Why Viral-Tweet was created
www.viral-tweet.com was created as a repository to track who is active in the viral marketing domain on Twitter.
Here are a few facts about the whole viral marketing business:
The buzzwords viral marketing and viral advertising refer to marketing techniques that use pre-existing social networks to produce increases in brand awareness or to achieve other marketing objectives (such as product sales) through self-replicating viral processes, analogous to the spread of pathological and computer viruses. It can be word-of-mouth delivered or enhanced by the network effects of the Internet.Viral promotions may take the form of video clips, interactive Flash games, advergames, ebooks, brandable software, images, or even text messages.
The goal of marketers interested in creating successful viral marketing programs is to identify individuals with high Social Networking Potential (SNP) and create Viral Messages that appeal to this segment of the population and have a high probability of being taken by another competitor.
The term "viral marketing" has also been used pejoratively to refer to stealth marketing campaigns—the unscrupulous use of astroturfing on-line combined with undermarket advertising in shopping centers to create the impression of spontaneous word of mouth enthusiasm.
In a world where more and more media becomes digital, and where digital media becomes social, brands have to take a new approach in order to stay relevant. Online video has two major advantages for brands; it can be distributed anywhere on the web and it has an amazing capacity for telling stories and engageing users.
Viral marketing refers to the act of stimulating the voluntary spread of a marketing message from one person to one or more others, creating the potential for exponential growth in the messages exposure and influence. The word ‘viral’ refers to the way content spreads directly from one person to another through personal contact – just like a traditional virus.
Viral seeding is all about getting people on the web to see a piece of content. It is no longer enough to create a viral, upload it and sit back and wait for the views. Thousands of videos are uploaded to youtube every day and most receive under one hundred views.
Seeding is about finding influential web and blog editors who will find the content interesting and engaging, so much so that they will want to share it with their visitors.
While it appears that seeding is an easy task of just using google to find bloggers, it is a little more complicated - there are many more methods used to create a seeding list and the relationships built up over time with a number of blog editors makes for an increases chance of a piece of content getting covered.
Viral marketing doesn't exist unless your content actually goes viral. This is contrary to what countless advertising, production or guerrilla marketing companies will tell you. (Sorry guys.)
When a piece of marketing does go viral? It will either burn out fast and furious or enjoy infamy and adulation from its many fans.
What separates the two makes the difference between success and failure. After all, the message that your company sucks may go viral, but it doesn't make you successful and will end up hurting you.
There is debate on the origination and the popularization of the term Viral Marketing, though some of the earliest uses of the current term are attributed to Harvard Business School graduate Tim Draper and Harvard Business School faculty member Jeffrey Rayport. The term was later popularized by Jeffrey Rayport in his 1996 Fast Company article 'The Virus of Marketing' , and Tim Draper and Steve Jurvetson of the venture capital firm Draper Fisher Jurvetson in 1997 to describe Hotmail's e-mail practice of appending advertising for itself in outgoing mail from their users.
Among the first to write about viral marketing on the Internet was media critic Douglas Rushkoff in his 1994 book Media Virus: Hidden Agendas in Popular Culture. The assumption is that if such an advertisement reaches a "susceptible" user, that user will become "infected" (i.e., accept the idea) and will then go on to share the idea with others "infecting them," in the viral analogy's terms. As long as each infected user shares the idea with more than one susceptible user on average (i.e., the basic reproductive rate is greater than one - the standard in epidemiology for qualifying something as an epidemic), the number of infected users will grow according to a logistic curve, whose initial segment appears exponential. Of course, the marketing campaign may be wildly successful even if the rate at which things are spread isn't of epidemic proportions, if this user-to-user sharing is sustained by other forms of marketing communications, such as public relations or advertising.
Among the first to write about algorithms designed to identify people with high Social Networking Potential is Bob Gerstley in Advertising Research is Changing. Gerstley uses SNP algorithms in quantitative marketing research to help marketers maximize the effectiveness of viral marketing campaigns. In 2004 the concept of Alpha User was released to indicate that it had become now possible to technically isolate the focal point members of any viral campaign, the "hubs" who are most influential. Alpha Users can today be isolated and identified, and even targeted for viral advertising purposes most accurately in mobile phone networks, as mobile phones are so personal.
In response to its use, many sites have started up trying to describe what viral marketing is.
Social media refers to interaction among people in which they create, share, and/or exchange information and ideas in virtual communities and networks. Andreas Kaplan and Michael Haenlein define social media as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content." Furthermore, social media depend on mobile and web-based technologies to create highly interactive platforms through which individuals and communities share, co-create, discuss, and modify user-generated content. They introduce substantial and pervasive changes to communication between organizations, communities, and individuals.
Social media differ from traditional/industrial media in many ways, including quality, reach, frequency, usability, immediacy, and permanence. There are many effects that stem from internet usage. According to Nielsen, internet users continue to spend more time with social media sites than any other type of site. At the same time, the total time spent on social media in the U.S. across PC and mobile devices increased by 37 percent to 121 billion minutes in July 2012 compared to 88 billion minutes in July 2011. For content contributors, the benefits of participating in social media have gone beyond simply social sharing to building reputation and bringing in career opportunities and monetary income, as discussed in Tang, Gu, and Whinston (2012).
Much of the criticism of social media is about its exclusiveness as most sites do not allow the transfer of information from one to another, disparity of information available, issues with trustworthiness and reliability of information presented, concentration, ownership of media content, and the meaning of interactions created by social media. However, it is also argued that social media have positive effects such as allowing the democratization of the internet while also allowing individuals to advertise themselves and form friendships.
Most people[who?] associate social media with positive outcomes, yet this is not always the case. Due to the increase in social media websites, there seems to be a positive correlation between the usage of such media with cyber-bullying, online sexual predators, and the decrease in face-to-face interactions. Social media may expose children to images of alcohol, tobacco, and sexual behaviors.
Mobile Social Media
Mobile social media refers to the combination of mobile devices and social media. This is a group of mobile marketing applications that allow the creation and exchange of user-generated content. Due to the fact that mobile social media run on mobile devices, they differ from traditional social media by incorporating new factors such as the current location of the user (location-sensitivity) or the time delay between sending and receiving messages(time-sensitivity). According to Andreas Kaplan, mobile social media applications can be differentiated among four types:
- Space-timers (location and time sensitive): Exchange of messages with relevance for one specific location at one specific point in time (e.g., Facebook Places; Foursquare)
- Space-locators (only location sensitive): Exchange of messages, with relevance for one specific location, which are tagged to a certain place and read later by others (e.g., Yelp; Qype)
- Quick-timers (only time sensitive): Transfer of traditional social media applications to mobile devices to increase immediacy (e.g., posting Twitter messages or Facebook status updates)
- Slow-timers (neither location, nor time sensitive): Transfer of traditional social media applications to mobile devices (e.g., watching a YouTube video or reading a Wikipedia entry)
Distinction from other media
E-commerce businesses may refer to social media as consumer-generated media (CGM). A common thread running through all definitions of social media is a blending of technology and social interaction for the co-creation of value.
People obtain information, education, news, and other data from electronic and print media. Social media are distinct from industrial or traditional media such as newspapers, television, and film as they are comparatively inexpensive and accessible. They enable anyone (even private individuals) to publish or access information. Industrial media generally require significant resources to publish information as in most cases the articles goes through many revisions before being published.
One characteristic shared by both social and industrial media is the capability to reach small or large audiences; for example, either a blog post or a television show may reach no people or millions of people. Some of the properties that help describe the differences between social and industrial media are:
- Quality: In industrial(traditional) publishing—mediated by a publisher—the typical range of quality is substantially narrower than in niche, unmediated markets. The main challenge posed by content in social media sites is the fact that the distribution of quality has high variance: from very high-quality items to low-quality, sometimes abusive content.
- Reach: Both industrial and social media technologies provide scale and are capable of reaching a global audience. Industrial media, however, typically use a centralized framework for organization, production, and dissemination, whereas social media are by their very nature more decentralized, less hierarchical, and distinguished by multiple points of production and utility.
- Frequency: The number of times an advertisement is displayed on social media platforms.
- Accessibility: The means of production for industrial media are typically government and/or corporate (privately owned); social media tools are generally available to the public at little or no cost.
- Usability: Industrial media production typically requires specialized skills and training. Conversely, most social media production requires only modest reinterpretation of existing skills; in theory, anyone with access can operate the means of social media production.
- Immediacy: The time lag between communications produced by industrial media can be long (days, weeks, or even months) compared to social media (which can be capable of virtually instantaneous responses).
- Permanence: Industrial media, once created, cannot be altered (once a magazine article is printed and distributed, changes cannot be made to that same article) whereas social media can be altered almost instantaneously by comments or editing.
Community media constitute a hybrid of industrial and social media. Though community-owned, some community radio, TV, and newspapers are run by professionals and some by amateurs. They use both social and industrial media frameworks.
Social media have also been recognized for the way they have changed how public relations professionals conduct their jobs. They have provided an open arena where people are free to exchange ideas on companies, brands, and products. As stated by Doc Searls and David Wagner, two authorities on the effects of Internet on marketing, advertising, and PR, "The best of the people in PR are not PR types at all. They understand that there aren't censors, they're the company's best conversationalists." Social media provides an environment where users and PR professionals can converse, and where PR professionals can promote their brand and improve their company's image by listening and responding to what the public is saying about their product.
Twitter is a social networking and microblogging service that enables its users to send and read messages known as tweets. Tweets are text-based posts of up to 140 characters displayed on the author's profile page and delivered to the author's subscribers who are known as followers. Senders can restrict delivery to those in their circle of friends or, by default, allow open access. Since late 2009, users can follow lists of authors instead of following individual authors. All users can send and receive tweets via the Twitter website, Short Message Service (SMS) or external applications. While the service itself costs nothing to use, accessing it through SMS may incur phone service provider fees.
Since its creation in 2006 by Jack Dorsey, Twitter has gained notability and popularity worldwide. It is sometimes described as "SMS of the Internet." The use of Twitter's application programming interface for sending and receiving text messages by other applications often eclipses direct use of Twitter.
Facebook is an online social networking service. Its name comes from a colloquialism for the directory given to students at some American universities. Facebook was founded on February 4, 2004 by Mark Zuckerberg with his college roommates and fellow Harvard University students Eduardo Saverin, Andrew McCollum, Dustin Moskovitz and Chris Hughes. The founders had initially limited the website's membership to Harvard students, but later expanded it to colleges in the Boston area, the Ivy League, and Stanford University. It gradually added support for students at various other universities before it opened to high-school students, and eventually to anyone aged 13 and over. Facebook now allows anyone who claims to be at least 13 years old to become a registered user of the website.
Users must register before using the site, after which they may create a personal profile, add other users as friends, exchange messages, and receive automatic notifications when they update their profile. Additionally, users may join common-interest user groups, organized by workplace, school or college, or other characteristics, and categorize their friends into lists such as "People From Work" or "Close Friends". As of September 2012, Facebook has over one billion active users, of which approximately 9% are fake. Facebook (as of 2012) has about 180 petabytes of data per year and grows by over half a petabyte every 24 hours.
In May 2005, Accel partners invested $12.7 million in Facebook, and Jim Breyer added $1 million of his own money. A January 2009 Compete.com study ranked Facebook the most used social networking service by worldwide monthly active users. Entertainment Weekly included the site on its end-of-the-decade "best-of" list, saying, "How on earth did we stalk our exes, remember our co-workers' birthdays, bug our friends, and play a rousing game of Scrabulous before Facebook?" Facebook eventually filed for an initial public offering on February 1, 2012; it is headquartered in Menlo Park, California. Facebook Inc. began selling stock to the public and trading on the NASDAQ on May 18, 2012. Based on its 2012 income of US$5 billion, Facebook joined the Fortune 500 list for the first time on the list published in May 2013, being placed at position 462. Facebook is considered the 5th most successful startup company of all time, by market capitalization, revenue, and growth.
In 2012, Facebook was valued at $104 billion, and by January 2014 its market capitalization had risen to over $134 billion. At the end of January 2014, 1.23 billion users were active on the website every month, while on December 31, 2013, 945 million of this total were identified by the company as mobile users. The company celebrates its tenth anniversary in the week beginning February 3, 2014.
On January 2014, during the week previous to the company's tenth anniversary, chief operating officer of Facebook, Sheryl Sandberg, clarified: "He [Mark] always said Facebook was started not just to be a company, but to fulfill a vision of connecting the world".
Viral Marketing On Twitter
Viral Tweets - The number 1 site for twitter updates from the most popular viral marketers. We follow a range of viral heavyweights and collect all of their tweets in real time in one place. We do the following so you don't have to!
For a full list of the 563 viral marketers we follow on twitter click here.
The New Star Wars Creatures Called 'Porgs'Some cute new Star Wars creatures were first spotted in a new behind-the-scenes reel of "The Last Jedi," shown at Disney's D23 convention last week.
"Porgs are native to Ahch-To, and can be found dwelling along the cliffs of the island where Luke and Rey are," Lucasfilm Story Group's Pablo Hidalgo revealed today on the official Star Wars website.