Showing Page:
1
Youth Culture Report

There are over 40 million consumers between the ages of 15 and 24 spending more than $350 million dollars a year. Communispace has conducted original research with these elusive, skeptical and technologically savvy consumers and shares the results. The Report outlines some of the difficulties companies have faced in reaching this group and suggests a number of ways to develop innovative strategies to connect online.

Virtual Worlds

By now, most people have heard of Second Life and Virtual Worlds (VWs). And if you haven’t yet – you will! The current flood of companies announcing a Virtual World presence echoes the 90’s Dot Com Boom, when every CEO wanted a website.

The Virtual World's overview was designed to educate the reader on how companies are using this exciting new medium to connect with their consumer. It also provides details on what our proprietary community members think of VW's and suggest ways to us Communispace to shape your own company's Virtual World prescence.

Search Research Library

Research & Innovation

Our most recent white paper:

  1. Influence: Exploring Perspective in Private Customer Communities

In this original research, we expanded the scope of traditional influence theory and looked at influence from both the recipient and source perspectives, and emerged with insights about influence as a process rooted in relationships.