Emerging Media

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Emerging Media by Mind Map: Emerging Media

1. Leadership

2. Uses

2.1. Information Sharing

2.2. Community Building

2.2.1. Connecting senior citizens

2.3. Personal Organization

2.4. Entertainment

2.5. Marketing

2.5.1. Opportunities

2.5.1.1. Personalization

2.5.1.2. Consumer engagement

2.5.2. Challenges

2.5.2.1. Determining ROI

2.5.2.2. Consumer privacy

2.5.2.3. Lack of technological know-how

2.6. Learning

2.6.1. Opportunities

2.6.1.1. Student engagement

2.6.2. Challenges

2.6.2.1. Need for formal instruction

2.6.2.2. Need for updated teaching methods, tools & materials

2.6.2.3. Need for innovation & leadership

2.6.2.4. Differing opinions on how students today learn & how multitasking and being online affects learning

3. Areas of Concern

3.1. Human Nature

3.1.1. Effects of multitasking

3.1.1.1. Does not = being more productive

3.1.1.2. Shorter attention spans

3.1.2. Addictive nature of being online

3.2. Ethics

3.2.1. Responsible use & Netiquette

3.2.2. Privacy

4. Categories

4.1. Social Media

4.1.1. Social Networking

4.1.1.1. Facebook

4.1.1.2. LinkedIn

4.1.1.3. MySpace

4.1.1.4. Online Dating Sites

4.1.2. Blogging

4.1.2.1. Weebly

4.1.2.2. Wordpress

4.1.2.3. Blogger

4.1.2.4. Tumblr

4.1.3. Microblogging

4.1.3.1. Twitter

4.1.4. Social Bookmarking

4.1.4.1. del.ic.ious

4.1.4.2. Digg

4.1.5. Widgets

4.1.6. Photo Sharing

4.1.6.1. Flickr

4.1.6.2. Picasa

4.1.6.3. Snapfish

4.1.6.4. Shutterfly

4.1.7. Collaborative Workspaces

4.1.7.1. Google Docs

4.1.7.2. MindMeister

4.1.8. Wikis

4.1.8.1. Wikipedia

4.2. Mobile

4.2.1. Applications

4.2.2. Geolocation

4.2.2.1. FourSquare

4.2.3. Smartphones

4.2.3.1. iPhone

4.2.3.2. BlackBerry

4.2.3.3. Droid

4.2.4. E-Readers

4.2.4.1. Nook

4.2.4.2. Kindle

4.3. Video

4.3.1. YouTube

4.3.2. Vimeo

4.4. Gaming

4.4.1. World of Warcraft

4.5. Virtual Reality

4.5.1. Second Life

4.5.2. Military training & recruitment

4.6. Uncategorized as of 9/15

4.6.1. Digital Billboards

4.6.2. 3-D

4.6.3. HD Photography

4.6.4. Cloud Computing

4.6.5. The Personal Web

4.6.6. Smart Objects

4.6.7. Transmedia Storytelling

5. Trends

5.1. Globalization

5.2. Collective intelligence

5.3. Experience with & affinity for games

5.4. Visualization

5.5. Mobile innovations