ADTELLIGENCE_White Paper_Monetization of Social Networks_Chapter3. The 3 Most Important Revenue Streams for Facebook. PBT Consulting: Games. From its aerie in sylvan Finland, Rovio gave us Angry Birds.
Now it wants to be the Disney of the Internet age. For more than 200 million people every month, Angry Birds land is a state of mind: a digital immersion in addictively cheerful destruction, a refuge from the boredom of subway commutes and doctors' waiting rooms, where the fine art of sling-shotting tiny, brightly hued birds at wooden fortresses to vanquish pigs taking shelter inside makes eminent sense and is incredibly gratifying. Madison Avenue and the Land of Make Believe. Madison Avenue and the Land of Make Believe Posted by Peter Farago on Thu, Oct 14, 2010 Mass market consumer adoption of Apple iOS and Google Android mobile devices has attracted an unprecedented volume of content, delivered through applications.
Because the majority of these applications downloaded are also free, many ecosystem players have assumed that advertising revenue models will dominate how these apps are monetized. However, new analysis by Flurry reveals that the sale of virtual goods is overtaking advertising in top categories on the iOS platform. Note that because Google’s Android Market does not yet support in-app purchases (micro-transactions), this model is not yet viable for Android apps.
Reviewing the chart above, the majority of revenue generated from advertising occurs during the 2009 holiday period. In fact, virtual goods sales already represent the primary source of revenue for social gaming on Facebook. Social Networks Tycoons. Social Networking-Introduction Oxford dictionary defines a social network as a network of social interactions andpersonal relationships. In terms of virtual world, it defines a social network as adedicated website or other application which enables users to communicate witheach other by posting information, comments, messages, images, etc. Socialnetworking sites offer their users new and varied ways to communicate via theinternet, whether through their PC or their mobile phone. The social networking siteshave become immensely popular in the last decade. Download. Social Gaming Market to Surpass $1 Billion. The rapid rise in popularity of social networking sites as a venue for casual gaming since Zynga released FarmVille in June 2009 will make social gaming a billion-dollar business this year, eMarketer estimates.
Nearly 62 million US internet users, or 27% of the online audience, will play at least one game on a social network monthly this year, up from 53 million in 2010. Their numbers will continue to grow and, along with them, money spent on virtual goods, lead-generation offers and advertising. “Forecasts of audience and revenue growth present an opportunity for marketers to promote their brands through social games,” said Paul Verna, author of the forthcoming eMarketer report “Social Gaming: Marketers Make Their Moves.”
“Implementations include branded virtual goods, custom games, virtual environments within existing games and lead-generation offers. Keep your business ahead of the digital curve. Check out today’s other article, “How Mainstream Are Mobile Apps?” ENGAGEMENTdb_Report_2009. New Study Finds Correlation Between Social Media and Financial Success. A new study released by enterprise wiki provider Wetpaint and the Altimeter Group shows that the brands most engaged in social media are also experiencing higher financial success rates than those of their non-engaged peers.
To determine this relationship, the study focused on 100 companies from the 2008 BusinessWeek/Interbrand Best Global Brands survey and the various social media platforms they used like Facebook, Twitter, blogs, wikis, and forums. Although it's difficult to prove for certain that the companies' involvement in social media has led to their increased revenues, the implication behind the new data is that it has. After examining the companies and their social media activity levels, the brands were ranked on an "engagement scale" where scores ranged from a high of 127 to a low of 1. Those brands that were the most engaged saw their revenue grow over the past year by 18% while the least engaged brands saw losses of negative 6%. A Social Media Evolution - Whats Next. With Ad Sales Doubling, Why is China's Renren Getting Clobbered? - Yahoo! News.
Shares of China's social network Renren (RENN) are now worth half their May 4 IPO price.
The stock's effectively become a money losing operation for anyone who thought buying it once it fell back to the $14 price tag it launched on meant it was time to buy. RenRen Inc. in 25 Slides. On April 15, 2011 Renren Inc. filed its F-1 for IPO on the NYSE under the ticker RENN.
Beijing-based Renren Inc. includes the real-name social network Renren, the games producer Renren Games, and the group-buying site Nuomi. The initial offering aims to raise $508 to $580 million and values the company at approximately $4.3 billion. Why Renren is NOT “The Facebook of China” Renren is preparing for an IPO today at a $4+ billion dollar valuation.
We can also prepare for a billion articles selling Renren as “The Facebook of China.” Renren Q1 Revenue Up 46.6% China Internet Users by Numbers Feb 2011. China: Social Media. China: Technology Penetration. Social success? Your Online Marketing Guru - Online Advertising Statistics and Benefits. Social Networking Ad Spending Update. China's online advertising market near 11 bln yuan_English_Xinhua. BEIJING, Feb. 24 (Xinhua) - China's market in online advertising surged by 75 percent to 10.6 billion yuan (1.48 billion U.S. dollars) in 2007, according to a report by Internet consultant iResearch Inc.
The surge was largely driven by a boom in search engine advertising, or keyword advertising, which experienced an annual growth rate of 108.6 percent, said the report. Search engine advertising accounted for 27.3 percent of the market in terms of value, up 4.3 percentage points over the previous year, and it was predicted to hit 30 percent this year, the report said. Online brand advertising jumped 65.3 percent to 4.86 billion yuan in 2007 and was expected to reach 23.7 billion yuan by 2011, said the report. Advertising embedded in games, software and video clips would also become the major driving forces for online advertising, it said. The firm forecast that China's online advertising market would hit 17.2 billion yuan this year and 37 billion yuan in 2011.