The Social Graf
by Erik Sass, Staff Writer
One of the largest (and most mystifying) sources of revenue for online casual and social network-based games has been the sale of "virtual goods" -- imaginary "objects" that generally confer … Read the whole story
by Gavin O'Malley
Regardless of what channels deliver the information, nearly 50% of consumers 18-54 say they're highly likely to purchase items based on word of mouth. … Read the whole story
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by Joe Mandese
Social media is having a profound effect on big marketers, but it's also creating a paradox - creating a need for better measurement and … Read the whole story
by Laurie Sullivan
Politicians running ads through SocialVibe's network will have an opportunity to reach young voters through casual game maker Zynga, as well as on Pandora, … Read the whole story