Friday, December 14, 2012

Search Engine Optimization



Search Engine Rankings and SEO



As I start coding and creating webpages I have started to take into account Search Engine Optimization or better known as SEO in marketing circles.  This I thought was the most interesting subject matter in my internet marketing class.  This is something that can be influenced by the content in a website.  So how does my web page get a better ranking in the search engines?  One of the most important elements I found is the <title> tags of the pages; this is the text between the <title> elements on your web pages.  This text needs to reflect what keywords and terms used within that page. Each page should get its own title because each page usually has a different topic.  Next the Meta description tag, this is a description of your website in your own words.  Your <meta> tag description will show in all the major search engines, it is the description of the site under its title and web address.  If this isn’t included the search engines will fill this in automatically and usually won’t get it to accurate. The last area of focus is the site map; this page is basically a list of all the pages on the website.  Search engines use indexing programs or crawlers, to find web pages and list them.  The more pages you get listed in a search the better your rankings.  The easy techniques will increase the chances that more of your site will be listed in a search. If you take the time to review your pages or use some free webmaster tools provided by search engines you can refine your site and get high search rankings consistently. 
Jon Jimenez
CGS 2069
 

Wednesday, December 12, 2012

Games rock'n' Social media


Video Games and Social Media

 

            I play video games. There I said it. I am not ashamed the fact that I am a gamer and sometimes use social media to find out what new information is out for new approaching games. So I did some research connecting the two. In 2010, video game accessory, hardware and software sales reached a astounding $18.58 billion. It seems that American households are not afraid to spend money on video games or accessories. Everyone plays games, no matter who you are. People even playing a game on their phone can be considered a “gamer”. Farmville is estimated to bring in $1 million a day in revenue. A silly game that I have never, nor will try is making more money in a day than I will in a life time.

 
 You want to know what is crazy. Console systems actually have apps that allow users to access social media! Social media allows people to play games, while games allow people to go on Facebook. The world is getting wilder by the day. But hey, I’m not complaining. I have been playing video games since before the Sega system came out. I am what you call a hipster. So if people want to think playing games is cool, go right ahead, I won’t stop you. Technology is taking over people. Better get on the train before you get left behind. That idea even goes beyond video games. We are constantly moving forward. Social Media is even a source of video game advertising (see what I did there?). The only problem with video games and social media is the more popular it gets, the pricier the products will be.

            So buckle your seat belt folks. With the way things are going now. We are going to be in for heck of a ride.

This is Michael Radcliff. CGS2069 Internet Marketing. I’m signing off. Bye!

-Michael Radcliff

Tuesday, December 11, 2012

Social Media Google'd

Social Media, what is it? I haven’t put much thought into what it truly is so I google’d it and pulled up http://en.wikipedia.org/wiki/Social_media. Among the many common social media technologies; forums, blogs, social network websites, Facebook and MySpace, I found something interesting, virtual worlds. Virtual game and social worlds are a form of social media, World of Warcraft, the most epic dungeon slashing RPG game is also a form of social media. The community of fellow gamers have social guilds you join in its virtual world where you can send mail and communicate through chat while while having an all-night hack fest in dark dungeons. Through applications on smart phones you have the ability to stay connected to people on-line currently playing the game. I had never thought as you play a game you can be taking part of social media. The ability to stay connected 24/7 to friends inside this virtual world makes the social aspect possible. Even the ability to connect to millions of users and sell your loot you fought hard for in the game is almost the business aspect of the social media. The reach and accessibility that this virtual world has makes it one viable candidate for social media technology.

 
 Jon Jimenez
Internet Marketing
CGS2069

Forward unto Dawn


Forward unto Dawn

            I was thinking of what to write about concerning internet marketing on my blog assignment. And finally I dawned on me. Write about the internet campaign that the creators of Halo 4 made to help advertise their product. Being a fan of Halo since the first one, I was quite intrigued with this new live-action video web series called “Forward unto Dawn”. Forward unto Dawn is 5 part video series telling a different story with some average marine soldiers being the key focus. In my research I came to find out that the whole project cost about $10 million dollars.


            The reason this is interesting is because a new company took over the production of the halo series and wanted to take it in a new direction. The idea was to make an impact deep enough in the online gaming community. 343 Industries is the company that took over the Halo franchise. 343 let the world know that Halo will come back better and more in depth with how games are supposed to made. Finding out that this $10 million dollar project was to help advertise a video game is beyond staggering. The dedication to risk spending that kind of money for a game shows great courage. The Forward unto Dawn series comes with the limited edition of Halo 4 and 90 extra minutes of footage.

            You can simply go on YouTube and watch this live, with actually people, live action web series. The videos are about 15-20 minutes each. I hope you take the time to watch at least one video and see why the Halo franchise will flourish in the next coming years when the sequels come out.

            This is the link for the part 1 of the video web series. http://www.youtube.com/watch?v=BfJVgXBfSH8

            My name is Michael Radcliff and this blog is for Internet Marketing CGS2069. Signing out.

-Mike Radcliff

Friday, December 7, 2012

DeviantART

   
     At first I would sometimes skim over to DeviantArt, not being really all that interested of the site to begin with. But now, after actually paying attention to what the site has to offer, I can see why it is the largest online art community in the world. Its like a big social networking site, where artists and art enthusiasts alike can come together to proudly feature and view art of all forms.
 
     Deviant Art was launched on August 7, 2000 by Angelo Sotira, Matthew Stephens and Scott Jarkoff (Scott Jarkoff being terminated from DeviantArt due to some legal issues) and since then, it has been very popular. Today DeviantArt has what is now over 24 million registered artists and over 241 million pieces of art. Searching has been improved since when I first visited the site and artists have the option to sell there art/products and acquire some advantages and benefits through premium memberships. Also to note, videos can also be uploaded to DeviantArt.

     It is really nice to see all the art that's in here for example the one to the left was one I thought was really good. With over 241 million pieces of art, the number increasing by the day, it does serve as quite the gallery. DeviantArt houses a variety of art that ranges from digital art, traditional art, and photography to film and animation, flash, cartoons, and comics. Design challenges and community projects and the list goes on.

   I for one have found myself using the site more and more to share with friends and family. Even using some of the art on the site as a bit of a motivator for me, though, it does have its problems (few from what I can see), such as with ads and whatnot, probably having to go premium to get rid of the ads. But overall DeviantArt is a very well developed site and is a good starting point for those that are first time artists. It features contests, feedback from other artists and enthusiasts, customizable profiles, and the use of its personal shop "Prints Shop" where , as I said, people can sell there art/products. Not only that, Prints Shop has a group tab where it features other sites that can show an artist's artwork and help them get noticed.

http://www.deviantart.com

Written By: Mauricio Schebesch


   

Thursday, December 6, 2012

The Future of our Children

I have spent hours pouring over statistics and test results and studies.  There are journals and articles in abundance out there determining the pros and cons of children's use of digital media.  It got rather boring afer awhile.  But what did hold my interest was my own grandson.  All I had to do to know the answers that I sought was to look in my own living room.  I have a four year old grandson who owns a tablet, a laptop, a PS3 and a Nintendo DS.  He knew how to use most of these devices before he could walk. For a long time, I was fascinated as I sat watching those little fingers fly over the controls.  He could speak a little Chinese and Spanish at the same time that he was learning to speak English from watching educational television programs. The first time I handed him my IPhone, he took it and immediately began to pull up games so that he could show me how to play. He found stuff on there I didn't even know I had. I was so proud of him, thinking to myself that he got that from his Daddy, who was equally smart at that age.  But then I began to remember how, after awhile, I began to have to make my son go outside and play.  He began to withdraw and would spend hours in his room playing Nintendo or watching television while my other son was out catching snakes and playing ball.  I also remembered how easy it was, as a single Mom working long hours, to allow those things to be my babysitter, and how sometimes, I even wished that my younger son would stay inside more so that I could keep an eye on them easier.  What was I thinking?  But what really drove it home was when I happened to be visiting my grandson one day and some friends stopped by to visit my son.  They had a little boy the same age as my grandson.  They immediately began to play an extremely violent video game as the parents retired to the "man cave" to visit.  I decided to hang out and watch the kids for a minute and I realized that the other little boy still had on pull-ups.  He was over four years old and was not yet potty trained.  I later asked my son about it and he told me that they didn't want to push him, that he would go when he was ready.  I couldn't believe it!


Despite the fact that my grandson is a very smart, precious child, he has very few social skills, he never goes outside to play, and I truly worry about him as he is getting ready to start school soon.  He has been home-schooled already to the grade level of a second grader, writing, spelling, adding and subtracting, even multiplying.  But now he is going to join the other children his own age as a first grader next year and I am afraid he is going to be terrified of a world that he has no knowledge of.

Digital media is reshaping our children's lives, at home and at school, in profound and unexpected ways.  Common sense suggests that we consider the potential harm of these changes.  Computers can pose serious health hazards to chidren, some of the most common being obesity, social isolation, eyestrain, and even damage to physical, emotional, or intellectual development.  Our children are the most sedentary generation ever.  Will they benefit, much less thrive, spending even more time staring at screens?  Children need time for active, physical play, live lessons that engage their hands, hearts, bodies and minds, not computer simulations.  The computer, like the TV, can be a mesmerizing babysitter, but at what cost?  I know that there are alot of facts, data and studies that back up both sides of the coin, but honestly, what I would really like to see right now is my grandson playing tee-ball!

Sheri Botzong

Wednesday, December 5, 2012

Children and Digital Media


Children know more about computers than some older adults.  It’s amazing to me how fast a child can learn to use a computer, video game, iphone and any type of electronics.  Kids love to teach adults about digital technology. They enjoy showing their "tech-savviness" and mastery of these tools. Reverse roles: Ask your kids to teach you something new. Whether it's programming your phone, playing a video game or show you how interact on the computer. You will be surprised!

 Even the very youngest children in America are growing up immersed in media, spending hours a day watching TV and videos, using computers and playing video games, according to a new study released by the Henry J. Kaiser Family Foundation. Children six and under spend an average of two hours a day using screen media (1:58), about the same amount of time they spend playing outside (2:01), and well over the amount they spend reading or being read to (39 minutes).

 

                                              

 

New interactive digital media have become an integral part of children’s lives. Nearly half (48%) of children six and under have used a computer (31% of 0-3 year-olds and 70% of 4-6 year-olds). Just under a third (30%) has played video games (14% of 0-3 year-olds and 50% of 4-6 year-olds). Even the youngest children – those under two – are widely exposed to electronic media. Forty-three percent of those under two watches TV every day and 26% have a TV in their bedroom (the American Academy of Pediatrics “urge parents to avoid television for children under 2 years old”). In any given day, two-thirds (68%) of children under two will use a screen media, for an average of just over two hours (2:05).


Despite the proliferation of new technologies and platforms, television continues to dominate children’s media use. Among all children up to age 8, an average of one hour and 40 minutes is spent watching television or DVDs in a typical day, compared to 29 minutes reading or being read to, 29 minutes listening to music, 17 minutes using a computer, 14 minutes using a console or handheld video game player, and 5 minutes using a cell phone, video iPod, iPad, or similar device.

Even among infants and toddlers, screen media use dwarfs time spent reading. In a typical day, zero- to 1-year-olds spend more than twice as much time watching television and DVDs (53 minutes) as they do reading or being read to (23 minutes). And some young children have already begun media multitasking—23 percent of 5- to 8-year-olds use more than one medium “most” or “some” of the time.
In a typical day about one in four (27%) 4-6 year-olds uses a computer, and those who do spend an average of just over an hour at the keyboard (1:04). More than a third (39%) of 4-6 year-olds use a computer several times a week or more; 37% in this age group can turn the computer on by themselves, and 40% can load a CD-ROM.

 Fifty-two percent of children ages 5-8 use smart phones, video iPods, iPads, or similar devices, and four in 10 2- to 4-year-olds use the same devices, according to a new national study on young children’s use of media.

Can you imagine what it is going to be like for our children in the next 5 to 10 years?  They will never the true meaning of not having a cell phone or computer that lets you do about just anything you want it to on command.  Truly remarkable!




 

Posted by: Debra Hoving

Sunday, December 2, 2012

Cyber Monday vs. Black Friday


If you've ever gone Black Friday shopping or had the pleasure of turning on the news during or after Black Friday, then you know how chaotic it is. It's a time of great deals if you're willing to risk your life in the process. Every year people are stabbed, bitten, beaten, or even shot during this pre-Christmas rush for discounted items. In this type of economy it's understandable that a person might want to get really awesome stuff for as much as even 70% off, but, is it worth losing a finger over?
The internet has given us a great alternative to this battle for good deals and there's no threat of anyone pointing a gun at you for getting the last Furby! Cyber Monday is an event that takes place on the first Monday after Black Friday. Many large corporations participate such as GameStop, Target, Sears, Best Buy, etc. and independent shop owners such as people with shops on Etsy. Not only do you have the ability to get that super cool laptop you've been wanting at a discount but you also don't have to camp outside over night to get it. 
       Cyber Monday this year attracted attention by pulling in record sales while Black Friday brought attention to itself by the number of angry gun-wielding shoppers it attracted. I'd say when choosing between a great deal, a night of sleep, and getting to do your shopping from the comfort of your own home and going out for essentially a fist fight at 5 AM, the choice is really quite clear. Cyber Monday is giving us a chance to part ways with this somewhat barbaric holiday and hopefully enough people begin participating in this online event that eventually we can do away with Black Friday. Black Friday isn't just a threat towards the crazed shoppers, there have been many instances of employ injuries and fatalities over the years, which is just one more reason to side with Cyber Monday. So think of the poor retail workers and for your own safety, shop on Cyber Monday and spare yourself the hospital visit.  

           
           -Hollie Adams

Monday, November 26, 2012

Comics in the Digital Age


As a long time comic book reader and regular at my several local comic book shops I have been hit head on with what digital comics will mean for the comic book industry.  It started as a blip, people scanning copies of their comics and putting them up for download, a handful of people reading them on their computers, and the local shops and global publishers didn’t change anything.  People were still buying books the way they always did and the few that were reading on their computers probably were not going to buy the books anyway.

Then… the iPad… the Kindle Fire… the Nook… the hand held, high def, pleasure to read on tablet.

Comic book reading apps popped up on all the devices right away, but at first the shops were not worried because the publishers were not putting new releases on their apps.  Sure, you could download comics but only ones that had already been at home in your collections for years.  If you wanted the newest books you still had to go down to your local shop and participate in the archaic act of giving cash to an overweight, sweaty, elitist comic shop owner before going home and putting your new treasures in plastic bags and storing them in boxes in your attic. 
But, people were still taking their scans of the new releases and putting them online, and now that you could read on your tablet a lot more people were interested in subverting the system.  The big publishers took note and now every new release is available on their app the same day as on the shelves in your local comic book shop.

For many, including myself, collecting comics as an investment went out long ago.  I love the books, but really just for the stories and the art.  I’m not trying to sell these things, I just want the entertainment.  And as much as I still prefer to read novels in good ol’ fashion paperback, reading comics on an iPad is a dream.  The art looks fantastic, the text crisp, I don’t have to worry about bending the pages and ruining the book, and best of all, every one of my digital comics fits in the palm of my hand so I don’t have to worry about taking up so much space with boxes on boxes on boxes.

I don’t know what will happen to local shops now that many will be purchasing digital comics directly from the distributors.  Perhaps they will stay open with the few die hard collectors who still want the books ( if the publishers even make them any more ), or maybe they will stay open as hobby and game shops.  All I do know is that I’m going digital and not looking back.

-Andrew Pate

Thursday, November 22, 2012

The Farmville 2 Craze

We have all heard about it. Its practically all over our facebook news feeds and walls. Not to mention all the requests to help out fellow friends who need items to keep playing. It has been around since its first appearance in 2009. What is it? If you guessed Farmville 2, you my friend are correct. This interactive social networking game has gained mass amounts of popularity since Zynga released the first farmville back in 2009. Farmville 2 was released back in September, and has been going strong since. But what is it that makes this game so popular and addictive to play? Well I am about to answer this question from personal experience with this game. For starters, the developers incorporated a variety key elements that pertained to Facebook users as well as non Facebook users gaming interests. The key elements include the following:

Collecting- this feature appealed to all those who love playing games that give you accomplishments for the tasks you complete. These tasks can include, helping a friend with a building project at their farm, watering a neighbors crops, feeding someones animals, and even for creating something you haven't made before. This element was clever for all those who like to keep track of their completed tasks, those who like fake awards, and those who are fellow collectors of other material things.

Time Usage- this element was super smart especially sense it was sort of a guilt trip tactic. For instance the way the game works, if you were to plant something that takes 12 hours to grow. Well lets say something comes up and you forget about your farm for say two days. What do you think is going to have happened when you go back to your farm two days later? If you answered that all your twelve hour plants will be dead, then you have answered correctly. By implementing this feature, hardcore farmers, don't want to see their crops go to waste so they check back often. This is what keeps you hooked and the developers know that.

Experience- this ones very important when talking about Farmville.  The reason is because without experience, you won't get the full Farmville experience. In other words, if you want to be able to get the buildings and extras, then you have to have the experience. The only way to get experience is through gameplay.

Social Interaction- pretty good feature here. By implementing this feature, people could now share their accomplishments with their fellow Facebook friends. They could also send friends requests for items they needed at their farms. This social aspect is what made features in farmville possible.

Cash- This is one of the things i despised in farmville 2. The whole buying dollars for specific products. Its cool they did that though because that generates revenue for the future creation of other media features.

Competition- This is probably a number one element for the younger generation. Or for anyone who is a competitive gamer. The goal behind this is to keep updates and add-ins, which in turn will keep people coming back for more.

I would say farmville will be around for many years to come. It is a strategically built social game, that offers people with amusement and fun.


http://www.journalgazette.net/article/20120910/BIZ07/309109939/-1/biz09
http://blog.pekpongpaet.com/2010/01/02/what-makes-farmville-so-sticky-and-viral/
http://www.insidesocialgames.com/2012/10/29/farmville-2-continues-to-dominate-fastest-growing-facebook-games-by-mau/


David Lima


Wednesday, November 21, 2012

Wreck-It Ralph In the Blogosphere

While the new animated Disney film Wreck-It Ralph generated record breaking activity in the box office, it also generated buzz in the blogosphere.  Gaming enthusiasts and moviegoers alike were strongly driven to express their thoughts about this ground breaking film via their own online journal of sorts we know as the blog.  Blogs have become a great tool allowing anyone to be able to get an idea of the general reaction and thoughts about virtually anything, from movies to events in the news.  Despite the countless individual impressions of the movie posted in various places all over the internet, a general pattern emerges in the responses.  Most bloggers agree with the movie critics that gave the work high marks which tells of its achievement in providing an entertaining adventure fitting for all ages.  


Bloggers seem to agree that the film was so powerful because it explores a world in which video game characters, beloved in both the past and present, work and experience struggles that audiences can relate to.  Disney has recognized the timelessness of games that have entertained, whether 8-bit or high definition, for decades.  Perhaps the timing could not have been better, as games have become so accessible and are a permanent fixture in most homes across the country and beyond.  This accessibility has allowed for the generation of not only infatuation but obsession centered around gaming.  Although the movie obviously appeals to gamers, young and old, Disney has created characters and a plot so relatable that all can be moved by the story.  As one blogger explains: "What Wreck-It Ralph does better than most movies that seem to target a specific audience (in the case of Wreck-It Ralph; gamers) is Wreck-It Ralph's story can easily appeal to all." 


Other gaming bloggers commend the creators' great understanding of the gaming world and its many endearing aspects as "the video game references permeate throughout and take a good movie and make it extra special" (blogger fantaffx) .  Another eloquently exclaims that the producers and directors'  "intimate knowledge with their subject makes Wreck-It Ralph a cut above your typical family oriented cartoon by allowing the video gaming details to elevate the lessons contained within".       

  
This brings us to the point most agreed upon in the blogosphere: that the movie is very touching and conveys many powerful lessons.  Another blogger hits on the important themes in the film by comparing Wreck-It Ralph with the real business world.  He derives lessons for entrepreneurs from a film dismissed by some as a kid's movie: "The real-world lesson is actually quite obvious here: Teams can't excel unless all the pieces are working together."  A more bubbly blogger writes "It is touching and heartwarming (i'm not gonna lie, i had tears streaming down my face at the end) and conveys a really good message".  Ultimately, all agreed that it was a movie with great heart.  


From all these responses, it is safe to say that Wreck-It Ralph was a hit and we didn't have to leave our home to determine the response of its global audience.   

Do you think that these numerous impressed bloggers would convince you or others to see the film?


Related Blog Pages/Resources:

-Ashlen McWhorter