User:User1017/sandbox

Potential edits for: https://en.wikipedia.org/wiki/Social_media_optimization

[Potential edits for the Introduction]


 * Rewording a few sentences to improve the grammar and engage the reader with how SMO is defined:
 * Types of social media involved include RSS feeds, social news, bookmarking sites, and social networking sites such as Facebook, Instagram, Twitter, video sharing websites, and blogging sites.
 * SMO is similar to search engine optimization in that the goal is to generate web traffic and increase awareness for a website.
 * SEO is different because it works more towards increasing the rank of the site on search engines.
 * SMO also refers to software tools that automate this process, or to website experts who undertake this process for clients.
 * SMO is used to strategically create online content ranging from well-written text to eye-catching digital photos or video clips that encourage and entice people to engage with a website. Users share content, via its weblink, with social media contacts and friends. Common examples of social media engagement are "liking and commenting on posts, retweeting, embedding, sharing, and promoting content".Social media optimization is also an effective way of implementing online reputation management (ORM). Meaning, if someone posts bad reviews of a business, an SMO strategy can ensure that the negative feedback is not the first link to come up in a list of search engine results.
 * an SMO strategy.....
 * news organizations have become increasingly...
 * teams to optimize....
 * and maximize traffic...

[Potential edits for the Origins / Implementation Header]


 * Add an additional scholarly article explaining how to strategically plan and share content via SMO.
 * Introduction to Social Media Optimization by author Scott W. H. Young.
 * SMO is primarily used to engage content with a community
 * SMO community engagement can lead to increased Web traffic while building resources and trust within a given platform.
 * Add some additional guidelines to the implementation of SMO and include its definition.
 * Example from (Young, 2016): "Community focus = the target audience for your social media community building"
 * SMO five guiding principles include "create sharable content, make sharing easy, reward engagement, proactively share, measure use, and encourage reuse"
 * Create Shareable Content - Create a plan to share content as it relates to your community. Content should be sharable across multiple social media platforms.
 * Make Sharing Easy - Enable tools to engage user sharing.
 * Reward Engagement - Monitoring content and responding to activity within a social media platform will give the audience reassurance of trust and communication.
 * Proactively Share - Using focus groups or surveys to understand the interest of the community. Providing resources and services to promote engagement.
 * Measure Use and Encourage Reuse - "Quantitative and qualitative methods to measure the use of content." Measuring use of content supports content sharing and reliability with created content.

[Potential edits in the Publishing Industry Header]

Ideas to add: How does SMO impact the information spread about COVID-19? How do we apply this marketing tactic to spread accurate information across these platforms?


 * Disseminating information
 * The dangers of spreading misinformation
 * Consequences and impact
 * Using SMO as a tool for patients, doctors, and researchers
 * Today, 3.8 billion people globally are using some form of social media. People frequently obtain health-related information from online social media platforms like Twitter and Facebook. Healthcare professionals and scientists can communicate with other medical-counterparts to discuss research and findings through social media platforms. These platforms provide researchers with data sets and surveillance that help detect patterns and behavior in preventing, informing, and studying global disease; COVID-19. Additionally, researchers utilize SMO to reach and recruit hard-to-reach patients. SMO narrows specified demographics that filter necessary data in a given study.

[Potential edits in Social Network games Header]

Unable to identify adequate research to add information to this header.

Ideas to add: Are these games more addictive to play? If so, why? Have social network games grown in popularity?


 * People can collaborate or compete with friends
 * Meeting new people through gaming (socializing aspect)
 * Differences in playing against human opponent vs computer
 * Utilizing gaming for promotion
 * Interpersonal versus mass communication
 * Increase in social presence