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MobileYouth™ 2007, Report 2: Social Networks and Computer-Generated Content

Published by: Wireless World Forum

Published: Aug. 23, 2007 - 51 Pages


Table of Contents


I) The Mobile Space

Social interaction within the mobile space: how does mobile function as a community

Two fundamental youth needs: how they drive the social aspects of mobile and social networking

II) Social Networks

A typology of PC and mobile social networks: how do usages and consumers differ; case studies

Using social networks to obtain loyalty and improve your relationship with young consumers

Challenges in moving PC networks onto mobile and developing mobile communities

III) Consumer-Generated Content

Understand CGC and its importance to young consumers in the context of the mobileYouth

demand quadrant
Shortcomings and challenges related to CGC: do consumers need incentives to become good

producers of CGC? Is there a difference between “self” and “consumer” generated content?
Strategies for monetising CGC and incorporating it into social networks and other mobile services

Case studies: Business models for harnessing CGC

Impact of the handset market on CGC

Abstract

The mobileYouth Q2 Report "Social Networks & Consumer-Generated Content" highlights the advantages offered by social networks, their rapid growth in recent years and possible future prospects.

The characteristics and preferences of consumers of social networks and consumer-generated content are discussed, as well as which services will be especially popular and how social networks can best be transferred onto the mobile platform.

The second part of the report illustrates how the industry can benefit from social networks and consumer-generated content, how CGC and SNS can be monetized, which potential problems have to be taken into consideration and what revenue models would be suitable. In later chapters, benefits for stakeholders and potential challenges and technical hurdles connected with mobilizing social networks are pointed out.

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