|"Facebook commerce is starting to become a major focus for marketers of brands that produce over $10 million in yearly revenue. There are major purchasing opportunities by simply offering exclusive items to Facebook fans of a brand who are active on the page."
2012 digital marketing advertising infographic stats
About the Contributor: Cheap Sally
is a local coupon provider.
Top 5 Ways to
Market Your Brand in 2012
1. Social Bookmarking:
receive more exposure and traffic.
Top 5 sites:
Twitter, Digg, StumbleUpon, Reddit, and Pinterest
Pinterest - Users
repin and store their online image finds and share with the Pinterest community.
Average user spends 88.3 minutes repining each day. Directs more visitors to
third-party sites than Google+, YouTube, and LinkedIn joined together. Etsy allows
pinners to automatically pin descriptions with the item name and price
Used by brands to offer exclusive items and sales to fans. ¼
of the time spend on the internet is on Facebook. The predicted market
potential for social commerce brands is $30 billion. A referral from a trusted
friend will make users four times as likely to conduct a transaction inside
Facebook. Oscar de la Renta sells items from the runway to fans, creating a
small a group of active brand ambassadors that turn into customers
3. Digital Coupons:
Online coupons give customers a more convenient way to get
coupons from a different variety categories and retailers. Used by 47% of online
customers in 2011. AutoTrader.com uses promo code discounts to get customers to
purchase their services and products for a reduced price
4. Mobile Photo Sharing:
Helps brands share behind-the-scenes photos with fans and
create an engaged community as they like, share, and comment. 200 brands
currently use Instagram. Starbucks uses Instagram to encourage followers to
photograph their drinks and tag them with #starbucks for everyone to see.
Users become engaged as brands take real-world situations
and turn them into virtual worldwide competitions. Of the top 100 games in the
app store, 65% of revenue was generated by free games. In 2016, $2.8 billion
will be spent by companies on gamification. Nike’s Tag turns running into a
social game in which users tag other players and run to avoid being “it.”