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Revenue in the LCD industry to rise 14% in 2008 to reach $82.1 bln, driven by strong TV-replacement demand in the US market from the switch to digital broadcasting, the Beijing Summer Olympic Games, as well as growth in the notebook segment.
 

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Small Businesses Yields New Customers from Social Media Adoption
IQ Reports

Small businesses are pushing the limits on new ways to improve efficiency in the prolonged downturn, including a steady increase in social media adoption. Social media adoption by small businesses has doubled from 12% to 24% in the last year. Nearly one out of five small business owners are actively using social media in their business. Small businesses are increasingly investing in social media applications including blogs, Facebook and LinkedIn profiles, according to a new study by University of Maryland’s Robert H. Smith School of Business.

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The Mobile Socializer
IQ Reports

A total of 234 million people age 13 and older in the U.S. used mobile devices by the end of Q4 2009. Americans are spending an average of 2.7 hours on the mobile Internet, connecting socially, managing their personal finances, and even as a means for advocacy. 91% of mobile phone users go online to socialize compared to only 79% of traditional desktop users. Mobile phone users are 1.6 times more likely to manage finances compared to traditional desktop users. Mobile phone users are 1.4 times more likely than traditional desktop users to rally support for a cause, according to a new survey by Ruder Finn.

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Video Gamers Consume New Media
IQ Reports

U.S. consumers face a dizzying array of choices in how to spend their media and entertainment dollar. At the same time, the current economic climate has put even more pressure on how households make decisions. A baseline for thinking about entertainment spending is the notion of “share of wallet,” defined here as the percentage of monthly spending for all entertainment options by a household. At a macro level, the video game category represents 5% of total U.S. households’ entertainment spending. Among households that are active buyers in the video game category, this figure is nearly double, with over 9% of total entertainment spend attributed to game-related content, according to a study Nielsen Games.

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