Archives: December 2006
Wed Dec 27, 2006
Acxiom® Digital-Sponsored Survey Shows Majority of Online Adults Find E-mail Communications Are Valuable and Influence Purchases
SAN MATEO, CA – December 18, 2006 – Acxiom® Digital, a leading provider of integrated digital marketing solutions for Global 2000 enterprises, today announced the results of a nationwide poll measuring attitudes and responses of online adults toward e-mail marketing communications.
The survey, conducted by Harris Interactive®, found that about three in four online adults (74 percent) view e-mail communications from a company they frequently patronize to be valuable or very valuable. In addition, 30 percent of online adults have purchased a particular good or service as a result of receiving such e-mails, and of these, 85 percent have done so within the past year. The poll surveyed 2,541 online adults throughout the United States.
The results also revealed that:
* 94 percent have received an e-mail solicitation.
* 30 percent reported that the solicitation prompted them to request more information.
* 30 percent reported that the solicitation prompted them to purchase a good or service.
* 74 percent viewed e-mail from companies they frequently do business with as valuable.
* 17 percent viewed e-mails from companies they’ve never done business with as valuable.
* 61 percent identified timing of the e-mail as an important characteristic of e-mail solicitations from companies.
* 60 percent reported that compelling offers and discounts were important attributes of e-mail solicitations.
* 55 percent reported that e-mail targeted to their specific interests, lifestyle or preference was important to them.
* About one in four reported that personalization (25 percent) and graphic design (21 percent) were important to them.
“Savvy consumers have come to rely on e-mail marketing communications as a resource to help them get the best deals possible,” said Kevin Johnson, leader of Acxiom Digital. “Likewise, retailers have established e-mail marketing as an efficient and productive way to build and retain a loyal customer base and increase revenue by communicating with consumers in a meaningful way. This poll demonstrates that e-mail marketing has evolved over the years to bring more value to consumers while proving to be a more effective medium for retailers than ever before.”
About the survey
This survey was conducted online by Harris Interactive on behalf of Acxiom between September 25 and 27, 2006, among 2,541 U.S. adults 18 years of age or older. Figures for region, age within gender, education, household income and race/ethnicity were weighted where necessary to bring them into line with their actual proportions in the population. Data were also weighted to be representative of the population of online adults on the basis of Internet usage (hours per week) and connection type.
With a pure probability sample of 2,541, one could say with a ninety-five percent probability that the overall results would have a sampling error of 3 percentage points. The sampling error for the sub-samples of online adults who have received e-mail communications from companies (n=2,430) and online adults who have purchased a good or service as a result of an e-mail communication from a company (n=909) is higher and varies. However that does not take other sources of error into account. This online survey is not based on a probability sample and therefore no theoretical sampling error can be calculated.
http://www.acxiom.com/default.aspx?ID=3027&DisplayID=18
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Thu Dec 21, 2006
Building Consensus Online
Allan Hoving, a student in the Graduate Program in Interactive Communications at Quinnipiac University, has just posted a paper entitled " WHAT'S THE FREQUENCY? Building Popular Consensus Online." An excerpt:
"Emerging forms of Computer Mediated Communication, online collaboration, and collective intelligence are now equal to the task of building popular consensus online. The lessons learned from previous experiments point to the establishment of time limits and the strong exercise of mediation as critical factors for success. The addition of a dramatic structure that produces a satisfying beginning, middle, and end to the process may also help improve the experience for participants. While the topics of Presidential politics, healthcare and education, nuclear regulation, and the relations between Muslims and Jews are certainly worthy undertakings, one wonders whether the process of building popular consensus online might prove more engaging to the general public if some less weighty matters were assayed first."
Full Paper
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Tue Dec 19, 2006
ODR as "green" dispute resolution
With all the concern over global warming, is anyone aware of any writing on ODR as an "environmentally" friendly form of dispute resolution?
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Fri Dec 08, 2006
ODR and new blog search engine
There is a new search engine for law-related blogs, BlawgSearch <http://blawgsearch.justia.com/>, which also categorizes ODR and ADR blogs.
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Virtual Worlds Collide With Real Laws
Virtual Worlds Collide With Real Laws
Legal experts and game players closely eye lawsuit against Second Life, which asks courts to clarify the legal status of virtual property.
Full story
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Sat Dec 02, 2006
NY Law School & There.com Launch State of Play Academy
NY Law School & There.com Launch State of Play Academy, an Initiative Designed to Develop Education in Virtual Worlds
Voice-Enabled Avatars Simulate Real-World Classroom Interaction
NEW YORK and SAN MATEO, Calif., Dec. 1 /PRNewswire/ -- New York Law School and There.com parent company Makena Technologies today announced the Iormation of the State of Play Academy (SOPA), the first voice-enabled virtual world learning environment and the first project specifically designed to explore strategies for using virtual worlds for distance education. Results of the first 10 classes will be reported at the State of
Play / Terra Nova Symposium being held today and tomorrow in New York as
part of an ongoing study of virtual world communities.
SOPA offers free online classes where participants are represented by avatars interacting on a virtual campus consisting of a classroom, library, coffeehouse and courtroom in There.com, one of the Internet's largest virtual worlds created for online socializing. Instructors and attendees
communicate using There.com's real-time multi-person voice and text chat
capabilities, including verbal exchanges mic'ed into the site and coordinated with avatars' mouth movements to create lifelike online conversations.
Classes are listed at http://www.StateofPlayAcademy.com and focus on law and technology topics such as virtual copyrights, online dispute resolution,
municipal WiFi policy, and free speech and intellectual property issues related to blogging. SOPA project managers are using the platform both to investigate the value of virtual world learning in legal education and as a broader test of the potential for other kinds of classes.
Full Press Release
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