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Digital Native
Digital Native
A digital native is a person who has grown up using digital technologies and is comfortable
with their use. They are often skilled at using various digital tools such as computers,
smartphones, and the internet, and may even be able to create digital content such as videos
or animations.
For example, a child who has grown up using a tablet from a young age and has learned to
navigate various apps and games on their own can be considered a digital native. They may
not have a full understanding of how the technology works, but they are comfortable using it
and are able to adapt quickly to new apps and devices.
Web 1.0: Refers to the early days of the World Wide Web, characterized by static web pages
and a read-only approach where users were passive consumers of information. Example: A
website that provides information about a company's products and services but does not
allow users to interact or provide feedback.
Web 2.0: Refers to the current phase of the Web, where users actively participate and
collaborate, and web content is no longer static but dynamic and constantly updated.
Example: A social networking site like Facebook, where users can create profiles, share
content, and connect with friends and family.
Cloud computing: Refers to the delivery of computing services (such as servers, storage,
databases, software, analytics, etc.) over the internet, rather than locally on a user's computer.
Example: Dropbox, a cloud storage service that allows users to store and access their files
from anywhere, on any device.
User-generated content: Refers to any form of content (such as text, images, videos, etc.)
that is created by users, rather than by professionals. Example: Wikipedia, an online
encyclopedia that allows anyone to create and edit articles.
User cloud sourcing: Refers to the use of a crowd of users (rather than employees or
contractors) to perform tasks or solve problems. Example: Amazon Mechanical Turk, a
platform that allows users to perform small tasks (such as tagging photos or transcribing
audio) for a small fee.
User-defined content: Refers to content that is created or customized by users, based on
their preferences or needs. Example: Spotify, a music streaming service that allows users to
create their own playlists and share them with others.
Network effect: Refers to the phenomenon where the value of a product or service
increases as more people use it. Example: Spotify, a music streaming service that allows users
to create their own playlists and share them with others.
Network effect: Refers to the phenomenon where the value of a product or service
increases as more people use it. Example: Facebook's network effect, where the more users
that join the platform, the more valuable it becomes for all users (due to increased social
connections and content sharing).
Scalability is also crucial in the web as a platform, where the platform needs to be able to
handle a growing number of users and content. Platforms like Amazon Web Services (AWS)
and Microsoft Azure provide cloud infrastructure services that allow for scalable hosting and
storage of data.
Perpetual beta is another concept that characterizes the web as a platform, where the
platform is continuously evolving and improving based on user feedback. This allows for the
platform to adapt and stay relevant over time.
The reputation economy is also a significant development in the web as a platform, where
users can build their reputation and social capital based on their contributions to online
communities. Platforms like Stack Overflow, a Q&A platform for programmers, rely heavily on
the reputation economy to incentivize users to contribute high-quality content.
Share: The act of sharing content with others on social media platforms.
Create: The act of producing original content for sharing on social media platforms.
Talk: The act of engaging in conversation and social interactions with others on social media
platforms.
Work: The act of using social media platforms for work-related purposes, such as networking
and job hunting.
Buy/Sell: The act of using social media platforms for buying and selling goods and services.
Learn: The act of using social media platforms for educational purposes, such as researching
topics and learning new skills.
QUESTION: The Zones of Social Media
Zone 1: Social Community: refers to channels of social media that are focused on relationships
and activities that people engage in with others who share similar interests or identities. These
channels emphasize communication, collaboration, and the sharing of experiences and
resources. Examples of social community channels include social networking sites, message
boards and forums, and wikis.
Zone 2: Social Publishing: refers to channels that aid in the dissemination of content to an
audience. These channels include blogs, microsharing sites, media sharing sites, and social
bookmarking and news sites.
Zone 3: Social Entertainment: encompasses channels and vehicles that offer opportunities for
play and enjoyment, such as social games and gaming sites, socially enabled console games,
alternate reality games virtual worlds, and entertainment communities. Social games are the
most advanced channel in the social entertainment zone, and other traditional areas of
entertainment, such as film, art, and sport etc.
Zone 4: Social Commerce refers to the use of social media to assist in the online buying and
selling of products and services. Social commerce channels include reviews and ratings, deal
sites and aggregators, social shopping markets, and social storefronts, all of which leverage
social shopping behaviors and enable interaction and collaboration during the shopping
experience.
The 7 Ps of marketing are a framework for developing a marketing strategy. They are:
We use 4ps for physical products And we use 7ps for services
Product: Refers to the physical or intangible goods or services that a company offers to
customers.
Price: Refers to the amount of money customers have to pay for a product or service.
Place: Refers to the distribution channels through which a company delivers its products or
services to customers.
Promotion: Refers to the various tactics that a company uses to communicate the value of its
products or services to customers, including advertising, sales promotions, public relations,
and personal selling.
People: Refers to the employees of a company who interact with customers and deliver the
product or service.
Process: Refers to the series of steps a customer goes through in order to purchase a product
or service from a company.
Physical evidence: Refers to the tangible elements that customers can see, touch, or
experience that demonstrate the quality of a product or service, such as packaging, store
layout, or the appearance of employees.
QUESTION: Social Media Marketing
Marketing is the process of creating, communicating, and delivering products or services that
people find valuable. The traditional marketing mix includes four main elements: product,
price, promotion, and place. But with the rise of social media, a fifth element has emerged:
participation.
Social media marketing uses social media platforms and tools to create, communicate, and
deliver value to an organization's stakeholders. This can include improving customer service,
maintaining customer relationships, promoting a brand or special offer, developing new
products, or influencing brand attitudes.
Examples of social media marketing trends include social funding (using platforms like
Kickstarter to fund new business ventures) and social indexing (using data from social media
users to gain insights into their preferences and behaviors).
QUESTION: People
Social media relies on people creating and sharing content. Everyone can participate, not just
professional journalists or advertisers. Bloggers are a unique group that can create content
both professionally and personally. But social media isn't just about people; businesses,
government organizations, and media companies also participate. The different channels
where social media takes place are called the zones of social media, and they will be discussed
further.
2. Transmission Phase: In this phase, businesses have started to see some success with
digital marketing and are beginning to invest more resources into it. They're starting to
get a sense of what works and what doesn't, and they're refining their strategies
accordingly.
Examples:
Creating more content for their website and focusing on SEO to improve their ranking in
search results.
Developing a social media strategy that includes regular posting and engagement with
followers.
3. Maturity Phase: In this phase, businesses have fully embraced digital marketing and
have integrated it into their overall marketing strategy. They have a deep understanding
of their audience and are able to use digital marketing tactics to effectively reach and
engage them.
Examples:
Creating high-quality content that not only attracts visitors to their website but also keeps
them engaged and coming back for more.
QUESTION: Brand Persona (and how to create it)
Brand persona is a guide that defines the human characteristics of a brand, giving it a
personality, voice and tone. It helps the brand connect with its customers and stand out in a
crowded market. Creating a brand persona involves understanding the target audience and
crafting a brand image that resonates with them.
For example, Apple's brand persona is often associated with innovation, simplicity, and
creativity. This persona has been created through their marketing campaigns, product design,
and overall brand image. By consistently portraying these traits, Apple has built a strong brand
identity that appeals to its target audience.
Elements:
•Personality trails
• Brand voice
• Language profile
• Attitude & opinions.
Ultimately your brand expression of your brand. persona is that humanistic.
QUESTION: Why do brands me need a human Persona?
Brands need a human persona because consumers today want to feel connected to the brands
they use. In the past, brands used to just send out messages to the market without much
interaction with consumers. But now, consumers want a two-way communication with the
brands they use. They want brands to listen to their needs and align with their values.
Having a human persona for a brand means that the brand has a distinct personality and voice
that communicates with consumers in a human-like way.
For example, Apple is a brand that has a strong human persona. Their products have a sleek
and modern design, and their advertising has a minimalist and sophisticated style. All of these
elements contribute to the brand's human persona, which makes it more relatable and
appealing to consumers.
QUESTION: What role did Web 2.0 play in the development of social media?
Web 2.0 played a significant role in the development of social media by introducing interactive
capabilities and user-generated content to the web. Web 1.0 was primarily focused on static
information and was a one-way communication channel from content creators to consumers.
However, with the advent of Web 2.0, the web became more interactive and allowed users to
create and share content easily. This led to the development of social media platforms that
enabled users to connect and engage with each other in new ways, such as social networking,
blogging, and online communities. Web 2.0 technology also enabled the creation of user-
friendly interfaces and easy access to rich data, leading to the growth of social media
platforms on multiple platforms such as mobile phones, PDAs, and computers. Overall, Web
2.0 played a critical role in transforming the internet from a static, one-way communication
channel to a dynamic, interactive platform that facilitated the growth of social media.
QUESTION: How are devices and the Internet of Things (IoT) related?
The Internet of Things (IoT) refers to the network of physical devices, vehicles, buildings, and
other objects that are embedded with electronics, software, sensors, and network
connectivity, enabling them to collect and exchange data. These devices can range from
simple sensors to complex smartphones and appliances.
Devices, on the other hand, refer to any physical object that can be connected to the internet,
and they are a key component of the IoT. This includes everything from smartphones, tablets,
and laptops to smart home devices like thermostats, security cameras, and voice assistants.
In other words, devices are the hardware components that make up the IoT, while the IoT
itself is the network of connected devices that exchange data and communicate with each
other. Together, devices and the IoT enable a wide range of applications and services, from
smart homes and cities to industrial automation and healthcare.
QUESTION: What are the four zones of social media? How do social media
compare to traditional media?
The four zones of social media are:
Social Community: This zone is centered around people who share common interests,
activities or goals. Examples include Facebook groups, LinkedIn communities, and discussion
forums.
Social Publishing: This zone is focused on content creation and sharing. Examples include
blogs, podcasts, and video sharing platforms like YouTube.
Social Entertainment: This zone includes platforms that provide entertainment and social
engagement. Examples include gaming platforms like Twitch, and video platforms like TikTok.
Social Commerce: This zone is focused on e-commerce and social shopping. Examples include
social media marketplaces like Facebook Marketplace, and social commerce platforms like
Instagram Shopping.
Compared to traditional media, social media is more interactive, accessible, and participatory.
Traditional media is typically one-way communication, with a clear distinction between
producers and consumers. Social media, on the other hand, allows for two-way
communication and the blurring of lines between producers and consumers. Additionally,
social media allows for greater targeting and personalization, as well as real-time feedback and
engagement.
QUESTION: How can brands use social media to develop earned media value?
Brands can use social media to develop earned media value by creating engaging content that
their audience is interested in and shares with others. By creating content that is valuable and
shareable, brands can increase their reach and exposure, as their content is shared and
promoted by their audience. This type of promotion is known as earned media, as it is not paid
for or directly controlled by the brand. Brands can also encourage user-generated content and
actively engage with their followers to build relationships and increase the likelihood of their
content being shared.