A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.
Scientists are developing ever more sophisticated versions of “virtual patients” with the aim of testing medical devices and procedures that can’t readily be assessed in real people.
Zynga Inc., creator of the FarmVille and CityVille phenomena as well as other games that piggyback on Facebook Inc.’s tidal wave of popularity, became a publicly traded company Friday when it made a $1 billion initial public offering of its stock.
From supply chain management to PR crisis management, the role of public social data in the enterprise is no longer framed around the question of “why does this data matter?” That said, we are still in the very early stages of corporate adoption and there are plenty of unanswered questions for most companies. Once enterprises get past asking why this data is important, the next obvious question to address is: which public social data is best for performing business analysis and decision-making? Facebook? Twitter? Google+?, WordPress?
Video game preservation, educational robot dragons and Department of Homeland Security Sno Cones are just some of the “outlandish”
federally funded projects called out in U.S. Senator Tom Coburn’s annual big book of wasteful government spending this week.
New Research Shows 72% of Consumers Welcome The Opportunity To Watch Sponsored Videos In Online Games
A new study conducted by SponsorPay, the leading international cross-platform social advertising solution, found that consumers welcome the opportunity to watch sponsored videos in online games and not only recall these brands but also harbor positive sentiment towards them.
As gamers age, so does their propensity to buy mobile virtual goods, according to a new study by MocoSpace, the largest mobile gaming community in North America. The results of the new study focusing on virtual goods consumption and engagement by age found younger gamers (25-35) spend the most time playing social games,
but gamers over 45 buy exponentially more virtual goods than their younger counterparts.