This certificate recognizes Jasmeet Singh Khalsa for scoring 18 out of 20 on a Pension Test taken in April 2015. The certificate certifies Jasmeet's participation in Continuing Professional Development and achievement on the Pension Test from April 2015.
The report summarizes app store analytics for the Apple App Store, BlackBerry App World, Google Android Market, Nokia Ovi Store, and Windows Marketplace in June 2010. It finds that the percentage of apps with in-app purchases is higher for the Apple App Store on iPad (10%) than iPhone (2%), with games and social networking having the most. It also lists the top grossing paid and free apps with in-app purchases for each store, noting the most successful apps and their monetization strategies.
The document summarizes meetings with gaming companies in India. It finds an enthusiastic gaming culture among Indian youth and sees potential for a $1.5-2 billion gaming market. Growth may come as broadband and wireless access expands with private investment in infrastructure over the next 12-18 months. Popular franchises from Activision and Electronic Arts could succeed in India given online and free-to-play models.
The document summarizes key highlights and takeaways from the 2010 E3 gaming conference. It discusses the popularity of Nintendo's new 3DS handheld system and positive outlook for new motion control systems from Microsoft (Kinect) and Sony (Move). However, Kinect's launch lineup was seen as lackluster compared to Move's lineup targeted at hardcore gamers. The document also reviews upcoming game titles and strategies from major publishers like Activision, EA, and THQ. Overall competition in the industry is increasing and success is difficult to predict given factors like the console cycle and popularity of used and free-to-play games.
The document summarizes meetings with gaming companies in India. It finds an enthusiastic gaming culture among Indian youth and sees potential for a $1.5-2 billion gaming market. Growth may come as broadband and wireless access expands with private investment in infrastructure over the next 12-18 months. Popular franchises from Activision and Electronic Arts could succeed in India given online and free-to-play models.
The document summarizes key highlights and takeaways from the 2010 E3 gaming conference. It discusses the popularity of Nintendo's new 3DS handheld system and positive outlook for new motion control systems from Microsoft (Kinect) and Sony (Move). However, Kinect's launch lineup was seen as lackluster compared to Move's lineup targeted at hardcore gamers. The document also reviews upcoming game titles and strategies from major publishers like Activision, EA, and THQ. Overall competition in the industry is increasing and success is difficult to predict given factors like the console cycle and popularity of used and free-to-play games.
The document discusses marketing through the customer lifecycle in three parts: acquisition, retention, and reacquisition. It outlines key touchpoints including lead capture, welcome emails, newsletters, loyalty programs, surveys, and re-enticement offers. Maintaining consistent contact through these channels increases top-of-mind awareness and loyalty while gaining valuable insights from customers to improve marketing efforts and the overall customer experience. The goal is to find new customers, keep them happy, and win back lost customers to maximize the lifetime value of each one.
This document discusses Google Goggles, an image recognition application for Android phones. It allows users to take pictures of landmarks, products, books, and more to obtain relevant information. The document also provides an overview of the Android mobile platform, including details about new features and specifications in Android version 2.2 such as JIT compilation, improved RAM management, OpenGL ES 2.0 support, and Flash 10.1 integration. Usage statistics are presented showing rapid growth of Android apps in the marketplace.
This document provides an overview and analysis of mobile application stores and trends in July 2010 for the United States market. Some of the key findings include: the average price of top apps was higher than average in Google Android Market and Palm App Catalog; the average iPad app price was 16% higher but top app prices were nearly 3x higher than iPhone; over 60% of apps cost $2 or less across several stores but much lower proportions for iPad and Windows Marketplace; and Google Android Market had the largest share of free apps at 60%.
Q4 public company use of social media for investor relations summer2010weichengwendao
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This document analyzes the use of social media by 362 public companies for investor relations purposes. It finds that the majority (65%) use Twitter, followed by Facebook (37%), YouTube (29%), blogs (10%) and 狠狠撸Share (10%). Technology companies make greatest use of social media for investor relations across all platforms. The US leads in social media adoption for investor relations, followed by Europe. Large cap companies generally use social media more than small and mid cap companies for investor relations. While LinkedIn is not currently used directly for investor relations, it is an important professional network for financial services professionals to follow. The study provides best practices for using different social media and concludes that social media use for investor relations continues to grow.
The document provides an analysis of social media trends in the Asia Pacific region. It examines key countries like Japan, China, India, South Korea and Australia. Some key findings include: Japan leads in blogging with over 7 million users on Ameblo; Twitter usage surpassed the US in Japan in April 2010; and consumers in South Korea prefer sharing positive product experiences while Chinese users tend to share negative ones. Social media is growing rapidly in the region and beginning to influence purchasing decisions.
This document summarizes key considerations for game developers looking to enter the Taiwan market. It outlines 5 key issues: access to SNS websites, developing company requirements, revenue/payment options, promotion strategies, and customer service. It then provides details on major Taiwan SNS websites, revenue methods like credit cards and mobile payments, types of promotions, IDC service providers, and business models for partnering with Taiwan companies. The goal is to help international developers understand opportunities and challenges when bringing games to the Taiwan audience.
Virtual goods are a major revenue source in Japan's mobile market. GREE generates $154 million annually from virtual goods sales on its fishing game, with 60% operating margins. Leading social networks like mixi and Mobage are now opening their platforms to third-party developers, creating a growing market for social apps estimated at $500 million to $1 billion. As platforms continue global expansion, the model of virtual goods and social apps shows promise for monetization around the world.
The document discusses the differences between the Apple II personal computer launched in 1977 and the iPhone launched in 2007. The Apple II was "quintessentially generative technology" that was designed as an open platform for users to tinker with and develop new applications for. In contrast, the iPhone is a "sterile" device where all functionality is locked down and controlled by Apple, with no ability for users to modify it or add new applications without Apple's approval. While the openness of the Apple II led to many innovations, it also resulted in problems like viruses and crashes over time. The iPhone represents a shift towards more closed and controlled platforms.
This document summarizes key trends in digital media usage in China. It finds that internet penetration and usage is growing rapidly across China, including in rural areas. Major companies like Tencent and Alibaba have emerged as leaders in digital services. Chinese consumers are increasingly using the internet and mobile devices for entertainment, communication, and e-commerce activities like shopping. Understanding the behaviors of different demographic groups online will be important for companies looking to engage Chinese digital consumers.
The document discusses strategies for social game success. Daily active users (DAUs) are critical, and maintaining a DAU to monthly active user (MAU) ratio above 0.2 is a key threshold. Engagement can be increased through frequent feature releases, competition among friends, and requests for help. Games should aim for revenue of $30 or more per 1,000 DAUs. Existing customers account for over 50% of revenue, so enticing repeat purchases is important. Rapid user acquisition through ads can help games "get big fast" before competition copies strategies.
Google's Developer Relations team aims to help developers use Google products and platforms successfully. They are exploring opportunities for Chinese developers to leverage their skills and expertise to develop applications for Orkut, Google's leading social network in Brazil. Brazil is an attractive market due to its strong economy, high internet and mobile penetration rates, and the popularity of social networks among Brazilians. Orkut has over 75% reach among internet users in Brazil, presenting monetization opportunities for developers.
The document is an excerpt from the February 2010 report by Overtone, Inc. analyzing social media conversations about the video game industry. It contains the table of contents which lists over 100 charts and analyses examining topics like console and publisher rankings, upcoming and released game insights, and retailer insights. The introduction provides background on how the report was compiled by applying artificial intelligence to analyze millions of consumer comments from over 30 popular social media gaming communities.
The document provides information on application prices and popularity from the Apple App Store worldwide between December 2009 and February 2010. It finds that the most expensive popular applications on average are in Europe, while the cheapest are in North America and Asia, though currency conversion may impact prices. Overall popular application prices decreased 15% on average globally during this period. The largest price drop occurred in Australia, where prices fell 27%. Games are the most popular category in Australia and North America, making up 51% and 39% respectively of top apps in those regions. Navigation apps have the highest prices and most variation between regions, especially in Europe.
Com score state_of_social_networks_in_ap_with_focus_on_singapore_nov09weichengwendao
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Social networking has become a global phenomenon with over 770 million people worldwide visiting social networking sites in July 2009. Facebook has become the clear global leader with 370 million unique visitors that month, though other networks like MySpace, Hi5, Orkut, and Twitter have also grown substantially. While social networking started with younger users, networks like Facebook are now seeing their largest growth among older age groups. Time spent on social networks has increased greatly in recent years, taking share away from both traditional portals and the long tail of smaller websites. Heavy social network users, defined as the top 20% of users, spend significantly more time online overall and allocate that time differently than average internet users. Social networking has also seen rising usage in
Build successful applications for the facebook platformweichengwendao
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This document provides an overview of Facebook application development. It discusses Facebook's core components like FBML, FBJS, and FQL. It also covers Facebook's guiding principles of making applications meaningful, trustworthy, and well-designed. Additionally, it outlines Facebook's platform architecture, including its internal and external APIs. The document recommends planning applications around objectives, target audiences, and value propositions. Finally, it introduces Facebook's developer tools like the API Test Console and Feed Template Console.
2010 pop cap_social_gaming_research_resultsweichengwendao
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1) Social game players average 43 years old, with 20% under 30 and 38% over 50. Americans tend to be older than Brits.
2) Most social gamers are either single without children (28%) or married with children at home (28%).
3) The largest groups work full-time (41%) or are retired (13%), though more Brits work full-time and Americans are retired.
This document provides an excerpt from the book "42 Rules of Marketing" by Laura Lowell. It includes the copyright information, table of contents, and introduction. The introduction explains that the book aims to summarize the essence of marketing into 42 distinct rules or ideas, inspired by the number 42 in the novel "The Hitchhiker's Guide to the Galaxy" which represents the answer to life, the universe, and everything. It is intended to capture key marketing concepts and best practices in an accessible format.