Showing posts with label online. Show all posts
Showing posts with label online. Show all posts

Apr 23, 2010

Zynga spends between $5 million and $8 million per month for banner ads on Facebook


The game company can keep growing as long as it stays in Facebook's good graces





"The next three years are a hell of a lot harder than the last three"
More than 120 million people play Zynga's online games. Employee headcount has almost quadrupled in the past year, to 775. Revenue for the three-year-old company should surpass $450 million in 2010, according to two people who have been briefed on its financials.
Mind you, Zynga's games are free. Revenue mostly comes from selling virtual hoes and machine guns and such to players of FarmVille, Mafia Wars, and other titles. "Only a few companies are so privileged to get the rocketship growth that Zynga has," says Reid Hoffman, co-founder of LinkedIn and a Zynga director and investor. As for an initial public offering, "All options are on the table," he says.
In an interview at Zynga's overflowing offices in San Francisco, Mark Pincus, the company's 44-year-old founder and CEO, seems giddy. "It's fun," he says, swiveling back and forth in a conference room chair. "It's adrenaline."
It's a sweet gig—although there's one big unknown: Facebook. Zynga's success depends on the good graces of the social network, where almost all of its games are played. "The single biggest challenge is managing growth in the face of total uncertainty," says Pincus. By all accounts he's on friendly terms with Facebook founder Mark Zuckerberg—who has shown a willingness to knock heads.
In March the social network stopped letting Zynga and other app creators promote games in the "notifications" menu users see each time they log on. Facebook said users were complaining about spam-like messages that appeared every time one of their game-playing friends found a baby duck or whacked a mobster. One protest group on Facebook with more than 5 million users called itself "I Don't Care About Your Farm, Or Your Fish, Or Your Park, Or Your Mafia!!!"
Pincus says the policy change has hurt his business in "the short term" by slowing traffic to his games in the first quarter of this year. Still, he says, Zynga and Facebook can help each other, since his company's wares increase the time and attention users spend on the social network. He compares the relationship to that of a cable company and a hit-making network: "I think it benefits Facebook's users if we can create the next Sopranos and if we can be a brand, like HBO, that their customers really want." (Pincus is a minority investor in Facebook. All he'll say about his stake is that it's "basis points.")
Facebook doesn't just get happier users, it also gets big checks from Zynga. Any time a game looks like a potential hit, Pincus says his company deploys millions of dollars on ads promoting it to members of the social network. In total, Zynga spends between $5 million and $8 million per month for banner ads on Facebook, according to NeXt Up! Research. The aggressive promotions make it difficult for rivals to copy an idea for a game and make it as successful as Zynga's version, says Lisa Marino, chief revenue officer of app startup RockYou. "Social gaming is a math equation," says Marino. "When you put millions of dollars down to protect [a franchise], you will win it."
Facebook could force Zynga to adjust its math. More than 90% of the company's revenues come from users converting real cash into proprietary virtual currency. FarmVille, for example, has Farm Coins. Say you buy a tractor for 5,000 Farm Coins, which equals about $3.30. Typically the company pays less than 10% of that to a third-party transaction handler such as PayPal and keeps the rest. (In March, PayPal said Zynga was its second-largest merchant after eBay.)
Facebook is testing a service called Facebook Credits that would offer a single virtual currency for use on many different apps. If the social network forces app makers to use Facebook Credits, as some developers expect will happen this year, Zynga would have to pay the company up to 30% of every transaction. "If Credits become pervasive, I don't think Pincus can stop it. It's going to hit the margin," says Peter Relan, executive chairman of CrowdStar, one of Zynga's many competitors.
"There's just going to be one currency that people use" on all apps, Zuckerberg told Bloomberg TV on Apr. 21. He didn't say when Credits might become mandatory. Pincus is trying out the currency as an option in FarmVille and other games. "There is definite value for users and developers in having the trusted Facebook brand associated with buying virtual goods," he says.
Pincus says he's eyeing other ways to get his games in front of the masses. Apple's (AAPL) announcement on Apr. 8 that it plans to include a program for connecting people in social games played on the iPhone and iPad caught his attention: "It would make a lot of sense for Apple to be interested in doing more to enable social gaming," he says.
For now, Zynga's mission is to keep cranking out those Facebook hits. Work is going on around the clock; Pincus is encouraging employees to develop pet projects during weekend-long programming marathons. And, of course, the company is hiring like crazy. To help fill 300 job openings, it's running an ad on a billboard in San Francisco and has bought local public-radio sponsorships.
Pincus will need all the intensity he can get. Electronic Arts (ERTS) upped the ante in November when it bought Zynga rival Playfish for $275 million. "Zynga is riding high," says Barry Cottle, general manager of EA's interactive unit. "But they may soon find out that the next three years are a hell of a lot harder than the last three."
The bottom line: As long as Zynga keeps supplying Facebook with hit games—and ad revenue—this could be a long and profitable partnership.
Douglas MacMillan is a staff writer for Bloomberg BusinessWeek in New York.

Apr 11, 2010

88% of the chinese gamers Niko surveyed claim to play SNS games

by Rocky Fu on April 6, 2010

Niko Partners, the leading market intelligence firm on China’s video game industry, last week announced preliminary results from its upcoming Annual Review & Five-Year Forecast on China’s video game industry, citing $3.57 billion in revenue from online games in 2009.
The annual review and forecast on online gaming and Chinese gamers shows strong growth by Chinese online
game operators, despite a harsh regulatory environment particularly for foreign games, and a gamer base that has become increasingly discerning about game quality.
Niko had forecasted 2009 revenue to reach $3.65 billion. For 2010, the firm predicts that the online game market will reach $4.5 billion and enjoy a healthy CAGR of 20.9% over the next five years with revenue reaching $9.2 billion in 2014.
Key insights about online games and Chinese gamers in the report include:
  • Chinese gamers prefer the Free-to-Play (F2P) model of online games in which online operators generate revenue via the virtual economy, rather than the time-based model in which access is provided for a fixed number of pre-paid hours.
  • 63% of gamers surveyed increased their spending on online games in the past year.
  • Social Networking Sites (SNS) games have gained popularity among Chinese consumers, and 88% of the gamers Niko surveyed claim to play SNS games.
  • The primary reasons gamers with PCs at home go to an Internet café are to be social with their friends and to participate in gaming competitions.
  • At least 65% of gamers use Internet cafés at least part of the time.
  • There were 68 million online gamers in China by our definition at the end of 2009 and by 2014; the number should reach 141 million, a 15.5% CAGR.
2010 Annual Review & Five-Year Forecast Report on China’s Video Game Industry (PDF)

Feb 3, 2010

comScore Releases Top Online Email and Instant Messenger Applications for Brazil in December 2009



Windows Live Hotmail Leads the Email Market While Google Gmail Posts Strong Gains in the Past Year
Sao Paulo, Brazil, February 2, 2010 – comScore, Inc. (NASDAQ: SCOR), a leader in measuring the digital world, today released a report on the top web-based email and instant messenger applications in Brazil for December 2009. The data showed that Microsoft held the leading position in each category with Google and other brands demonstrating substantial growth.
“Microsoft continues to have a firm grip on many consumer applications in the Latin American marketplace,” said Alex Banks, comScore managing director of Latin America. “However, several other consumer brands are also flexing their muscles in this developing market, including Google and Yahoo! It will be interesting to see how the competitive landscape changes over the next year or two with so many consumer-focused Internet brands taking part in this digital gold rush.”
Top Web-Based Email Applications
In December, more than 24 million Brazilians age 15 and older visited web-based email sites from home and work locations, up 18 percent versus last year, with a large majority of these users (20 million) accessing Hotmail. Google Gmail ranked second with 8.4 million visitors, up 51 percent from last year, followed by Yahoo! Mail with 7.1 million visitors (up 20 percent) and UOL Mail with nearly 4 million visitors (up 14 percent). Interestingly, 34 percent of Hotmail users also visited Gmail, while a far higher 81 percent of Gmail users also visited Hotmail.
Top Web-Based Email in Brazil
December 2009 vs. December 2008
Total Brazil, Age 15+ - Home & Work Locations
Source: comScore World Metrix
Total Unique Visitors (000)
Dec-2008Dec-2009% Change
Total Internet : Total Audience27,68833,31520
e-mail20,42224,01918
Windows Live Hotmail16,98720,10218
Google Gmail5,5728,39351
Yahoo! Mail5,9407,12620
UOL Mail3,4813,97714
iG Mail1,9851,974-1
Terra Brasil E-mailN/A1,015N/A
GloboMail256732186
UMAIL.COM.BR96441359
DIRECTMAILS.COM.BR31038624
Oi Mail389337-13
Top Instant Messenger Applications
Microsoft holds an even more commanding position in the Brazilian instant messenger market, accounting for 96 percent of the 22.4 million visitors to the category. However, while the category on the whole is growing significantly more slowly (up 5 percent) than the total Brazilian Internet audience (up 20 percent), several smaller players in the instant messenger category are growing at substantial rates. Second ranked EBuddy.com grew 330 percent in the past year to 1.8 million visitors, followed by Meebo with 840,000 visitors (up 103 percent) and Iminent.com with 686,000 visitors (up 1,236 percent).
Top Instant Messengers in Brazil
December 2009 vs. December 2008
Total Brazil, Age 15+ - Home & Work Locations
Source: comScore World Metrix
Total Unique Visitors (000)
Dec-2008Dec-2009% Change
Total Internet : Total Audience27,68833,31520
Instant Messengers21,38522,4315
Windows Live Messenger21,13321,5612
EBUDDY.COM4191,802330
Meebo, Inc415840103
IMINENT.COM516861,236
Yahoo! Messenger244495103
Skype Instant Messenger (App)283521,166
PONTOSMS.MOBIN/A338N/A
PLUGOO.COM310270-13
Google Talk (App)171162-5
IMO.IM2795248

About comScore
comScore, Inc. (NASDAQ: SCOR) is a global leader in measuring the digital world and preferred source of digital marketing intelligence. For more information, please visit www.comscore.com/companyinfo.

Jan 31, 2010

The evolution of Marketing Communication

Created by Hai Le


This is my 3|C model.
Today, marketing 2.0 likes a circle in which it have three components (Corporation, Channels, and Customer).
First, It's not like a separate marketing campaigns. Marketing 2.0 is the continuous processing where marketer must keep track everything on real-time. The marketers have role as a stock brokers. They spent a lot of time for monitor the marketing and they try to understand and forecast the market.
Second, audiences will not passive anymore. Audiences can choose a contents that they need and want. They also is the decision maker that content's good or bad. For example, social bookmarking is the where user evaluation the contents. Hence, marketers can't use push strategy anymore. 
Third, two-way communication is the serious requirement. 
Fourth, the relationship between corporation and customer will be more strength. That's the effect of two-way and real-time communication. 

Jan 14, 2010

Harnessing Active Brand Advocates


JANUARY 11, 2010 

Web spurs offline word-of-mouth


With brands turning more to earned media—the additional free exposure that a brand gets when consumers talk about a brand—they depend on motivated consumers to act as advocates. A survey conducted by Synovate for word-of-mouth ad networkPostRelease investigated just how likely Internet users are to do that.
The most common word-of-mouth activity reported by respondents was helping a friend or family member with a purchase decision, but more than two-fifths also said they had shared advice offline about information they learned on the Web. Significantly fewer Internet users posted their own ratings and reviews online, and only about one-half as many shared links to articles or reviews about products.

Online and Offline Social Media/Word-of-Mouth Activities of US Internet Users, by Gender, November 2009 (% of respondents in each group)

Participation in most of the social media and word-of-mouth activities was highest among younger adults, almost one-half of whom gave in-person advice based on online information. Respondents ages 18 to 24 were also more likely than older Web users to post ratings and reviews, share links, and have a blog.

Online and Offline Social Media/Word-of-Mouth Activities of US Internet Users, by Age, November 2009 (% of respondents in each group)

PostRelease also broke down respondents according to whether or not they participate in online forums, which about one-fifth of those polled did. Forum participants were significantly more likely to take part in all the activities queried. Notably:
  • 65% of forum contributors give advice offline based on information found online, compared with 35% of noncontributors.
  • 66% of forum contributors post online ratings and reviews, compared with 16.8% of noncontributors.
  • 43.6% of forum contributors share links to articles and reviews, versus 12% of noncontributors.
  • 20.6% of forum contributors publish a blog, compared with 2.1% of noncontributors.
Users of forums, who are already actively engaged in online social activity, make for “enthusiastic consumers and influential brand advocates,” according to a statement by Justin Choi, president and founder of PostRelease.
Keep up on the latest digital trends. Learn more about an eMarketerTotal Access subscription, today.
Check out today’s other article, “Consumers Take to Shopping by Smartphone.”  

Everywhere-Access Key to Paid Music Models


After a decade of declining revenues, the US recorded music industry is more determined than ever to reverse its sagging fortunes and return to the luster of the 1990s.
eMarketer forecasts that US consumer spending on digital music will increase at a compound annual growth rate (CAGR) of 11.04% in the next four years, reaching $4.56 billion in 2013, up from $3 billion in 2009. All of this growth will come from the online segment, which comprises track downloads, full album downloads, music videos, digital kiosks and subscription services.
“eMarketer expects the tipping point between physical and digital formats to occur sometime in 2010,” said Paul Verna, eMarketer senior analyst and author of the report, “Paid Music Content: The Answer Is Blowin’ in the Cloud.”

US Recorded Music Spending, by Segment, 2008-2013 (billions and % of total)

Paid music services are starting to shift their focus away from selling downloads and instead concentrate on granting users paid access to content—including the music libraries they already own. Apple, far and away the market leader in the digital music industry, has seen its iTunes ecosystem slow in growth, while cloud-based initiatives gather steam.

Apple iPod and iPhone Unit Sales and Revenues Worldwide, 2007-2009

The idea behind cloud-based music is to allow users to store collections on remote servers and access the content on all connected devices: computers, smartphones, netbooks, tablets, e-readers and game consoles.
“While the first generation of US digital music services was predominantly download-based, the next iteration is likely to be based around subscription models,” said Mr. Verna. “US consumers are growing accustomed to accessing digital content on remote servers via Web browsers. Extending this paradigm to music files is a logical step, and one that content owners are determined to make work.”

The full report, “Paid Content: The Answer Is Blowin’ in the Cloud” also answers these key questions:
  • What is the revenue outlook for paid music content online and via mobile?
  • How will cloud-based computing play into the music industry’s plans in the coming decade?
  • How do Internet radio and music video fit into the digital music sales cycle?
To purchase the report, click here. Total Access subscribers, log in and view the report now.

Check out today’s other article, “Android Surges Among Handset Purchasers.”  

Dec 18, 2009

China Youth: More Friends Online Than Offline


By thomascrampton ⋅ October 12, 2009 ⋅ Post a comment


How many BFFs do you have?
Dunbar’s numberis the famed 150 friends with whom humans are supposed to be able to keep close relations. For Asian youths, however, the average number of friends is 107.
Ian Stewart of MTV recently gave these statistics from an MTV and TNS study in a presentation about youth and social networking in Asia.
Thai youth are the friendliest, with young people having an average of 170 offline, online and close friends. More than twice as many as the 80 friends for youth in neighboring Vietnam have.
As for online friends, Korea, Indonesia, the Philippines, Vietnam, Australia and India all tend to have about 30 or fewer online friends, while Thai, Malaysian and Chinese youth all have more than 50 online friends.
The online friends number is not entirely related to broadband penetration or level of economic development. Young people in Australia, Korea and Taiwan have fairly low numbers of online friends.
One of the most striking cases, however, is China: The only country in Asia where people have more online friends than offline friends. This is yet another example of China tremendous engagement in Social Media and the Internet.

ASEAN online advertising market


By thomascrampton ⋅ October 26, 2009 ⋅ Post a comment





Online advertising numbers are notoriously difficult to estimate in Asia, with some claims of market size at multiples of estimates by others.
This estimate for online adspend in ASEAN, released in December 2008, is the The Yahoo!-Nielsen “Online Industry Review” study.
Here’s how they describe this study:
While there have been some online advertising estimates put forward by different firms in the past, these are mostly ad-hoc, general or cover only specific markets in this region. The Yahoo!-Nielsen “Online Industry Review” study is the first-of-its-kind formal study of the online advertising industry in Southeast Asia and aims to provide media practitioners a critical overview of the expected growth of the online industry, its challenges and potential solutions. The study covers robust two-year forecasts of Search and Display advertising as well as the media landscape overview of the six countries. The findings will help marketers create smarter media plans through a more in-depth understanding of cross media usage behavior of their users.
The table above reveals the forecast expenditure on online advertising across each of the Southeast Asia markets under investigation. The study shows that the online advertising industry in the region is expected to grow more than 60% between 2008 and 2010, across all the included markets. Display advertising will continue to take the lion’s share of the online advertising pie although Search advertising is expected to close the gap in Singapore and Malaysia by 2010. Strong growth is also expected in Search Advertising, particularly between 2008 and 2009 and for the less mature online advertising markets such as Thailand, Indonesia, Philippines and Vietnam.