Instagram Aims to Reduce Influencer Impact on Young Users

Facebook’s photo- and video-sharing app Instagram announced its plans to restrict certain content, including posts that promote cosmetic surgery procedures and weight-loss products, from users who are younger than 18 years of age. While some posts will be hidden from young users, other posts will be removed altogether from both Instagram and Facebook, including those from A-list celebrities such as the Kardashians. The move is part of an effort by the social networks to address growing concerns regarding the significant impact of influencer marketing on children. Continue reading Instagram Aims to Reduce Influencer Impact on Young Users

Instagram Plans to Introduce More Ads From its Influencers

Facebook-owned photo- and video-sharing app Instagram announced yesterday that it plans a change to its advertising strategy that involves more sponsored ads from social influencers. Instagram will offer brands the ability to promote creators’ branded content in users’ feeds, regardless of whether or not those users follow the influencers creating the content. The move could be lucrative for popular influencers who generate revenue promoting products and services, but may prove frustrating to average users who will subsequently see more unwanted ads in their feeds. Continue reading Instagram Plans to Introduce More Ads From its Influencers

Instagram Tool Lets Users Make In-App Fashion Purchases

Partnering with 23 brands, Facebook’s Instagram debuted an easy-to-use in-app checkout tool for U.S. users. Adidas, Burberry, Dior, Nike, H&M, Zara, Kylie Cosmetics and Kim Kardashian West’s KKW Beauty are among the first retailers to sign on, with more to be added to the beta test throughout the year. Users in the U.S. will see the feature roll out over the next few weeks. Instagram head of product Vishal Shah noted that, “given that 80 percent of people follow a business on Instagram, the desire really is there to shop.” Continue reading Instagram Tool Lets Users Make In-App Fashion Purchases

Advertisers Turn to Nano-Influencers for Authentic Promotion

On the Internet, influencers reach more than one million social media followers, and micro-influencers have the attention of their smaller groups, from tens to low hundreds of thousands. Now we have the so-called nano-influencer (dubbed “nanos”) whose reach can be as small as 1,000 followers. Advertisers are going after those who are willing to advertise products on social media, since their lack of fame makes their product advice seem authentic and they accept free products or a small commission in payment. Continue reading Advertisers Turn to Nano-Influencers for Authentic Promotion

Pop Star Taylor Swift to Release Mobile Game Later This Year

Move over, Kim Kardashian. Taylor Swift is entering the mobile gaming space with the help of game publisher Glu Mobile, which has created popular games for Kim Kardashian and Katy Perry. Swift’s first mobile game is expected to be released in late 2016. The announcement gave investors some confidence and Glu Mobile’s stock jumped 29 percent in after-hours trading. Glu Mobile’s “Kim Kardashian: Hollywood” mobile game generated $43 million in its first three months. Continue reading Pop Star Taylor Swift to Release Mobile Game Later This Year

The Instagram Rapture: Millions of Fake Accounts are Purged

Instagram, the photo- and video- sharing service owned by Facebook, is deleting all the accounts it has identified as “spammy.” As a result, more than 29 percent of Instagram’s own followers disappeared last week. According to software developer Zach Allia, stars such as Justin Bieber and Kim Kardashian also lost millions of followers. The purge was intended to combat fake accounts, a problem that leads to hijacked hashtags, artificially inflated follower counts, and increased advertising costs. Continue reading The Instagram Rapture: Millions of Fake Accounts are Purged

New First: Majority of Digital Media Accessed on Mobile Apps

According to a new study by comScore, U.S. consumers are now spending 52 percent of their time with digital media via mobile apps. Marking a significant shift, we are now spending more time on mobile apps than we are on desktop PCs and mobile Web surfing. The report indicates that mobile usage as a whole now accounts for 60 percent of our time with digital media, while desktop-based consumption accounts for 40 percent. Additionally, one-third of U.S. users download at least one app per month. Continue reading New First: Majority of Digital Media Accessed on Mobile Apps