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
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
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
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