CM/ Social Medias IDATE
Building a virtual community is similar to the construction of any other community, online or offline. They are built by users and are based on the experiences of individuals, thereby replicating the same physical characteristics of real-life communities.
From a general point of view, the strength of a community depends on the initial level of commitment from participants and the size of its membership. Maffesoli (1988) used the term "Neo- Tribes" to describe this kind of social behavior. In the case of social media, the formation of "Neo-Tribes" helps explain why people choose to come together to share a common passion or emotion, regardless of social class, age or sex.
These "Neo-Tribes" are sustained due to the constant development of its members as well as not being fixed entities with exclusive and inclusive pre-requisites. Virtual communities in social media are constantly changing yet adhere to rules typical of a sociological physical society; that’s-to-say, it has missions and specific roles. This is something which businesses have caught on to and are using what is called "tribal marketing" to reach these groups.
In my mind, there are 4 important points and behaviors that you must have in order to create and maintain theses "Neo-Tribes" or virtual communities, in the Web 2.0 :
- To favour acces to content: You need to simplify and bring members to your content.
- Moderation : A survey is unavoidable if you want to keep your reputation and protect your brand from "bad buzz".
- To organize content : Organization of your content into a hierarchy is important if you want to be efficient.
- To favour discussions and interactivity : It is one of the key factors of succes and the driving force of social medias.
- Digital Content
- DigiWorld Economic Journal
- Digiworld Summit
- Digiworld Yearbook
- Smart Living
- TV & Video
- Video Games
- World Video Game Market
- VoD will not compensate for the demise of the DVD
- Interview with Terry DENSON, Verizon Communications, New York
- [CR] Game Summit – DigiWorld Summit
- [CR] NGN Funding – DigiWorld Summit 2013
Digiworld Summit 2013
- World Video Game Market Trends for 2014: The tablet and mobile gaming explosion http://t.co/VsF0P7Gky8, Dec 6
- RT @zdnetfr: (repost cause mauvaise url) Frédéric Pujol, Idate : "la 4G de Free sera limitée aux centres-villes" http://t.co/B5Mpa60UF5, Dec 6
- RT @JeanDSeval: 15 infographies sur les marchés des jeux vidéos : à collectionner ! https://t.co/Ea0DkR6wgZ @DigiWorldIDATE, Dec 6
- RT @JeanDSeval: 15 infographics on the Video Game Market: Collector! https://t.co/6rEXi8RNT1 @LaurentMichaud @DigiWorldIDATE #videogames, Dec 6
- World Video Game Market 2013-2017 average annual growth of 11.4% for online gaming and 12.2% for mobile gaming http://t.co/AlKZxIjtEt, Dec 6
- World Video Game Market - handheld consoles will generate only 13% of the market in 2017 in contrast to 22% in 2013 http://t.co/0sAweSVbGI, Dec 6
- World Video Game Market: Home consoles will represent 40% of the market in 2017 against 31% in 2013 but 78% in 2008 http://t.co/mWJj2PH5FJ, Dec 6
- World Video Game Market: Online and mobile platforms giving traditional gaming sectors a run for their money - http://t.co/rLCTpvmcy0, Dec 6
- World Video Game Market trends in 2014: Video gaming and connected TV as a natural convergence http://t.co/13iZKnoJYD, Dec 6
- 2014 Video Game Trends: Playing the same games everywhere, with any device : Ubiquity takes hold for good in 2014 http://t.co/Waos7c1c3d, Dec 6