There was some recent news about Twitter having a whopping 60% abandonment rate. This means that for every 5 people using twitter, 3 people decide not to continue using it. This makes sense as Twitter perks curiosity but not many people can maintain or want to maintain a continual feed of “tweets”. This is the same reason there are millions of blogs that are never updated. It is simply a lot of work! We can vouch for it!
17 Million Unique US Visitors in April
However despite a large abandonment rate, ComScore released Twitter Statistics for April and it showed Twitter reaching 17 million unique visitors in the US. That is a whopping 83 percent increase from March! In March Twitter had already doubled it’s user base from the month before.
That Twitter Statistics include the launch of Clean Cut Media’s own Twitter Feed in April. Follow us Here: Follow @cleancutmedia
A new study released by Nielsen has shown that Social Networking has overtaken email as the most popular internet activity. As popular social networks like Facebook and MySpace have features built to stay in communication with friends and connections many people are utilizing those communication mediums to “email” or “chat” or “post” with one another.
Nielsen reports that “member communities” exceeds email participation 67% to 65%. This is in conjunction with the fact that social networking and blogging is growing twice as fast as other drivers of users such as email, search and portals. Two-thirds of internet users visited a social networking site in 2008. Social media sites such as Facebook and MySpace account for nearly 10% of all internet time. Facebook continues to lead the way by accounting for 30% of all internet users in the largest global markets.
“What teens and young adults are doing electronically seems to have an effect on what they do in real life: Nearly one-quarter of teens (22%) admit that technology makes them personally more forward and aggressive. More than one-third of teens (38%) say exchanging sexy content makes dating or hooking up with others more likely and nearly one-third of teens (29%) believe those exchanging sexy content are “expected” to date or hook up.”
This articles discusses how social media sites as well as advances in communicative technology via cell phones are sometimes used by teenagers to transmit private information to friends. Some realize the risk they are taking, others do not. Unfortunately the use of these mediums in these perverse ways are affecting the way they behave in real life.
Teens Sharing Nude Photos Online – Impact in Real Life
News Excerpt from MSNBC – Family & Parenting
When it comes to sex, tech and teens don’t make the best bedfellows. As tech-savvy teens become increasingly fluent with new technology, from social networking sites to tricked-out new cell phones, research finds the negative consequences stacking up.
According to the results of a survey released today by the National Campaign to Prevent Teen and Unplanned Pregnancy and CosmoGirl.com, 22 percent of all teen girls — and 11 percent of teen girls ages 13-16 years old — say they have electronically sent, or posted online, nude or semi-nude images of themselves.
The Child Online Protection Act (COPA) was a law passed in 1998 for the purpose of protecting children from accessing sexual and objectionable content on the internet. Though the law itself was passed, the law never went into affect because the United States Court of Appeals for the Third Circuit struck down the law, deeming it unconstitutional. The court claimed it violates the 1st amendment – the protection of free speech.
On January 21, 2009, the government recently lost its final attempt to revive the law. The United States Supreme Court refused to hear the appeals effectively killing the bill. The Bush administration had urged the justices to take on the case. However the justices rejected the appeal. Five of the justices who voted against this bill remains on the court.
The US video game industry continues to grow despite the bad economy. Though spending cuts are prevalent in all parts of life and in all kinds of industry, the video game industry grew 13% from January 2008. The industry now sits at $1.33 billion strong. This growth is well above the the overall consumer spending growth rates.
Is anyone concerned how gaming spend is going up in a time when spending is being cut elsewhere due to economic troubles?
In the past few years, the emergence of social media and the easy ability for users to communicate has drastically changed the news media landscape. Social online communities has allowed many users to united over various issues and form strong widespread interest groups. Whether through user generated news stories, opinion blogs, message boards, interest based websites, there is a large shift towards transparency and participation. In the minds of internet users, user reviews and opinions has become the source to get authentic, objective news.
A great example of the impact of social media is the recent Obama campaign. His campaign utilized a full social media strategy posting 1,800 videos on YouTube that generated 110 million views. They created a Facebook group with 3 million fans and a Myspace page with nearly 850,000 friends.
“…I wasn’t too happy with ads for erectile-dysfunction drugs popping up every 15 minutes whenever I watched a football game with my daughters in the room.” ––Barack Obama, The Audacity of Hope, 2006
Common Sense Media released a study on the content of TV ads & commercials shown during NFL game broadcasts. They studyed nearly 60 games covering 180 hours of game time coverage. Within that period there were nearly 6,000 commercials and the easy conclusion was that it is impossible to watch a single game without visually taking in messages of sex, violence or Viagra.
The CEO of Common Sense Media, James Steyer said “Nearly 5.3 million kids watch football each week, yet one in six of the ads shown during the broadcasts features content that’s wildly inappropriate for kids — that’s every other commercial break…”
“The game of football is great fun for families, but it can be really awkward for parents when they have to explain erectile dysfunction on a Sunday afternoon, or have to dive for the remote during violent promos for network shows. I know we speak for millions of football fans and parents everywhere when we say this situation is really getting ridiculous.“ — James Steyer CEO of Common Sense Media
Daniel Petric, a teenager from Ohio was charged and found guilty for aggravated murder and attempted aggravated murder for killing his mother and wounding his father in Oct 20, 2007 because they wouldn’t let him play Halo 3.
Daniel was 16 when he snuck out of the house to buy Halo 3 after his parents told him he was not allowed to play it. His father, Mark Petric 45, forbade him to play it because it is very violent in nature and sexually explicit. Halo is a violent first person shooter. He was caught with the game on his way back and his father put away the game in a lockbox in their closet. Unfortunately this is the same box they kept their 9mm handgun.
A report in the February issue of “Archives of General Psychiatry” states that exposure to more television and media during teenage adolescent years seems to be associated with the development of depression symptoms in young adulthood. This is especially the case with young men.
“The development of depression in adolescence may be understood as a biopsychosocial, multifactorial process influenced by risk and protective factors including temperament, genetic heritability, parenting style, cognitive vulnerability, stressors (e.g., trauma exposure or poverty) and interpersonal relationships,”
Depression is said to begin during adolescence impacted by media exposure and influence. Plenty of statistic show that teens watch about 3 hours of TV a day, and are exposed to nearly 9 hours of some type of media consumption. Have you seen a teen without an ipod constantly stuck in their ears?
1 out of every 5 people who go online visit facebook.
Facebook vs. MySpace Statistics
In November 2008, Facebook recorded 200 million unique worldwide visitors. That is a whopping 1 out of every 5 people who went online in November! Facebook continues to grow in popularity. In December it followed with 222 million visits. That is a 11% growth and 22% of all internet users.
Soon, all online gamers in China must register with real names rather than made up game alias. This is a mandatory program that will be implemented for anti gaming addiction monitoring purposes.
Is online gaming addictive? Numerous studies and tests seem to support this case as massive online multiplayer games are becoming more popular both for children, teens and adults alike. Not only are more people playing, but many are spending countless waking hours building up their online characters.
Game addiction has become a serious problem all over the world. The Chinese government has concluded that this problem has become severe enough that they will soon require those playing massive multiplayer online (MMO) role-playing games must register with their real names when creating new accounts. Users will registers their names along with government issued ID cards. Zhang Yijun, the director of General Administration of Press and Publication’s technology and digital publication department, said personal information would become a requirement for those register for online games.