The development of social media started off with simple platforms such as sixdegrees.com. Unlike instant messaging clients, such as ICQ and AOL's AIM, or chat clients like IRC, iChat or Chat Television, sixdegrees.com was the first online business that was created for real people, using their real names. The first social networks were short-lived, however, because their users lost interest. The Social Network Revolution has led to the rise of the networking sites. Research shows that the audience spends 22% of their time on social networks, thus proving how popular social media platforms have become. This increase is because of the widespread daily use of smartphones. Social media are used to document memories, learn about and explore things, advertise oneself and form friendships as well as the growth of ideas from the creation of blogs, podcasts, videos and gaming sites. Networked individuals create, edit, and manage content in collaboration with other networked individuals. This way they contribute in expanding knowledge. Wikis are examples of collaborative content creation.
Excessive use of digital technology, like social media, by adolescents can cause disruptions in their physical and mental health, in sleeping patterns, their weight and levels of exercise and notably in their academic performance. Research has continued to demonstrate that long hours spent on mobile devices have shown a positive relationship with an increase in teenagers' BMI and a lack of physical activity. Moreover, excessive internet usage has been linked to lower grades compared to users who don't spend an excessive amount of time online, even with a control over age, gender, race, parent education and personal contentment factors that may affect the study. In a recent study, it was found that time spent on Facebook has a strong negative relationship with overall GPA. The use of multiple social media platforms is more strongly associated with depression and anxiety among young adults than time spent online. The analysis showed that people who reported using the most platforms (7 to 11) had more than three times the risk of depression and anxiety than people who used the fewest (0 to 2). Social media addiction and its sub-dimensions have a high positive correlation. The more the participants are addicted to social media, the less satisfied they are with life.
If you use social media you need to engage with your customers, involve them in a dialogue, and ask them for their opinions. Post a picture of two items you are considering carrying in your store and ask customers which one they like best. This creates a dialogue which leads to shared posts which leads to engaged followers. Plus, if you follow this example, it will also lead to enhanced margins because your back and forth conversation will prevent you from buying the item that won't sell as well.
You can start your freelance social media marketing business by creating your own personal brand on social media to attract the leads and inquiries. You can do that by writing guest blog posts on social media marketing on popular digital marketing related blogs. You can also create your own website or blog to create your own brand and share your blog posts on different social media channels to bring in traffic.
You might be interested to know that YouKu, Weibo, and RenRen are Chinese versions of YouTube, Twitter and Facebook. Brands who wish to reach the Asian market should be aware that YouTube, Twitter and Facebook are blocked in China. This is why MavSocial provides reach for that audience through YouKu, Weibo, and RenRen – but only in their Enterprise version.
The variety of evolving stand-alone and built-in social media services makes it challenging to define them. However, marketing and social media experts broadly agree that social media includes the following 13 types of social media: blogs, business networks, collaborative projects, enterprise social networks, forums, microblogs, photo sharing, products/services review, social bookmarking, social gaming, social networks, video sharing, and virtual worlds.