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<title>Haaze.com / martprazd / All</title>
<link>http://www.haaze.com</link>
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<pubDate>Thu, 09 Jun 2011 07:10:05 +0000</pubDate>
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<title><![CDATA[Daily cost of a 'promoted trend' on Twitter: $120,000]]></title>
<link>http://www.haaze.com/story.php?title=daily-cost-of-a-promoted-trend-on-twitter-120000</link>
<comments>http://www.haaze.com/story.php?title=daily-cost-of-a-promoted-trend-on-twitter-120000</comments>
<pubDate>Thu, 09 Jun 2011 07:10:05 +0000</pubDate>
<dc:creator>martprazd</dc:creator>
<category>Mobile &amp; Electronics</category>
<guid>http://www.haaze.com/story.php?title=daily-cost-of-a-promoted-trend-on-twitter-120000</guid>
<description><![CDATA[A spot at the top of today&amp;39's Trends list likely cost Subway around $120,000.(Credit:Screenshot by Eric Mack/CNET)The cost of advertising on Twitter has increased roughly five-fold since the social-microblog-whatchamacallit service started offering &quot;promoted trends&quot; a little over a year ago. In an interview with the marketing site Clickz published this week, Twitter director of revenue Adam Bain says the cost of a promoted trend is now $120,000 per day, up from $25,000-$30,000 when Twitter launched the service in April 2010. Bain says over that time, Twitter has worked with more than 600 advertisers on more than 6,000 campaigns. That's decent growth for an ad service that launched with just 6 clients. Big-name clients include the likes of Virgin, HBO, Samsung, JetBlue, and others. In addition to promoted trend slots, which appear on the right side of any Twitter user's home page, Twitter also offers promoted accounts and promoted tweets, but those are sold through an auction system, and--in the past at least--use a pay-per-click or pay-per-follow system. Recently, Bain says, Twitter has started asking for advertisers to spend a minimum of $15,000 over a three-month period. If Twitter managed to get at least that $15,000 for each of its 6,000 campaigns (and to be clear, no one says they have, but humor me), that's a cool $90 million, or enough to buy at least two more Tweetdecks. Add in revenue from promoted trends and take into account some of Twitter's deep-pocketed, top-tier advertisers, and there's probably plenty more where that's coming from, and maybe even enough to buy stock in Facebook when it finally goes public.<br/><br/>0 Vote(s) ]]></description>
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<title><![CDATA[Study: Mature-rated games hard for kids to buy]]></title>
<link>http://www.haaze.com/story.php?title=study-mature-rated-games-hard-for-kids-to-buy</link>
<comments>http://www.haaze.com/story.php?title=study-mature-rated-games-hard-for-kids-to-buy</comments>
<pubDate>Thu, 21 Apr 2011 07:10:51 +0000</pubDate>
<dc:creator>martprazd</dc:creator>
<category>Marketing and advertising</category>
<guid>http://www.haaze.com/story.php?title=study-mature-rated-games-hard-for-kids-to-buy</guid>
<description><![CDATA[It&amp;39's hard for teenagers to buy mature-rated games, the FTC has found.(Credit:GameSpot)When it comes to buying different types of mature entertainment content, it's most difficult for children to get their hands on mature-rated video games, the Federal Trade Commission has found.In an &quot;undercover shopper survey,&quot; the FTC found that 13 percent of underage teenagers were able to buy mature-rated games between November 2010 and January 2011, down from the 20 percent of kids who could do the same in 2009. It was easiest for kids to get their hands on music CDs featuring explicit content, the FTC discovered, with 64 percent of attempts being successful. That figure was down from 72 percent in 2009. When attempting to buy R-rated DVDs, 38 percent of teenagers were successful, representing a significant decline from the 54-percent success rate in the prior year.A third of teenagers were able to get into R-rated movies.The Entertainment Software Association, which represents the industry, has flatly denied that kids can easily get their hands on mature titles. In 1994, it set up the Entertainment Software Rating Board (ESRB) as a self-regulating agency that rates games by content and age appropriateness. The new FTC study is the latest evidence that the system is working, the ESA says.&quot;The ESRB is the gold standard,&quot; ESA CEO Michael D. Gallagher said in a statement. &quot;Our self-regulatory system works, and this FTC report validates it as being the best in the entertainment industry. We have an unparalleled commitment to working with parents, retailers, and stakeholders, and will continue to help ensure that this remarkable level of enforcement remains high.&quot;Last year, The Harrison Group, a market-research firm, found that 82 percent of parents and 75 percent of children are familiar with ESRB ratings. Moreover, the organization said that 70 percent of parents &quot;pay close attention to the ratings when purchasing a game for themselves or their families&quot; and 62 percent of parents research a game their child wants before they purchase it.Critics say that's not enough. In September, James Steyer, the CEO and founder of Common Sense Media, an outspoken proponent of legislating the gaming industry, cited a poll that found 72 percent of parents approve of a law that blocks the sale of &quot;ultraviolent or sexually violent&quot; video games, and indicated that kids need to be protected much more than they are today.&quot;The results of this poll clearly show that not only do the effects of ultraviolent or sexually violent games weigh heavily on the minds of parents but also that parents feel that the video game industry isn't doing nearly enough to protect kids from accessing the most ultraviolent games,&quot; Steyer said.However, if the FTC's findings can be believed, fewer kids are actually getting their hands on violent titles than some think. And perhaps more of the concern should be directed toward other industries, where mature content is seemingly easier to access.<br/><br/>0 Vote(s) ]]></description>
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