Posted in kids, online community

MySpace Teens Still Rule, Data Misunderstood?

Last week there was lots of discussion about the claim from ComScore that more than half of MySpace users are over 35. But more recently a few bloggers have taken a closer look and concluded that the data is being misinterpreted: the unique visitors have gotten older, but the users (people who sign up and create profiles) probably haven’t, or at least not to such a degree. These people could be searching for bands on Google and come across a profile on MySpace Music, or read about MySpace in the press and stop by the front page. ComScore’s methodology is also being questioned: they use software installed on computers to track usage, and it’s being suggested that teens won’t necessarily log out of their parent’s accounts before going to social networks. That could skew the data for all the sites: Friendster, Xanga, MySpace and Facebook.

A MySpace spokesperson later backed up the ComScore numbers, but there’s no evidence that MySpace could know the age of their users: there’s an age field on the signup form, but many underage users simply lie. As with most statistics about social networks, we don’t really have solid answers. The general trend, however, seems to be that Xanga skews very young, Facebook is more popular with college students, Friendster is more of a grown up site (20 and 30 year olds) and lots of parents are visiting MySpace (although not necessarily signing up). The press lap up shocking statistics, but the truth is usually fuzzier, and makes for less interesting headlines.

MySpace Teens Still Rule, Data Misunderstood? – Mashable!

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I am a data & results driven Digital Media Influencer with over 15 years of experience in engagement, family marketing, scaling infrastructure and audience culture across a product’s lifetime from pre-launch to millions of users. Strategic Vision & Business Development: • Articulated corporate integrated digital marketing strategies for 10 children’s entertainment properties across multiple digital channels • Authored a comprehensive business plan for scalable online community infrastructure for internal and external partners and successfully participated in a thorough VC due diligence process • Increased sales revenue by 20% while managing 6 million dollars of annual revenue in existing business services. Production & Project Management: • Developed multiple 2D & 3D multi-player virtual worlds, online games & apps based on repurposed/original assets • Produced 12 animated 2-minute shorts for broadcast on television & developed animation production department workflows • Launched multiple major website redesigns to include more fan interaction • Led workflow & process optimization teams to improve operational effectiveness/productivity. Audience Engagement & Research: • Developed domestic and international audience research programs both on & offline for both parent and children audiences • Grew multiple audiences from pre-launch to tens of millions by using organic, as well as established marketing tactics. Team Management & Relationship Building: • Designed team management & organizational structures for multiple Web Content and Web Marketing departments including international remote teams of staff in North & South America, Europe and Asia. • Managed teams in multiple disciplines, including customer service, social media engagement, production, moderation, marketing, design, tech and content development. • Extensive client, vendor and partner management experience in television, licensing, digital, e-commerce & customer service industries

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