With the new year only days old, DMI Partners is predicting that 2011 will be a year of evolutionary, rather than revolutionary, change for digital marketers.
Pity the standard banner ad, the workhorse of the webpage. It does not dazzle with video or rich media or annoy visitors by popping up or under other content.
Starbucks garnered a media-buy purchase equivalent of $67.8 million in free brand exposure through online news media, social media and Twitter between September and November 2010, placing it at the top of online media impact value rankings in the first Fast Food Industry Media Value Report from media measurement technology firm General Sentiment.
As we’re approaching the end of the 2010 there are numerous developments with businesses using social media.
Worldwide advertising spending will continue to recover next year, led by expanded Internet marketing and outlays in emerging economies, according to researchers at ZenithOptimedia Group Ltd. and Magna Global.
Hulu is facing competition from the likes of Google TV and a new streaming-only subscription service from Netflix, but one of its bigger challenges may be growing pains felt within its group of owners.
A recent comScore study says 31 percent of U.S. Hispanics enjoy watching ad messages compared to 19 percent for non-Hispanic consumers. U.S. Hispanic also have higher expectations when it comes to entertaining ad messages, with 48 percent anticipating online ads to be entertaining compared to 39 percent for non-Hispanics.
The debate over whether click-through rates capture the full influence of online display advertising continues to remain top-of-mind for ad executives. Most believe this is only a partial measurement of online ad success. And although CTRs have declined steadily for the past few years, online ads continue to have an increasing influence on conversions and sales.
A new generation of advertisers is willing to help pick up the tab for tractors, weapons, experience points and other virtual goodies. Game marketer WildTangent is entering the fray with its own way for advertisers to reach 350 million casual gamers by paying for their virtual goods.