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In Star Wars Uncut, fans re-made the movie 15 seconds at a time, and the result is a pure joy to behold. So many styles, creative methods, and hilarious, heartwarming interpretations. It’s like the whole nerdy internet Sweded one of my favorite movies and it’s glorious.
Don’t know if I’ll sit down and watch the whole thing at once, but I’ll gladly return occasionally to watch a few scenes and smile. And to think, governments want to block things like this from being possible.
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Love this chart and accompanying post:
“So they’re using social media to engage. And they’re talking about brands. They just don’t want to have those conversations with the brand itself.”
(from Edward Boches)
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According to a survey of more than 1,000 moms conducted by The Parenting Group publishing company and BlogHer, 71% of moms do not go more than one day without using the Internet, with 40% saying they can go only a few hours without using a mobile phone and the Internet. (Comparatively, only 18% say the same about television.) In fact, 79% said that cell phones are a necessity, compared with 42% saying the same about a typical landline.
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At the same time, families are still heavily reliant on face-to-face for intra-family communications. While 81% of moms use Facebook and 57% use blogs on a daily basis to communicate with each other, only 2% use Facebook to communicate with their kids.
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Whenever I listen to music, I am not actually enjoying the aural experience. Instead, I am trying to figure out whether or not I endorse the product. At this point, I wouldn’t listen to a new Jay-Z and Kanye West album to just ‘lose myself’ in their art. I’m just prepping myself for a series of conversations and Facebook threads in which I look to deconstruct their product or justify its artistic merits and social relevance.
Finally, I can earn little graphic badges for doing what I do all the time anyway, READING THE INTERNET! Gamification folks, there’s nothing it can’t make better — or at least, more compulsive… (via google blog)
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This makes so much sense it’s ridiculous a student came up with it and a beer company hadn’t already done it. Idea: when you say, “I owe you a beer” to a friend, a simple FourSquare partnership makes it easy for him to collect next time he’s at a bar.
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People are always asking (in this industry) what the secret is to getting people to pass along what they make. Other than, “Make something good,” I don’t think there’s a magic formula, but this report from NYT makes a go at who shares and why. Summarized nicely on Poynter as well.
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Some handy stats on social net users via Community102 — click through for full graphic.
A program where you earn actual rewards by playing games, not just imaginary points. Sounds fun, right? Everybody wins? But this description (via JWT Insights) makes it sound a lot more sinister:
By rewarding players at these points with real-world prizes (e.g., lipstick samples from Sephora or bags of popchips), brands can align themselves with a pleasurable activity that legions of consumers are already doing daily. While gamers hate banner ads, they live for those moments when they finally break a previous high score or pass an almost-impossible-to-beat level. So rather than fight for the right spot on a mobile screen, Kiip aims to help brands position themselves at the right moment and associate their product or service with elated feelings.
“Associate their product with moments of elation?” How far are we from the feed pellet button here?
With in-your-face friends’ tallies, status updates and photos of happy-looking people having great times, Facebook pages can make some kids feel even worse if they think they don’t measure up.
It can be more painful than sitting alone in a crowded school cafeteria or other real-life encounters that can make kids feel down, O’Keeffe said, because Facebook provides a skewed view of what’s really going on. Online, there’s no way to see facial expressions or read body language that provide context.
The guidelines urge pediatricians to encourage parents to talk with their kids about online use and to be aware of Facebook depression, cyberbullying, sexting and other online risks. They were published online Monday in Pediatrics.
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