Throw in LinkedIn, Twitter, Pinterest, Instagram and region specific social networks like Vkontakte and Sina Weibo and WeChat, and you’d be hard pressed to find anyone who’s online but isn’t on social media.
What has led to the rise of these social networks? What kind of people do they attract?
What is their psychology? What kind of content do they like to consume? And most importantly for bloggers and marketers – what works, what doesn’t on social media?
Facebook has become the ‘home base’ for most people online. While they may or may not use other networks, a majority maintain a presence on Facebook.
Popular: Used by 72% of all adult internet users in America.
More women users: 77% of online female users are on Facebook.
Younger audience: 82% of all online users between 18-29 are on Facebook
USA (14%), India (9%) and Brazil (7%) form the three largest markets.
Twitter’s quick flowing ‘info stream’ attracts an audience that swings younger and is mostly urban/semi-urban.
Younger: Used by 37% of all online users between 18 and 29.
Educated: 54% of users have either graduated college, or have some college experience.
Richer: 54% of online adults who make over $50,000+ are on Twitter.
Younger users: 27% of all 16-24 year olds online are active members of Google+. In contrast, only 18% and 14% of 45-54 and 55-64 year olds are active on Google+ at the moment.
Large non-US user base: Only 55% of Google+ users are American. 18% are Indian and 6% are Brazilian. One reason for this international user base is Android’s popularity outside the US (since Google+ is baked right into Android).
Even income distribution: According to GlobalWebIndex.net, 22% of people in bottom 25% of income earners are on Google+. For the top 25% of income earners, this number is 24%, while for the mid 50% earners, this number is 23%. This means that nearly all levels of income earners are nearly equally represented on Google+.
Here’s what you should know about Pinterest demographics:
Overwhelmingly female: 42% of all online female users are on Pinterest, vs. only 13% of men.
Older audience: 72% of Pinterest’s audience are 30 years or older. Only 34% are between 18 and 29. Significantly, 17% are over 65 years old.
Distinctly suburban: Suburban and rural users form the largest share – 29% and 30% respectively. This is distinctly different from other networks where urban users rule.
Higher income: Given the higher average age, Pinterest users also have higher disposable income, with 64% of all adults making $50,000+ on Pinterest.
The professional networking site LinkedIn attracts an older audience that is largely urban, wealthier, and more educated.
Older: Only 23% of users are between 18-29 years old. 21% are over 65 years, and 31% are between 30 and 49 years of age.
Urban: Very limited number of rural users – only 14%. 61% are either urban or suburban.
Wealthier: 75% of users earn over $50,000.
Highly educated: 50% of LinkedIn users are college graduates. Another 22% have some college experience.
Snapchat is the newest social networks on this list, but also one of the fastest growing. Here’s what you need to know about its demographics:
Dominated by women: 70% of Snapchat’s users are females.
Overwhelmingly young: 71% of users are younger than 25.
Limited income: 62% earn under $50,000 – fitting given the average age of Snapchat’s users.
ere’s what you should take away from all these stats:
If you’re targeting younger users, stick to Instagram, Twitter and Snapchat.
If you’re targeting women with disposable income, head over to Pinterest.
For professionals with better education and income, use LinkedIn.
For everyone, go with Facebook.
The psychology of social media users
Facebook is a ‘closed’ network where your friends list will usually be limited to family, friends and acquaintances you’ve met in real life. Privacy is a big concern for Facebook’s users, and all posts are private by default.
This ultimately affects the way users interact with each other and with businesses on Facebook.
Facebook users are more trusting (since the network is closed).
Facebook users have more close relationships. Pew found that heavy users of the platform are more likely to have a higher number of close relationships.
Facebook users are politically engaged and active.
To understand why people share or follow on Twitter, researchers at Georgia Tech and UMichigan analysed over 500M tweets over 15-months. They found that the three biggest reasons why people share/follow on Twitter are:
Network overlap: Your network is similar to your followers’ network.
User tweet-RT ratio: The number of tweets vs. the number of RTs for a user.
Informational content: The more informative the content, the better.
Wade Harman is a digital business consultant specializing in Social Media Psychology. He is also a keynote speaker and hosts The Social Brain Podcast.
What Do You Mean By, ”Social Media Psychology Strategy”?
ninety-percent of purchasing decisions are made subconsciously and you know that’s a pretty big purchase thing there. Products that evoke emotions, they will always win with your customers.
George Lowenstein says “a major part of our brain is busy with automatic processes, not conscious thinking.” Ain’t that funny?
We all know social media is the front door to our content. But why aren’t they coming in? So if they’re not coming to your – quote unquote ”door”. If they’re not coming to your door, then you’ve not impacted them on a positive psychological level. Social media psychology is the back door.
It’s All About Making An Attractive ”Doorway”
how people clique on Twitter, what causes that clique. What causes that conversion, that lead. Topics like this are what make up social media psychology.
I will be bringing in, like I said certain influencers every month. Talking about their own experiences with social media and blogging content marketing and what have you in these lab classes.
So I needed help with people with large followings. People that had trust with their audience. I needed those people to share my content. So my voice could be heard quicker and so I began to stop blogging so much… I still blog, but I was blogging three time s a week and that’s a lot to blog. That really is.
So I began to understand that I needed to start building relationships. Now I’m blessed to have a lot of different resources at my fingertips. I have built those relationships with a lot of people from average Joe’s like me to influencers like Jay Baer and understand how a small business owner can go and get their voice heard online.
So that’s why there’s a huge need for The Think Tank Community I believe. Not only are we showing you how to target you audience, but we’re also showing you how to wake them up using social media psychology.
my note: do we need a think tank community for educators?
What Do You Do When There’s No More Engagement?
So wake somebody up out of their reticular formation, you target that audience and you already know that, you’ve already done that. You’re going to be an expert on Twitter, okay and so you’re not getting any feed back. You’re not getting any engagement.
So what do you do?
You niche down, you niche down. This is the way you wake these people up. Yes, when you niche down your audience gets a little bit smaller, but you keep nicheing.
DARPA’s holographic imaging system hopes to show objects behind a wall or around a corner – Eraser anyone?
04/28/2016 – 18:21 Kim Cobb
SMU’s Lyle School of Engineering will lead a multi-university team funded by the Defense Advanced Research Projects Agency (DARPA) to build a theoretical framework for creating a computer-generated image of an object hidden from sight around a corner or behind a wall.
The core of the proposal is to develop a computer algorithm to unscramble the light that bounces off irregular surfaces to create a holographic image of hidden objects.
Similar technologies purused by MS Hololense as reported in this IMS blog entry:
Microsoft’s forthcoming AR headset, HoloLens, is at the forefront of this technology. The company calls it the first holographic computer. In AR, instead of being surrounded by a virtual world, viewers see virtual objects projected on top of reality through a transparent lens.
“With a computer or tablet, we always have to look at a screen. … The technology is always in between the people. With HoloLens, the technology very quickly becomes invisible, and we have seen groups of people have very intense interactions around models that are completely digital — they aren’t really there.”
Virtual reality, like the new Facebook Oculus and HTC Vive, completely immerse you inside a computer generated world. It’s like being inside a 360-degree video game, or movie, or computer-generated simulation.
according to a report in The Information today, Google’s long-term bet is on augmented reality. The company is making not one but several follow-ups to Glass, and has a project called “Tango” that aims to outfit smartphones with computerized “eyes” that can map a 3D space.
Microsoft’s HoloLens prototype has all the innards of a computer built directly into the headset. That means no cords or even a smartphone required.
Just as VR rivals Oculus (owned by Facebook) and Google are trying to reimagine virtual experiences with their head-worn devices, Microsoft wants us to imagine a world without screens, where information merely floats in front of you.
con?:with the advent of personal assistants like Siri and Google Now that aim to serve up information before you even know you need it, you don’t even need to type the questions.
pro: Whenever new technology emerges — including newspapers and television — discussions about how it will threaten our brainpower always crops up, Harvard psychology professor Steven Pinker wrote in a 2010 op-ed in The New York Times. Instead of making us stupid, he wrote, the Internet and technology “are the only things that will keep us smart.”
Pro and con: Daphne Bavelier, a professor at the University of Geneva, wrote in 2011 that we may have lost the ability for oral memorization valued by the Greeks when writing was invented, but we gained additional skills of reading and text analysis.
con: Daphne Bavelier, a professor at the University of Geneva, wrote in 2011 that we may have lost the ability for oral memorization valued by the Greeks when writing was invented, but we gained additional skills of reading and text analysis.
con: A 2008 study commissioned by the British Library found that young people go through information online very quickly without evaluating it for accuracy.
pro or con?: A 2011 study in the journal Science showed that when people know they have future access to information, they tend to have a better memory of how and where to find the information — instead of recalling the information itself.
pro: The bright side lies in a 2009 study conducted by Gary Small, the director of University of California Los Angeles’ Longevity Center, that explored brain activity when older adults used search engines. He found that among older people who have experience using the Internet, their brains are two times more active than those who don’t when conducting Internet searches.
the Internet holds great potential for education — but curriculum must change accordingly. Since content is so readily available, teachers should not merely dole out information and instead focus on cultivating critical thinking
make questions “Google-proof.”
“Design it so that Google is crucial to creating a response rather than finding one,” he writes in his company’s blog. “If students can Google answers — stumble on (what) you want them to remember in a few clicks — there’s a problem with the instructional design.”
Augmented reality can be described as experiencing the real world with an overlay of additional computer generated content. In contrast, virtual reality immerses a user in an entirely simulated environment, while mixed or merged reality blends real and virtual worlds in ways through which the physical and the digital can interact. AR, VR, and MR offer new opportunities to create a psychological sense of immersive presence in an environment that feels real enough to be viewed, experienced, explored, and manipulated. These technologies have the potential to democratize learning by giving everyone access to immersive experiences that were once restricted to relatively few learners.
In Grinnell College’s Immersive Experiences Lab http://gciel.sites.grinnell.edu/, teams of faculty, staff, and students collaborate on research projects, then use 3D, VR, and MR technologies as a platform to synthesize and present their findings.
In terms of equity, AR, VR, and MR have the potential to democratize learning by giving all learners access to immersive experiences
relatively little research about the most effective ways to use these technologies as instructional tools. Combined, these factors can be disincentives for institutions to invest in the equipment, facilities, and staffing that can be required to support these systems. AR, VR, and MR technologies raise concerns about personal privacy and data security. Further, at least some of these tools and applications currently fail to meet accessibility standards. The user experience in some AR, VR, and MR applications can be intensely emotional and even disturbing (my note: but can be also used for empathy literacy),
immersing users in recreated, remote, or even hypothetical environments as small as a molecule or as large as a universe, allowing learners to experience “reality” from multiple perspectives.
My Note: when stripped from the commercialized plug in for Apple, this article makes a good memorization exercise for pedagogues.
According to American psychologist Abraham Maslow, all humans have the same fundamental needs (food, clothing and shelter), and these needs must be met before an individual is motivated to look beyond these basic needs. This motivational theory is commonly referred to as Maslow’s hierarchy of needs.
Self-actualization: achieving one’s full potential
Maslow’s hierarchy of needs can serve as an analogy for what is possible with instructionally-designed technology
1. Device Deployment = Basic Needs
Device deployment is the first basic need of any school looking to leverage education technology. If schools are unable to procure devices and if IT is unable to get these devices into the hands of students and educators, there is no moving forward.
2. Communication = Safety Needs
Beyond basic communications functions, apps must be made available and installed for an additional layer of connectivity. For example, learning management systems (LMS) enable communication beyond classroom walls and empower students with the learning resources they need while at home or in the community. However, how do we ensure access off-campus for those without ubiquitous internet connections
3. Productivity = Love Needs
Communication that encourages higher-level thinking and problem solving is where dramatic learning happens.
4. Transformation = Esteem and Self-Actualization Needs
IT and educators are pairing innovative teaching methods such as blended learning (a mix of technology and traditional learning) or flipped classrooms (teaching is done at home and exercises during class time) with education apps (productivity layer).
5. Let Mobile Device Management (MDM) Be Your Stepladder
Venue Hotel – Fourside Hotel City Center Vienna Grieshofgasse 11, A – 1120 Wien / Vienna, AUSTRIA
About the Conference
International Academic Conference in Vienna 2017 is an important international gathering of scholars, educators and PhD students. IAC-GETL 2017 in Vienna will take place in conference facilities located in Vienna, the touristic, business and historic center of Austria.
Conference language: English language
Conferences organized by the Czech Institute of Academic Education z.s. and Czech Technical University in Prague.
Conference Topics – Education, Teaching, Learning and E-learning
Education, Teaching and Learning
Distance Education, Higher Education, Effective Teaching Pedagogies, Learning Styles and Learning Outcomes, Emerging Technologies, Educational Management, Engineering and Sciences Research, Competitive Skills, Continuing Education, Transferring Disciplines, Imaginative Education, Language Education, Geographical Education, Health Education, Home Education, Science Education, Secondary Education, Second life Educators, Social Studies Education, Special Education, Learning / Teaching Methodologies and Assessment, Assessment Software Tools, Global Issues In Education and Research, Education, Research and Globalization, Barriers to Learning (ethnicity, age, psychosocial factors, …), Women and Minorities in Science and Technology, Indigenous and Diversity Issues, Intellectual Property Rights and Plagiarism, Pedagogy, Teacher Education, Cross-disciplinary areas of Education, Educational Psychology, Education practice trends and issues, Indigenous Education, Academic Research Projects, Research on Technology in Education, Research Centres, Links between Education and Research, Erasmus and Exchange experiences in universities, Students and Teaching staff Exchange programmes
Educational Technology, Educational Games and Software, ICT Education, E-Learning, Internet technologies, Accessibility to Disabled Users, Animation, 3D, and Web 3D Applications, Mobile Applications and Learning (M-learning), Virtual Learning Environments, Videos for Learning and Educational Multimedia, Web 2.0, Social Networking and Blogs, Wireless Applications, New Trends And Experiences, Other Areas of Education