Archive for the ‘Social Networking’ Category

Struggling with FOMO? Muting your smartphone may make it worse – PhillyVoice.com

Smartphone addiction has long been associated with FOMO a fear of missing out but a new study suggests that muting your phone may actually increase your stress, not alleviate it.

Silencing their phones, or setting them to vibrate, led people to check their phones even more than they typically did, the study found. Study participants who muted their phones also spent more time on social media."And among those with FOMO, muting their phones led to higher amounts of screen time and greater levels of stress."

"Without any clear 'buzz' or sound from their phones, individuals with high FOMO might use their phones even more," researcher Mengqi Liao, a doctoral candidate in communications studies at Penn State University, told U.S. News & World Report.

A better option for people with FOMO to avoid distractions is to customize their notifications settings so that unimportant ones are disabled, Liao added.

The four-day study involved 138 people. About 42% were instructed to put their phones on vibration-only; another 8.7% put them on silent. The rest of the participants kept their ringers on. Beforehand, they all took a test to determine whether they had FOMO.

"The term FOMO was "first coined" in 1996 as part of a research paper by a marketing strategist. Since the early 2000s, it has been used to explain why people have become tied to their phones, particularly to their favorite social networking sites."

The phenomenon includes the perception that others are having more fun or leading better lives. It provokes a sense of envy and impacts self-esteem. Social media sites can aggravate it.

FOMO is generally associated with negative emotions, including loneliness, reduced self-esteem, stress, anxiety and depression. And if a person is already feeling lonely and anxious, FOMO can exacerbate those feelings.

Studiesalso have found that, among young people, FOMO can lead to frequent smartphone use at night, which affects sleep duration and quality. The blue light that these devices give off has also been shown to affect sleep. And the havoc that poor sleep can have on a person's health, as well as performance and productivity at school or work,"is well established."

Neerja Birla, founder and chairperson, Mpower, wrote in The Economic Times that "social media is a powerful tool for staying connected in the modern world. However, it does not give a full and accurate picture of people's lives, being more like the trailer of all of their good times and high points. And so, in many ways, the social media version is a false reality."

Therapists say it is important to understand the underlying cause of FOMO to release its hold. That can make it easier for people to reduce time spent on their phones.

"Treatment for FOMO usually involves cognitive behavioral therapy to address the underlying factors that are leading to the heightened anxiety. The goal, experts say, is to control, but not completely eradicate, the emotions. Focusing on gratitude also can help.""

People with FOMO who are also addicted to their smartphones are often recommended to take a physical break from their phones and to adopt healthier ways of staying connected to their families and friends. For instance, trying to spend more time with them in the real world rather than the virtual one. Adopting a replacement behavior to take whenever they feel an urge to check their phones also can help.

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Struggling with FOMO? Muting your smartphone may make it worse - PhillyVoice.com

IBM Retirement Fund Has $483000 Stake in Twitter, Inc. (NYSE:TWTR) – Defense World

IBM Retirement Fund trimmed its position in shares of Twitter, Inc. (NYSE:TWTR Get Rating) by 3.9% during the first quarter, HoldingsChannel reports. The institutional investor owned 12,471 shares of the social networking companys stock after selling 506 shares during the period. IBM Retirement Funds holdings in Twitter were worth $483,000 at the end of the most recent reporting period.

A number of other institutional investors have also recently made changes to their positions in the business. Tudor Investment Corp Et Al acquired a new stake in shares of Twitter in the 3rd quarter valued at approximately $3,004,000. Cetera Advisor Networks LLC boosted its stake in shares of Twitter by 24.2% in the 3rd quarter. Cetera Advisor Networks LLC now owns 34,095 shares of the social networking companys stock valued at $2,059,000 after purchasing an additional 6,649 shares in the last quarter. Cetera Advisors LLC boosted its stake in shares of Twitter by 14.0% in the 3rd quarter. Cetera Advisors LLC now owns 8,799 shares of the social networking companys stock valued at $531,000 after purchasing an additional 1,082 shares in the last quarter. Captrust Financial Advisors boosted its stake in shares of Twitter by 3.0% in the 3rd quarter. Captrust Financial Advisors now owns 17,693 shares of the social networking companys stock valued at $1,068,000 after purchasing an additional 523 shares in the last quarter. Finally, EP Wealth Advisors LLC boosted its stake in shares of Twitter by 34.4% in the 3rd quarter. EP Wealth Advisors LLC now owns 4,677 shares of the social networking companys stock valued at $282,000 after purchasing an additional 1,197 shares in the last quarter. Hedge funds and other institutional investors own 91.72% of the companys stock.

NYSE TWTR opened at $39.41 on Monday. The company has a fifty day simple moving average of $42.34 and a 200 day simple moving average of $40.20. Twitter, Inc. has a 12-month low of $31.30 and a 12-month high of $73.34. The company has a current ratio of 6.58, a quick ratio of 6.58 and a debt-to-equity ratio of 0.89. The company has a market cap of $30.09 billion, a P/E ratio of 171.36 and a beta of 0.58.

TWTR has been the topic of a number of research analyst reports. Wedbush raised their price target on shares of Twitter from $42.00 to $54.00 in a research note on Tuesday, April 26th. Rosenblatt Securities dropped their price objective on shares of Twitter from $54.20 to $33.00 and set a neutral rating for the company in a report on Tuesday, June 21st. Mizuho raised their price objective on shares of Twitter from $46.00 to $54.00 and gave the company a neutral rating in a report on Tuesday, April 26th. Piper Sandler raised their price objective on shares of Twitter from $51.50 to $54.20 and gave the company a neutral rating in a report on Thursday, June 2nd. Finally, Truist Financial lowered shares of Twitter from a buy rating to a hold rating and set a $50.00 price objective for the company. in a report on Thursday, April 21st. Two analysts have rated the stock with a sell rating, twenty-four have given a hold rating and six have issued a buy rating to the stock. Based on data from MarketBeat.com, Twitter has an average rating of Hold and a consensus target price of $48.91.

In other Twitter news, CAO Robert Kaiden sold 17,695 shares of Twitter stock in a transaction on Thursday, May 5th. The shares were sold at an average price of $50.50, for a total transaction of $893,597.50. Following the transaction, the chief accounting officer now directly owns 173,721 shares of the companys stock, valued at approximately $8,772,910.50. The transaction was disclosed in a legal filing with the Securities & Exchange Commission, which is available through this hyperlink. Also, CFO Ned D. Segal sold 5,000 shares of Twitter stock in a transaction on Tuesday, April 12th. The stock was sold at an average price of $47.14, for a total transaction of $235,700.00. Following the transaction, the chief financial officer now directly owns 522,129 shares in the company, valued at $24,613,161.06. The disclosure for this sale can be found here. In the last three months, insiders sold 558,231 shares of company stock valued at $21,390,076. 2.70% of the stock is currently owned by insiders.

Twitter Company Profile (Get Rating)

Twitter, Inc operates as a platform for public self-expression and conversation in real-time. The company's primary product is Twitter, a platform that allows users to consume, create, distribute, and discover content. It also provides promoted products that enable advertisers to promote brands, products, and services, as well as enable advertisers to target an audience based on various factors, including who an account follows and actions taken on its platform, such as Tweets created and engagement with Tweets.

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IBM Retirement Fund Has $483000 Stake in Twitter, Inc. (NYSE:TWTR) - Defense World

University of Bahrain study show youngster addiction to social media is changing ways of communication and identity | THE DAILY TRIBUNE | KINGDOM OF…

TDT | Manama

The Daily Tribunewww.newsofbahrain.com

Hi, How are you? May I know your name? This way of starting a conversation has become a thing of the past, says a new study. The study by the University of Bahrain says the rules of etiquette are changing among youngsters in today's world, where people are mostly living virtually.

The barrier between virtual and our world has become so thin and blurred that youngsters have started introducing themselves to others using their social media IDs, even in the real world.

Instead of politely asking each other's names, the norm now is asking each other's social media accounts to get to know each other, the UoB study finds. It just does not end there. Also gone are the days of street shopping and job hunting. Social media has also become a place to shop and find work.

UoB study says social networking sites are now one of the basic requirements of life for young people, especially amid the Covid-19 pandemic. Respondents to the study said they are now using social networking sites as an alternative to actual communication.

"This has turned social media from a second thing in the lives of young people to something essential," the study points out. Young people are so obsessed with the virtual world that most find themselves glued to social media even while surrounded by friends and family, which the study terms "addiction".

The study on "the relationship between the use of social networking sites and social interaction among young people in the Kingdom of Bahrain" was prepared by Khaled Ali Al-Sayadi for the master's programme in mass communication at the Faculty of Arts.

Associate Professor of Media in the Department of Media, Tourism and Arts, Dr Ashraf Ahmed Abdel-Mughith, supervised the study. The study aimed to know the reality of youngsters' use of social networking sites in Bahrain and the effect of social networking sites on family interaction patterns," said Al-Sayadi.

The researcher said he employed a descriptive approach using the structured interview tool with three groups of young men and women.

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University of Bahrain study show youngster addiction to social media is changing ways of communication and identity | THE DAILY TRIBUNE | KINGDOM OF...

GameFi Market: Segmented: By Deployment Mode, By Enterprise Size, By End-Use Industry, And Region Global Analysis of Market Size, Share & Trends…

New York, June 27, 2022 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "GameFi Market: Segmented: By Deployment Mode, By Enterprise Size, By End-Use Industry, And Region Global Analysis of Market Size, Share & Trends For 20192021 And Forecasts To 2031" - https://www.reportlinker.com/p06288831/?utm_source=GNW It refers to the gamification of financial systems in order to generate profit from play-to-earn cryptocurrency games. GameFi video game initiatives are designed on the distributed ledger of the blockchain, allowing players to enjoy verified ownership of virtual items in the game. Unlike traditional gaming, where users play to win, GameFi programs encourage users to play to earn. Early Minecraft servers coupled with Bitcoin, Gambit.com, online games like Bombermine, and peer-to-peer systems where gamers monetize their online activities are all examples of the GameFi concept.

Market HighlightsGameFi (GAFI) Market is expected to project a notable CAGR of 23.7% in 2031.

The widespread use of cellphones, for example, has substantially improved the possibilities for GameFication. Furthermore, as customers and employees migrate from desktop computers to mobile phones and internet devices, banks have a useful platform to draw consumer interest and enhance conversion/usage. Furthermore, the platforms integration with social networking sites has enabled users to share their experiences with friends, acquaintances, and coworkers, broadening the platforms reach and effectiveness.

Global GameFi (GAFI) Market: SegmentsCloud segment is expected to grow with the highest CAGR during 2021-31

On the basis of Deployment Mode, the global GameFi (GAFI) Market is fragmented into On-Premises, and Cloud. During the forecast period, the cloud segment is expected to create the most revenue. This is due to the growing demand among SMEs for safe and trustworthy solutions. Furthermore, most businesses are expected to leverage cloud-based GameFication technology to develop collaborative user experiences.

Telecom segment is expected to grow with the highest CAGR during 2021-31

Global GameFi (GAFI) Market is classified on the basis of End-Use Industry into Banking, Retail, Government, Education, IT and Telecom, Healthcare, and Others. During the projection period, the telecom segment is expected to develop at the quickest CAGR. This is due to an increase in the number of subscribers who have had consistent experiences. Customers have become more aware of and willing to use several services, so businesses must include GameFication into their business strategies.

Market DynamicsDriversIncreasing applications and adoption of the GameFi (GAFI) in the healthcare

The widespread use of cellphones has dramatically expanded GameFications possibilities. People are known to check their phones more than 80 times every day on average. Furthermore, as customers and employees migrate from desktop computers to mobile phones and internet devices, banks have a useful platform to draw consumer interest and enhance conversion/usage.

Benefit of Social Networking Sites to Connect

Users can now share their experiences with friends, acquaintances, and coworkers thanks to the platforms integration with social networking sites. Another advantage is that mobile apps allow marketers to conduct surveys, even if they are only one question long, collecting firsthand data from their target population and tailoring their efforts accordingly.

RestraintNumber of Issues with Output and Design Considerations

Designing in GameFication is an important part of achieving the intended outcome. Designers, on the other hand, have been accused of failing to create unique and sophisticated designs that are tailored to the demands of each company. This could make it more difficult for the market to embrace remedies. Even if a solution is created for a specific industry, it will not generate the intended outcomes for other audiences, making development challenges. As a result, to get the desired effect, a properly developed design with good implementation is required; otherwise, the result will be jeopardized, and the market will grow slowly.

Global GameFi (GAFI) Market: Key PlayersMicrosoftCompany Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis

SAPVerintAonCentricalMPS Interactive SystemsLevelElevenAxonify Inc.GameFierIActionableXoxodayTango CardCallidus Software Inc.Other Prominent Players

Global GameFi (GAFI) Market: RegionsGlobal GameFi (GAFI) Market is segmented based on regional analysis into five major regions: North America, Latin America, Europe, Asia Pacific and the Middle East and Africa. North America dominated the worldwide GameFi market in 2021, and this trend is expected to continue throughout the forecast period. This can be attributed to the regions significant adoption of customer-based and enterprise-based solutions. Furthermore, developed countries are using GameFication technologies to better their marketing efforts by improving advertising, consumer contact, branding, and sales. Furthermore, the quick expansion of the GameFication market has been assisted by the growing popularity of cloud-based GameFied solutions among businesses, owing to their low deployment costs.

Impact of COVID-19 on GameFi (GAFI) MarketThe Covid-19 pandemic has wreaked havoc on the global economy and supply system. Large organizations have been forced to make significant and time-sensitive strategic decisions as a result of the outbreak. Employees in practically every industry have chosen to work from home. For management and workers, maintaining a constant link with the remote site is a huge challenge. Furthermore, the spread of the virus is instilling dread in the population, and the financial crisis is placing a strain on employees. Organizations are currently concentrating on improving employee morale and motivating employees to complete assigned duties. GameFication software can assist companies to encourage their employees during times of crisis. The program assists team members in creating a cohesive environment, allowing them to achieve their objectives more rapidly.

Global GameFi (GAFI) Market is further segmented by region into:

North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR United States and CanadaLatin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR Mexico, Brazil and Rest of Latin AmericaEurope Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR United Kingdom, France, Germany, Italy, Spain, and Rest of EuropeAsia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR India, China, South Korea, Japan, Southeast Asia, and Rest of Asia PacificMiddle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR GCC, South Africa, and Rest of Middle East and AfricaGlobal GameFi (GAFI) Market report also contains analysis on:

GameFi (GAFI) Market Segments:

By Deployment ModeOn-PremisesCloudBy Enterprise SizeSmall and Medium EnterprisesLarge EnterprisesBy End-Use IndustryBankingRetailGovernmentEducationIT and TelecomHealthcareOthersGameFi (GAFI) Market DynamicsGameFi (GAFI) Market SizeSupply & DemandCurrent Trends/Issues/ChallengesCompetition & Companies Involved in the MarketValue Chain of the MarketMarket Drivers and RestraintsGameFi (GAFI) Market Report Scope and SegmentationReport Attribute DetailsMarket size value in 2021 USD 8.9 billionRevenue forecast in 2031 USD 74.2 billionGrowth Rate CAGR of 23.7% from 2021 to 2031Base year for estimation 2020Quantitative units Revenue in USD million and CAGR from 2021 to 2031Report coverage

Revenue forecast, company ranking, competitive landscape, growth factors, and trendsSegments covered Deployment Mode, Enterprise Size, End-Use Industry, and RegionRegional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa (MEA)Key companies profiled Microsoft, SAP, Verint, Aon, Centrical, MPS Interactive Systems, LevelEleven, Axonify Inc., GameFier, IActionable, Xoxoday, Tango Card, Callidus Software Inc., and Other Prominent Players.Read the full report: https://www.reportlinker.com/p06288831/?utm_source=GNW

About ReportlinkerReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place.

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GameFi Market: Segmented: By Deployment Mode, By Enterprise Size, By End-Use Industry, And Region Global Analysis of Market Size, Share & Trends...

Tencent admits to poisoned QR code attack on QQ chat platform – The Register

Chinese web giant Tencent has admitted to a significant account hijack attack on its QQ.com messaging and social media platform.

In a post to rival social media platform Sina Weibo a rough analog of Twitter Tencent apologized for the incident.

The problem manifested on Sunday night and saw an unnamed number of QQ users complain their credentials no longer allowed them access to their accounts. Tencent has characterized that issue as representing "stolen" accounts.

Tencent asserts the incident stared with criminals posting QR codes that claimed to offer game logins. Users who scanned the codes were asked to authenticate using their QQ creds.

Which was a mistake, as the criminals behind the scam observed those logins. A machine translation of Tencent's explanation produces the phrase "the login behavior was hijacked and recorded by the black industry gang, and then used by criminals to send bad picture ads," which does not read like something you want to happen.

Users were also locked out of their accounts.

Tencent's security team swung into action and the company stated that by early Monday morning accounts had been restored. The web giant is now gathering evidence to share with local authorities and has pledged co-operation.

Those authorities are likely to be interested in Tencent and whoever created the poison QR codes, as China has recently made it clear it expects its web giants to take their responsibility to the nation seriously. If Tencent is held to have provided insufficient security to prevent this incident, a "rectification notice" will soon be headed its way. Such notices are usually resolved with some behind the scenes work to fix the issue and then a public admission that the entity in receipt of the notice should really have done better to begin with and won't be so lax again.

China has in recent weeks eased its criticism of its web giants, and suggested their expansion is acceptable provided they make positive contributions to society and promote socialist values.

Beijing, however, does not believe that games are a good expression of those values. It has made several moves to restrict development of the local gaming industry and prevent youth from spending more than a few hours a week gaming.

That this incident started with a game-related lure will not have escaped authorities' attention.

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Tencent admits to poisoned QR code attack on QQ chat platform - The Register