-
1. Social Media’s Silent Giants: Naspers and DST
Naspers and DST are not household names, but they have long fascinated me for their huge level of ownership and influence over Social Media globally. ...
-
2. Speech in Tokyo at Foreign Correspondents’ Club of Japan
In Tokyo for a week and speaking at the FCC of Japan on Monday. Please join! Details below and on the FCCJ website. Planning to discuss the below topi...
-
3. Infographic of Social Media Equivalents in China
Our China Social Media team put together this infographic to explain some of China's Social Media equivalents. Any major categories or companies missi...
-
4. In China: $184 for a Virtual Dragon
In China, if you spend US$184 on your credit card you can now get a virtual dragon. For US$147, you get a virtual horse. In what may be the first of i...
-
5. Foursquare for Business: A Strategic Framework
This slide was created for our training about how to use Foursquare for Business, done in partnership with The Wall Street Journal and GoToWebinar....
-
6. Ogilvy On: Foursquare for Business (The Slides)
OGILVY ON: HOW TO USE FOURSQUARE FOR BUSINESS View more presentations from 360 Digital Influence, Ogilvy PR Worldwide. Here are the slides from t...
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,
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
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
[...] 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 [...]
[...] 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. [...]