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Can Asia Flip Facebook’s Business Model?

As this chart shows, the sale of digital items rapidly overtook advertising as the major source of revenue for the Japanese social network GREE (same is true of other social networks in Japan and China).

For those unfamiliar, digital items sold can be anything from a gift for a friend to a pimped-up avatar. Benjamin Joffe has done some interesting studies of the topic.

Will Asia export this business model to Facebook?

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  1. I have always been encouraged by non-traditional revenue methods. It seems like the clear path more many is display ads, however, with a little imagination it seems evident that customer interest and profit can go hand in hand. It has always been my goal to move from advertising to interesting. We are starting to see this change in SMM.

    Much success,

    Posted by Doug White | October 8, 2009, 7:20 pm
  2. Thanks Thomas for your kind link :-)

    The story of GREE is quite an interesting one:
    - It started off as a PC-based SNS competing with MIXI.
    - It received investment from Globis in Japan at that time
    - DeNA's service Mobile Game Town was doing a lot better than MIXI and GREE revamped its service to do MOBILE and FLASH GAMES with virtual goods instead of PC + Advertising.
    - Now GREE is pretty much a mobile-only virtual-goods powered service

    There are some important market catalysts for GREE's success on mobile:
    1. 3G everywhere (over 90% penetration)
    2. Unlimited data (over 50% of users have it)
    3. Flash Lite on almost all mobiles (it started in Japan)
    4. Competitor DeNA “taught” the market about such service
    5. Early partnership with KDDI (Japan's #2 telco) to push the service on mobile
    6. MASSIVE (and expensive, but with good ROI) advertising to grow the service in a second phase
    7. Super-hit fishing game (with virtual goods: rods, baits, etc.) – GREE is currently suing DeNA for copycatting it.

    Cheers :-)
    Benjamin

    Posted by plus8star | October 15, 2009, 9:25 pm
  3. Thanks Thomas for your kind link :-)

    The story of GREE is quite an interesting one:
    - It started off as a PC-based SNS competing with MIXI.
    - It received investment from Globis in Japan at that time
    - DeNA's service Mobile Game Town was doing a lot better than MIXI and GREE revamped its service to do MOBILE and FLASH GAMES with virtual goods instead of PC + Advertising.
    - Now GREE is pretty much a mobile-only virtual-goods powered service

    There are some important market catalysts for GREE's success on mobile:
    1. 3G everywhere (over 90% penetration)
    2. Unlimited data (over 50% of users have it)
    3. Flash Lite on almost all mobiles (it started in Japan)
    4. Competitor DeNA “taught” the market about such service
    5. Early partnership with KDDI (Japan's #2 telco) to push the service on mobile
    6. MASSIVE (and expensive, but with good ROI) advertising to grow the service in a second phase
    7. Super-hit fishing game (with virtual goods: rods, baits, etc.) – GREE is currently suing DeNA for copycatting it.

    Cheers :-)
    Benjamin

    Posted by plus8star | October 16, 2009, 4:25 am
  4. [...] move towards micropayments is interesting since because – as reported earlier on this blog – many Asian social networks make more money from transactions that they do from [...]

    Posted by Friendster’s anti-Facebook strategy for Southeast Asia - Thomas Crampton | October 18, 2009, 11:27 pm
  5. [...] For those not aware of the growth of virtual currencies in China, they have become a shadow economy important enough to attract the attention of China’s financial regulators. As I have written previously, virtual items – avatar outfits, animals, decorations etc – are a major source of revenue for social networks in China and Japan. [...]

    Posted by In China: $184 for a Virtual Dragon - Thomas Crampton | August 19, 2010, 10:48 pm

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