Wednesday, December 2, 2009

Headlines Week of December 12, 2009

(Learning about engagement and CRM at week 5 of Digital Marketing Bootcamp Plus)
  • Cyber Monday' Sales Appear Strong: In a display of strength by the e-commerce sector, online shopping sites reported a surge in sales and traffic on Monday, bucking the mixed-bag results experienced by traditional retailers so far this holiday season. By 6:30 p.m. Eastern time on so-called Cyber Monday, Web shoppers had spent, in total, 11% more than they did a year ago at that time, according to Coremetrics Inc., a Web analytics company that tracks shopper behavior on the sites of more than 500 U.S. brands.
  • BrightRoll: Video ad revenues are soaring, despite downturn: Ad revenues for online video are growing, because more ads are getting placed even though ad prices are falling. At least according to video ad network BrightRoll, which says it is seeing rapid revenue growth, citing third quarter financial numbers.
  • MOG Launches All Access, Sets New Standard For Online Music: MOG’s much anticipated All Access music service launches today for anyone to come and give it a try. I’ve been using the service for the last few weeks and, despite my initial skepticism over the fact that users must pay for the service, I’ve been impressed. MOG makes millions of songs available users on demand over the Internet. The user experience and social aspects of the service put it far ahead of any online music service available today, and it’s well worth the $5/month.
  • 100 Ways To Measure Social Media (via Media Post): At most of the events I've been to lately, measurement continues to be a hot topic. The first question that comes up is, "What can I measure?" That's where this cheat sheet can come in handy: a list of 100 thought-starters.If there's anyone out there left who says you can't measure social media, here are a hundred answers. Some entries here can be interpreted several ways. Depending on how you define them, some of these metrics may seem redundant, while others may seem so broad that they can be broken out further. Many of these can be combined with each other to create new metrics that can then be tracked over time. It's a start, though, so dive in and consider which ones may apply to programs you're working on.

1. Volume of consumer-created buzz for a brand based on number of posts

2. Amount of buzz based on number of impressions

3. Shift in buzz over time

4. Buzz by time of day / daypart

5. Seasonality of buzz

6. Competitive buzz

7. Buzz by category / topic

8. Buzz by social channel (forums, social networks, blogs, Twitter, etc)

9. Buzz by stage in purchase funnel (e.g., researching vs. completing transaction vs. post-purchase)

10. Asset popularity (e.g., if several videos are available to embed, which is used more)

11. Mainstream media mentions

12. Fans

13. Followers

14. Friends

15. Growth rate of fans, followers, and friends

16. Rate of virality / pass-along

17. Change in virality rates over time

18. Second-degree reach (connections to fans, followers, and friends exposed - by people or impressions)

19. Embeds / Installs

20. Downloads

21. Uploads

22. User-initiated views (e.g., for videos)

23. Ratio of embeds or favoriting to views

24. Likes / favorites

25. Comments

26. Ratings

27. Social bookmarks

28. Subscriptions (RSS, podcasts, video series)

29. Pageviews (for blogs, microsites, etc)

30. Effective CPM based on spend per impressions received

31. Change in search engine rankings for the site linked to through social media

32. Change in search engine share of voice for all social sites promoting the brand

33. Increase in searches due to social activity

34. Percentage of buzz containing links

35. Links ranked by influence of publishers

36. Percentage of buzz containing multimedia (images, video, audio)

37. Share of voice on social sites when running earned and paid media in same environment

38. Influence of consumers reached

39. Influence of publishers reached (e.g., blogs)

40. Influence of brands participating in social channels

41. Demographics of target audience engaged with social channels

42. Demographics of audience reached through social media

43. Social media habits/interests of target audience

44. Geography of participating consumers

45. Sentiment by volume of posts

46. Sentiment by volume of impressions

47. Shift in sentiment before, during, and after social marketing programs

48. Languages spoken by participating consumers

49. Time spent with distributed content

50. Time spent on site through social media referrals

51. Method of content discovery (search, pass-along, discovery engines, etc)

52. Clicks

53. Percentage of traffic generated from earned media

54. View-throughs

55. Number of interactions

56. Interaction/engagement rate

57. Frequency of social interactions per consumer

58. Percentage of videos viewed

59. Polls taken / votes received

60. Brand association

61. Purchase consideration

62. Number of user-generated submissions received

63. Exposures of virtual gifts

64. Number of virtual gifts given

65. Relative popularity of content

66. Tags added

67. Attributes of tags (e.g., how well they match the brand's perception of itself)

68. Registrations from third-party social logins (e.g., Facebook Connect, Twitter OAuth)

69. Registrations by channel (e.g., Web, desktop application, mobile application, SMS, etc)

70. Contest entries

71. Number of chat room participants

72. Wiki contributors

73. Impact of offline marketing/events on social marketing programs or buzz

74. User-generated content created that can be used by the marketer in other channels

75. Customers assisted

76. Savings per customer assisted through direct social media interactions compared to other channels (e.g., call centers, in-store)

77. Savings generated by enabling customers to connect with each other

78. Impact on first contact resolution (FCR) (hat tip to Forrester Research for that one)

79. Customer satisfaction

80. Volume of customer feedback generated

81. Research & development time saved based on feedback from social media

82. Suggestions implemented from social feedback

83. Costs saved from not spending on traditional research

84. Impact on online sales

85. Impact on offline sales

86. Discount redemption rate

87. Impact on other offline behavior (e.g., TV tune-in)

88. Leads generated

89. Products sampled

90. Visits to store locator pages

91. Conversion change due to user ratings, reviews

92. Rate of customer/visitor retention

93. Impact on customer lifetime value

94. Customer acquisition / retention costs through social media

95. Change in market share

96. Earned media's impact on results from paid media

97. Responses to socially posted events

98. Attendance generated at in-person events

99. Employees reached (for internal programs)

100. Job applications received

No comments:

Post a Comment