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Students: Chani Langford, Deborah Sharp, Grant MacElhiney, John Fremer.

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Presentation on theme: "Students: Chani Langford, Deborah Sharp, Grant MacElhiney, John Fremer."— Presentation transcript:

1 Students: Chani Langford, Deborah Sharp, Grant MacElhiney, John Fremer

2 Contents  Introduction  History  Current Trends  Future  Conclusion

3 Introduction  Social media is integration and innovation of past, present and real-time technologies and social dynamics that point to the future.

4 History

5 ARPAnet

6 Email

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12 190.alt.binaries.multimedia.documentaries 191.alt.binaries.multimedia.elvispresley 192.alt.binaries.multimedia.erotica 193.alt.binaries.multimedia.erotica.amateur 194.alt.binaries.multimedia.erotica.anime 195.alt.binaries.multimedia.erotica.asian 196.alt.binaries.multimedia.erotica.black 197.alt.binaries.multimedia.erotica.interracial 198.alt.binaries.multimedia.erotica.lesbians 199.alt.binaries.multimedia.erotica.male 200.alt.binaries.multimedia.erotica.repost 201.alt.binaries.multimedia.erotica.transsexuals 202.alt.binaries.multimedia.erotica.voyeurism 1979

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14 1982 - TCP/IP Standardized

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22 1991 WWW - HTML

23 1993 Mosaic Web Browser

24 AOL “Expansion”

25 2 nd Generation: Trial and Error

26  1995  Self-contained Business format  From free to subscriptions  Ad-based income  Lawsuits  1997  Web of Contacts Model  Pioneers  Profiles  Listing Friends  Ad-based income  Over-active membership solicitation

27  1999  Graphically customizable  Various subscription levels  Ad-based income  Pioneers in User- Controlled Privacy  1999  Niche-Audience SNT  Profiles  Image Galleries  Privacy features  Mission/Use

28  2002  Niche-Audience SNT  Enabling Business P2P Collaboration  Ven = Virtual Currency  Sense of Legitimacy

29 2 nd Generation: Origins of Giants

30  2002  Web of Contacts Platform  Dating SNT  Declined $30M Google buyout  Trouble  System crashes  Use Restrictions  Account Deletions  Lack of Adapting  Failure as SNT, 2011  Successful Rebirth as Social Gaming site  2003  Web of Contacts Platform  Page Personalization & Younger Audience  Marketed to ex-Friendsters  2006 – USA’s Most visited Site  2008- Overtook by Facebook  Trouble  Lawsuits  Safety of Minors  Cyber Bullying

31  2003  Web of Contacts Platform  Hosts external Applications  Early conversion to Foreign languages  Ad-based income  Adaptability  2003  Web of Contacts Platform  Niche-Audience SNT  Variety of Revenue  Subscriptions  Ads  Hiring Solutions

32 Successful Strategies  Web of Contacts Platform  Runner up is Social Bookmarking Platform  Adaptability  Adjusting the platform’s Mission and Services to meet User Needs  User Controlled Privacy Settings

33 Current Trends

34 Growth  1.2 billion people log onto social networking sites regularly  15-20% of all time spent online is on a social networking page  Plenty of room still to grow

35 ...Globally  Targets: Europe & Asia/Pacific  South America & Middle East are still growing  Quality  Language  Infrastructure  Great Outlook for U.S. Sites

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37 Mobile Integration  Preferred Medium  20% more activity is done on mobile devices than traditional PC  Third Party Apps  Standardization

38 Finances  How do we pay the bills?  Venture Capitalists  Going Public  How do we raise revenues?  Advertising, Membership Fees, etc.  What gets us noticed?  User Numbers  Page Visits  Unique Visitors

39 Issues & Concerns

40 Future – Integration and Innovation  Smarter  Invisible  Ubiquitous  Monolithic

41 Smarter  Smart devices are the control centers  Smarter technology  GPS  Social media platforms  Mobile

42 Invisible  Total integration  Total connectivity  Seamlessness  Way of life  Personalized

43 Ubiquitous: Ever present social network – its everywhere (Social Networking + Connectivity +Personalization +Integration+ innovation ) * mobility/global reach= Ubiquity

44 Monolithic 2020  50 times more data data counted in zettabytes not exabytes used today  Smart phone subscribers numbers will double to 10 billion, devices overall to 25-50 billion

45 What it all Means for the Future  Competition  Outlook OR?

46 Conclusion  Trial & Error Progression  Probable expansion to ubiquitous, invisible integration  Changing the global culture and our basic terms of interaction  Socially  Commercially


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