Sunday, July 10, 2011

Facebook Now Releasing Spam Report Cards to App Developers

The forces behind Facebook are not only cracking down on the amount of spam that’s tainting the world’s most popular social networking platform, they’re also giving app developers a veritable spam report card to raise awareness about user feedback.
For some time now, Facebook has been closely monitoring (via spam-fighting bots) and yanking any and all apps that have received significantly negative user feedback.
But the overzealous bots eventually started penalizing much too harshly the developers who were largely left in the dark about why their updates were raising red flags, getting blocked, and causing all sorts of related problems.
Facebook is endeavoring to solve this issue by developing and launching a new feature
Today we’re launching improvements to our enforcement systems that will provide more user feedback directly to developers and will use that feedback to shape app distribution in a more granular way
“Today, we’re starting to rollout a ‘News Feed’ tab in Insights to show you both positive user feedback (e.g., comments, likes, clicks) and negative user feedback (e.g., hides, marks as spam) on your content,” says Facebook engineer Mike Vernal. “The red and green areas of these graphs will provide guidance on whether your app is generally in good standing or whether your app is receiving a significant amount of negative feedback. We will be adding more granular Insights for other channels in the coming months.”
In addition to the new spam report cards, Facebook is revamping its monitoring and enforcement procedures to better serve the purposes they’re intended to serve.
In the coming months, we will be moving from per-channel enforcements to a more sophisticated ranking model where the amount of distribution that content gets will be a direct function of its quality. Good content will be seen by more people, poor content will be seen by fewer people (and potentially no one). We think this is the right long-term model, as it rewards apps that focus on great social experiences while minimizing negative experiences.

World’s Largest Mobile Telecommunications Company Vodafone Delves into mHealth

Vodafone Group, a gargantuan global telecommunications company headquartered in London, is jumping into the increasingly crowded, popular, and lucrative waters of mHealth.
The world’s largest mobile telecommunications company (measured by revenues), Vodafone is launching mHealth Professional, a new service that ostensibly will continue to drive enormous change in how healthcare is administered and how healthcare professionals discharge their duties.
Vodafone contends that mHealth Professional is a suite of “cost-effective, mobile and flexible working tools, services and applications.”
Among the notable features hyped by Vodafone are:
Access to patient records via smartphone
Remote access to information and systems
Tools to monitor one’s location
A digital pen to electronically record and preserve information
The company says that its new suite of tools is capable of being tailored to the precise needs of the healthcare specialist using the platform.
“The drive towards delivering care to patients within their homes means innovative mobile technologies that allow healthcare professionals to work easily and effectively in local communities are vital,” says Vodafone UK’s enterprise director Peter Kelly. “Our mHealth Professional healthcare-specific and mobile working solutions support a genuine and very real need in the healthcare sector. Healthcare workers who use this cost-effective technology can be highly productive and most importantly are able to make better-informed decisions at the point of care.”

Chinese Mobile Content Venture Spearheaded by NTT DoCoMo, Baidu

A major mobile venture is taking shape in Asia this week as Japan’s largest mobile operator, NTT DoCoMo, is partnering with Chinese search giant Baidu on a new program that will target mobile content at the swelling Chinese subscriber market.
According to a report from Reuters, Baidu will absorb an 80% stake in the venture, which will officially launch next month.
Meanwhile, NTT DoCoMo will control the remaining 20% – not to mention invest $24.7 million.
Baidu has not yet formally commented on the nature of its investment, but estimates peg its financial contribution at about $197.6 million.
Essentially, the partnership will enable DoCoMo and Baidu to jointly assist Japanese content providers in a wide array of aspects, including the development of mobile games, animated video and even comic books that target smartphone users.
DoCoMo will supply expertise in building content distribution systems optimized for the mobile channel.
In the coming months, these and other partnerships will continue to take center stage as Asia grows increasingly more important in the mobile community.
In fact, according to China’s Ministry of Industry and Information Technology, the Chinese mobile subscriber market now eclipses the 900 million mark (as of May 2011).

eMarketer Projects Social Gaming Revenues to Pass Critical $1 Billion Mark This Year

It will be a banner year for social gaming. And wherever there is a banner, there are usually some big bucks propping it up.
According to the latest projections by eMarketer, the emergent popularity of social networking sites (and their associated mobile and web-based games) is finally beginning to translate into substantial revenue.
eMarketer says that ever since Zynga released FarmVille in June 2009, it’s been “game on” for the lucrative market that social games has given rise to.
If the latest forecast is accurate, overall US social gaming revenues will surpass $1 billion this year, an increase over $856 billion in 2010.
Nearly 62 million US internet users, or 27% of the online audience, will play at least one game on a social network monthly this year, up from 53 million in 2010.
Revenues from virtual goods are booming and there’s no indication they will slow any time soon. In fact, eMarketer revealed Friday that virtual goods “make up the majority of overall social gaming revenues, accounting for $510 million in revenues in 2010.”
Additionally, social gaming sites are expected to earn $653 million in virtual goods revenues this year, “compared to just $192 million in ad revenues and $248 million in lead-generation offers,” the eMarketer Quick Stat reveals.

Sunday, February 21, 2010

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