unmotivated to leave. Who wants to leave the Fun House?
We’ve seen similar results across Facebook. It’s really difficult to drive visitors out of the app and to your own website.
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