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ADTELLIGENCE GmbH
                                                         Mannheim, Germany
                                                           www.adtelligence.de
                                                          info@adtelligence.de




“Cashing in” on Connections – Monetizing Today’s Social Networks
                      White Paper (2009)


    Chapter 3 – Business Models for the Internet of the Future
Contents



3.   Business Models for the Internet of the Future


      3.1   The Pressure to Monetize

      3.2   Direct or Indirect Monetization?

      3.3   Subscription Models

      3.4   Freemium Models

      3.5   Virtual Goods and Currencies

      3.6   Advertising Revenue

      3.7 E-Commerce, Affiliate Models
      3.8 Market Research

      3.9   Chapter Summary




                                               www.adtelligence.de   2
Contents



3.   Business Models for the Internet of the Future


3.1 The Pressure to Monetize

       3.2   Direct or Indirect Monetization?

       3.3   Subscription Models

       3.4   Freemium Models

       3.5   Virtual Goods and Currencies

       3.6   Advertising Revenue

       3.7 E-commerce, Affiliate Models

       3.8 Market Research

       3.9 Chapter Summary




                                                www.adtelligence.de   3
Broadband Internet Access:
 Paving the Way to Market Successes



                                                          The spread of broadband Internet access
             Technical Origins
                                                          has led to growing numbers of Internet
                                                          users, more innovative ideas for Web
                                 Affordable,              applications, and increased capital
   Broadband                                              investments into the market
                             Attractive Uses of
    Internet
                                the Internet                Improved bandwidth brought forth
                                                             new features on more Web pages

   Innovative,                                              There was a cycle of new ideas,
     Usable                     More Users                   including the "Web 2.0 revolution"
  WebFeatures                                                and ultimately, a huge push for
                                                             users to jump online
                   Web 2.0
                                                            The Web 2.0 "hype" and high ratings
                                                             of new ideas led to many second-
   More            More                  More                round funding investments
Innovation       Founders              Financing

                                    www.adtelligence.de                                       4
Plenty of Funding, No Plans
  for Monetization


               • Venture capitalists funded start-
                 ups with increasing users,
  Venture        focusing mainly on growth; and
                 were satisfied with the vague       Lack of pressure to
  Capital        business models companies
                 presented                           monetize in the early
 Financing     • First-mover investments was the
                 dominant approach as the
                                                     stages of Web2.0
                 Web2.0 hype transpired
                                                     Growth was the main
                                                     focus for companies
                                                     and their investors
               • Even players like Microsoft,        during this time
Acquisitions     Google and News Corp acquired
                 Web 2.0 companies                   Recession forces them
  through      • In addition, group synergies        to monetize earlier
established      focusing on user growth were at
                 the forefront, rather than an       than planned
businesses       efficient business model
                 (MySpace, Hotmail or YouTube)


                               www.adtelligence.de                      5
Investors Relationships and
Their “Network Effect”

For the investors of various Web 2.0. start-ups, the “network effect” and overall growth of the young
social network’s user base was at the forefront of strategy. How to actually make money, on the other
hand, wasn’t the focus of their equation at the time. Here is an example of the network effect from the
sale of Friendfeed to Facebook. The VCs are often invested in many different companies which fit
together only in a portfolio view.




                                          www.adtelligence.de                                             6
The Economic Crisis and
  the Pressure to invest


                                Within just weeks of the global economic
                                 crisis, there was an intense rethinking among
                                 investors in terms of business and investment
                                 strategy

                                The pressure on the venture capital firms grew
  Economic and                   dramatically due to high cash burn rates of
financial crisis of              their newly created businesses
    2008/2009
                                Even for the well established businesses, the
                                 pressure was increased by the high levels of
                                 debt built up from their acquisitions

                                The start-ups of investors’ portfolios were
                                 brought under even greater pressure to find
                                 ways to monetize their business



                      www.adtelligence.de                                         7
Rapid User Growth in Social Networks
   Show First Signs of Market Saturation




                Increased Growth                                       Nearing Market Saturation?

Since 2004, Social Networks showed dynamic                   Two-thirds of all Internet users visit Social
growth among users. Facebook, founded in 2004,               Networks today
registered its one millionth member at that time and
currently has more than 290 million members                  In Russia, Internet users spend an average of 6.5
“Student directories” of Germany currently have              hours logged in to Social Networks
more than 15 million members
                                                             Already 75% of the German, Swiss, American, and
Since 2008, growth leveled off in most countries.            Australian online population are members of at
This was partly due to the beginning market                  least one social network
saturation and partly to new, specialized competitors
(see examples)                                               More than 80% of all students in the United
                                                             States and Germany have a profile on at least one
Also in 2008, the first signs of Social Networks trying      social network
to win over users from other networks became
visible




                                               www.adtelligence.de                                               8
Pressure from Investors:
“It’s go time…or else!”




        Pressure
          from
        Investors
                                        “How do I
                                        monetize
                                        my social
        Competition to                  network?”
         survive in a
        Saturated
           Market



                         www.adtelligence.de        9
Contents



3.   Business Models for the Internet of the Future


       3.1   The Pressure to Monetize


3.2 Direct or Indirect Monetization?

       3.3   Subscription Models

       3.4   Freemium Models

       3.5   Virtual Goods and Currencies

       3.6   Advertising Revenue

       3.7 E-commerce, Affiliate Models
       3.8 Market Research

       3.9   Chapter Summary




                                            www.adtelligence.de   10
Good Business Models include both Revenue
   and Expenditure Models, with an Emphasis on
   the Revenues!




                                                      Basis of
“Business models are perhaps                         Knowlege
the most discussed and least                            and
                                                    Features of
understood aspect of the Web.                        a Product
There is so much talk about
how the Web changes
traditional business models.   Usable                              Go-to-
But there is little clear‐cut Products              Business      Market
                              That Add               Model        Strategy
evidence of exactly what this  Value
means.”

Professor Michael Rappa
                                                      Revenue
                                                                  The real
                                                       Model      focus is
                                                    Expenditure    here!
                                                      Model


                              www.adtelligence.de                            11
Distinguishing two Revenue
  Models: Direct and Indirect



                        Possible Revenue Models for Social Networks

                    Direct                                                    Indirect

User Pays for Usage:                                 Third-parties (businesses) pay for access
      Per time spent using service. (most           to services (exploiting the reach of the
       frequent model, e.g. monthly fee)             social network):
      Per feature/functions used (regularly                     For the placement of advertisements
       or for one time usage)                                    For the sales of third-party products
                                                                 For the use of the network as a market
                                                                  research channel




                                     Virtual                                                    Market
Subscription      Freemium                              Advertising           E-Commerce
                                     Goods                                                     Research

                                        www.adtelligence.de                                           12
Contents



3.   Business Models for the Internet of the Future

      3.1   The Pressure to Monetize

      3.2   Direct or Indirect Monetization?


3.3 Subscription Models

      3.4   Freemium Models

      3.5   Virtual Goods and Currencies

      3.6   Advertising Revenue

      3.7 E-Commerce, Affiliate Models

      3.8 Market Research

      3.9   Chapter Summary




                                               www.adtelligence.de   13
Subscription Models: The Challenge
   of getting Users to pay



Subscription revenue models charge for usage of services on a reoccurring schedule (daily,
monthly, yearly, etc.)

The advantage is that revenues are calculated well in advance, and the services are pre-financed
by customers (Similar to the print media business models)

Subscription models are only successful if users see a direct added value – especially in
comparison to a similar service that is available for free. For example, streaming music directly
rather than downloading it to a shopping cart, checking out, having to wait, etc.

One challenge that businesses face is to get users to overcome the “payment hurdle.”
In most cases, there is a free trial period (examples: myYearbook, Napster), which allow the user
to test the network for limited time

Despite these hurdles for first time users, many companies use the “Freemium” business strategy
(see next chapter) where basic site functionality is freely available, and extra “premium” features
must be paid for



                                         www.adtelligence.de                                        14
Contents


3.   Business Models for the Internet of the Future


      3.1   The Pressure to Monetize

      3.2   Direct or Indirect Monetization?

      3.3   Subscription Models


3.4 Freemium Models

      3.5   Virtual Goods and Currencies

      3.6   Advertising Revenue

      3.7 E-commerce, Affiliate Models

      3.8 Market Research

      3.9 Chapter Summary




                                               www.adtelligence.de   15
Freemium Model
   Monthly Fees for Premium Features,
   Basic Versions for free



Freemium models combine free usage with premium features and functionality

The term “premium” generally offers higher-quality services (more storage space, use of advanced
archival or search functions, etc.). An excellent example of an Acquisitions
Freemium model for specialized services can be found at www.myartspace.com

For some services, the premium version is exactly the same in terms of performance, but
is simply free of third-party advertising. (example: www.myyearbook.com)

User fees for premium services are usually charged on a recurring basis, similar to the subscription
model.

The Freemium model has the advantages of predictability and pre-financing for the business, as
already mentioned in the subscription model

XING, a popular site for business networking in Europe, premium members have the advantage that
they can see all users of the network and send messages to them (a powerful lead generation tool).
Messaging is normally a standard function among social networks, but in the case of creating
business contacts, it is a premium service.

                                         www.adtelligence.de                                    16
Freemium Models
Accepted only by Certain User Groups


When users make the decision whether a premium membership is worth it or not, features
that help cut down time-to-information play a decisive role (quicker and easier search, less
advertising, direct access, etc.). For this reason, the use of Freemium models in the business
sector (where time equals money) is more widespread than with normal social networking
sites that target students and young adults.

It is clear from this example that a user’s willingness to pay for certain services are quite
different. The “premium range” usually offers a package of functions and services that carry
relevance to only a certain class of individuals (and higher pricing), and therefore may deter
other users from purchasing those services.

A solution to this dilemma could be the settlement of individual bids set up to be analogous
with virtual goods, which are touched upon in the following chapter.

Components of premium offers are subject to frequent changes in order to keep pace with
future competition. For example, no one pays for access to e-mail today, but they do pay for
mobile e-mail access - in the near future however, this may no longer be the case and new
premium services will need to be developed in its place to continue to monetize the business.


                                      www.adtelligence.de                                    17
Specialized Social Networks
Freemium Services to Customers




                      www.adtelligence.de   18
Contents



3.   Business Models for the Internet of the Future


      3.1   The Pressure to Monetize
      3.2   Direct or Indirect Monetization?

      3.3   Subscription Models
      3.4   Freemium Models


3.5 Virtual Goods and Currencies

      3.6   Advertising Revenue

      3.7 E-Commerce, Affiliate Models

      3.8 Market Research
      3.9 Chapter Summary




                                               www.adtelligence.de   19
Pay-As-You-Go
An alternative to Subscription and
Freemium Models



                                                                The willingness of the
                         Every single user pays for the         users to pay for
Subscription Model                                              individual services/
                         same features and functions
                                                                content is often very
                                                                different

                         Some users don’t pay, and              Standard-premium
                         only use the basic version             packages sometimes
 Freemium Model                                                 don’t offer enough
                         Some users pay for the
                                                                value (It’s either “all or
                         Premium version
                                                                nothing”)



                “Pay as you go” model: Offering individual
               products 'on demand' for the customer (virtual
               goods) and can make for a happy alternative
                         for the business(operator)

                                www.adtelligence.de                                      20
Breakdown: “Pay as you go”-
Model und Virtual Goods

                      “Pay as you go” Model and Virtual Goods




                                   Individualize Profiles
    Premium Services                                             Gaming Features
                                   and Character

   Virtual gifts, birthday        Representation of           Extra lives for
    greetings, greeting             the profile (skins,          game character
    cards, etc.                     etc.)                       Wizard by World
   Spam filters for               Avatar features              of Warcraft
    profiles                        (e.g., clothing, etc.)      Equipment and
                                   Personal song on             armament for war
                                    the profile                  games
                                                                Game level
                                                                 expansion.

                                       www.adtelligence.de                          21
Virtual Goods
Already established in today’s Social
Networks


Virtual goods in Social Networks can be seen in many Social Networks today, especially in Asia. (In all type
of social network models from value-added services, to pay-as-you-go models, etc.). The largest social
network in China, QQ, has estimated revenues of approximately €100 million in 2009

Facebook, which also sells virtual goods, is only in beta stage. Even still, current transactions of these
goods approximate U.S. $75 million, quoted from a recent statement from Marc Andreesen in 2009. There
aren’t classical premium features, rather little virtual gifts & items with a price of up to one US dollar

The best known example of virtual goods comes from the platform Second Life, which was originally
created and used by professional developers and became extremely profitable. After a slew of year-long
technical difficulties, the platform is up and running today and growing at a strong pace. It has to be
admitted that gambling, etc. is big in Second Life and it was used to launder money by the mafia

Especially in the games sector, where companies such as Vivendi / Blizzard or the German company
Gameforge have created 3D worlds and hundreds of millions of virtual goods - mainly clothing and
equipment for game’s characters (swords, armor, weapons, and wands). Commenting on their own
success, Gameforge’s CEO adds:

                  “Even in the virtual world, People want to look good!”



                                           www.adtelligence.de                                            22
The Business of Virtual
Goods: Second Life




                        In Q2 2009, $144 Mio of User2User transactions were made in
                        Second Life. 750,000 new unique users join the network every
                        month
                        Source: Secondlife.com



                 www.adtelligence.de                                                   23
Virtual Goods
    An Exciting Stream of Revenue for
    Social Networks




                       Advantages

   Long-tail monetization is definitely possible               Put in perspective,
                                                                virtual goods create an
   Tests the users willingness to pay                          extraordinary revenue
                                                                stream for operators of
   To test features, free credits are offered                  Social Networks.
   Increases the attention span of users in the
    network, and benefits from the effects of new               However, this model
    advertising methods.                                        continues to pose
                                                                some technical
   Increases the attractiveness for external content           challenges for the
    creators (labels, publishers, developers) who can           operators.
    earn money by developing items for the platform

   Creates rewards / opportunities for user-generated
    virtual goods


                                          www.adtelligence.de                         24
“Pay As You Go” Models
   The Business Accounting Challenge
   still remains!



Virtual goods typically require the introduction of a virtual currency
    Internationally, it is a challenge to create such a system – in a huge virtual economy, like Second Life,
       users exchange currencies from around the world and need a fixed or more sophisticated free flow
       exchange rate
      Changing costs for users to move from one platform to another is unclear for the user
      High user acceptance rates are a must ("price tags" visible in US dollars)
      Rewards for user-generated content can be easily distributed (E.g. Amazon reviews will be rewarded
       with cash / credits, etc.)

       Especially when the business opens this virtual world to external providers, a secure billing system
       must be accounted for (especially in small amounts / keywords: micro-payments). The business poses
       major challenges including tax implications that need to be resolved.

Payments from individual users need to be accounted for:
   Especially for young adults and teens without credit cards and/or bank accounts, this challenges legal
       barriers (“How do they use their pocket money for transactions?”)
      Solutions need to be found to avoid the billing of small amounts or to enable cost-effective measure for
       smaller transactions.
      Alternative models are also possible (example: Apple iTunes voucher cards at electronic stores, but
       these can be expensive and complicated)

                                              www.adtelligence.de                                                25
Contents



3.   Business Models for the Internet of the Future


      3.1   The Pressure to Monetize

      3.2   Direct or Indirect Monetization?

      3.3   Subscription Models

      3.4   Freemium Models

      3.5   Virtual Goods and Currencies


3.6 Advertising Revenue

      3.7 E-Commerce, Affiliate Models

      3.8 Market Research

      3.9   Chapter Summary




                                               www.adtelligence.de   26
Lousy Pennies for Social
    Networks?


                   “You Get Lousy Pennies on the Web”

                               Prof. Dr. Hubert Burda
                           Owners of Hubert Burda Media
                            at Digital Lifestyle Day 2009

 This provocative statement is true and false at the same time, and not only for
    traditional content models.
   Even in Social Networks, the situation is divided - as shown in this report’s
    previous examples from German “student directory” Social Networks vs. China’s
    QQ
   The trend of advertising budgets is shifting to Internet advertising due to the rising
    numbers of social network users (and general Internet usage). Hence, only very
    few sites with technological advances are profitable from measurable campaign
    results, via Google.

                                      www.adtelligence.de                               27
Online CPMs
Generally quite low, especially
compared to the Cost for Content


With display ads and similar forms of online advertising, publishers earn very little per 1000
ad impressions (CPM) in comparisons to the costs of traditional business models - this is also
true for Social Networks.

This is especially true when one considers that only certain parts of the page are actively in
demand from advertisers (tops of websites, for example). Even leading websites usually sell
approx. one third of the advertising spaces in their network.

In particular, sales-oriented campaigns are valued on their commission rates (as well as their
performance) and on their overall reach and communication.

Unfortunately, public Social Networks and other media sites don’t publish their net CPM
figures, but experts in the field can confirm basic ad tendencies of low CPMs.

Nevertheless, advertising on Social Networks is on the rise. According to a study by Comscore,
currently 20% of all online advertising in the United States (in terms of ad impressions / page )
is done by Social Networks. It is likely this percentage that has been calculated is significantly
low due to the fact that Social Networks are converting such low CPMs.



                                      www.adtelligence.de                                      28
Advertising Revenue from Social
  Networks in Terms of CPMs are
  comparatively low



            Difficulties in Comparison                                            Gross-Net Quadrant1)


 Intra-media CPM comparisons are
                                                                                           CPMs in Euro                    Plausible
  associated with large uncertainties                                                                                      Margins
     Gross-Net Quadrant: Price lists have lost their
         binding character and can be interpreted             Prime-Time TV                     10 - 15                   40% - 50%
         only as a guide
        In addition, CPM-comparisons with clear            News Magazines                       7 - 10                     ca. 30%
         target audience definitions are meaningful in
                                                                 National
         limited use                                            Newpapers
                                                                                                10 - 15                     ca. 30%


 Nevertheless: Today’s established                             Top-Content
                                                                   Sites
                                                                                                30 - 40
                                                                                                                         60% - z.T. >
                                                                                                                         80%
  advertising methods offer solid returns.                     Large Social
                                                                                                15 - 25                   Up to 99%
  But, in the online space, CPMs continue                       Networks
  to be freely negotiable and are in the                  1) Figures have relative tendency - real values are highly dependent on
  range of one Euro for Social Networks.                  concrete performance indicators and parameters. Prices according to the
                                                          supplier's price lists; population ranging from 14 years of data and the main
                                                          form of advertising
                                                          Source: Expert interviews


                                             www.adtelligence.de                                                                          29
Intelligent online Advertising
Models realize significant revenues


Social networks like MySpace and Facebook already earn significant
advertising revenue. But in comparison to their scope and potential
impact of communication, these numbers are still low.

The key here is that by using the enormous amount of traffic,
they should be able to monetize networks with simplest of methods.

Also noteworthy is that both companies have developed specific targeting
technologies and continue to refine them even further
(see more in later chapters).

Because specialized Social Networks lack the mass of users, they generally target their specific
audience of users and concentrate on integration with the larger Social Networks. They haven’t yet
been successful with this method.

An example of immensely successful monetization of a huge amount of traffic is, naturally, Google.
But even Google faces the problem of not being able to offer an environment for the traditional
campaign – including testing and models to establish CPM-based advertising.

Consequently, Google is focused on a very special auction model, which increases the value of
frequently searched words.



                                          www.adtelligence.de                                        30
MySpace and Google
First Social Networks with
Advertising Revenue




                                                   MySpace, Fanta,
                                                     Band World




                             www.adtelligence.de                31
Contents



3.   Business Models for the Internet of the Future

      3.1   The Pressure to Monetize

      3.2   Direct or Indirect Monetization?

      3.3   Subscription Models

      3.4   Freemium Models

      3.5   Virtual Goods and Currencies

      3.6   Advertising Revenue


3.7 E-Commerce, Affiliate Models

      3.8   Market Research
      3.9   Chapter Summary




                                               www.adtelligence.de   32
E-Commerce Affiliate Model
    A special Form of Advertising



   Although Social Networks are not ecommerce platforms, they could learn a lot from them
   By integrating directly into a social network, a business can significantly increase its revenue
         Asian Social Networks have established “virtual stores,” which allow users to order “real
          goods” for virtual money. These shops, from their look and feel, are perfectly integrated into
          the world of Social Networks, allowing users to easily make the connection between the
          virtual and real world and recommend products (compare the Facebook Beacon idea!)
         Amazon opened its platform to third-party vendors (Marketplace) and have helped
          monetize their own business by leveraging its large numbers of users.
         The key to success is not only the target group, but the individual response of the user. E-
          commerce will only continue to be successful if the users continue to stay interested in
          buying online
   Commission of such an integrated shop could be a potential revenue stream down the road.
    The first step in this direction for many Social Networks would be to experiment with
    affiliate models. For example, a cooperation with vendors like Zanox or DoubleClick – but
    even here success lies within the target group



                                          www.adtelligence.de                                    33
QQ -  The most powerful Virtual
    Currency in the world?




   The Chinese government restricted the exchange of
    QQ currency for real goods because the
    establishment of this virtual currency didn’t allow
    for them to tax goods being consumed, which
    resulted in massive losses for the state
   Nevertheless, the QQ currency continues to boom
    because of the difficulties in trying to ban a currency
    which only exist on PCs and mobile devices – like US
    dollars in developing countries
                                                                                                                       34
                                                                      Source: plus8star, own analysis
                                                                      http://english.mofcom.gov.cn/aarticle/newsrelease/comm
                                                                      onnews/200906/20090606364208.html
                                                www.adtelligence.de                                                        34
Contents



3.   Business Models for the Internet of the Future


      3.1   The Pressure to Monetize

      3.2   Direct or Indirect Monetization?

      3.3   Subscription Models

      3.4   Freemium Models

      3.5   Virtual Goods and Currencies

      3.6   Advertising Revenue

      3.7 E-Commerce, Affiliate Models


3.8 Market Research

      3.9   Chapter Summary



                                               www.adtelligence.de   35
Social Networks offer interesting
Approach for Market Research


   Social networks’ ability to attract individual users and create new channels
    for market research provide companies with an interesting opportunity and a
    potentially lucrative revenue stream
       Users of Social Networks not only communicate their interests, wants, and preferences in
          their profile, but also their dislikes – and share them with their personal social network
       This interactive behavior offers companies the chance to directly address and involve users
          (those fans of a certain brand or early adopter of a technology, for example) in their focus
          groups or new product launches

   Social networks will be able to monetize by granting marketers this type of access
    when, and if they create the proper conditions:
         If they are capable of clustering their users into these special interest groups, specific
          models for targeting are required and the ability to filter results from the focus groups,
          including Social Data Intelligence, is a key success factor

   If this succeeds, they will be able sell access to this data for very high price.
    “Facebook will make deals” says Tim Draper of the big VC Fund DFJ in 2009



                                             www.adtelligence.de                                         36
Contents



3.   Business Models for the Internet of the Future


      3.1   The Pressure to Monetize

      3.2   Direct or Indirect Monetization?

      3.3   Subscription Models

      3.4   Freemium Models

      3.5   Virtual Goods and Currencies

      3.6   Advertising Revenue

      3.7 E-Commerce, Affiliate Models

      3.8 Market Research


3.9 Chapter Summary



                                               www.adtelligence.de   37
Among the Approaches
     to Monetizing Social Networks
     Advertising still offers great potential




                       Possible Revenue Models for Social Networks

                     Direct                                         Indirect

                                    Virtual                        E-          Market
    Subscription    Freemium                         Advertising
                                    Goods                          Commerce    Research

    As we’ve already discussed, both direct and indirect models offer different methods
     of monetizing the social network and creating revenue channels
    These methods have numerous possibilities in today’s Social Networks and haven’t
     been fully unleashed – especially for the Freemium and virtual goods models, where
     there is still a significant amount of untapped potential
    In the area of advertising alone, there is already an enormous user acceptance and
     openness to new methods, which can be tapped by modern models of targeting
     technologies


                                     www.adtelligence.de                             38

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ADTELLIGENCE_White Paper_Monetization of Social Networks_Chapter3

  • 1. ADTELLIGENCE GmbH Mannheim, Germany www.adtelligence.de info@adtelligence.de “Cashing in” on Connections – Monetizing Today’s Social Networks White Paper (2009) Chapter 3 – Business Models for the Internet of the Future
  • 2. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-Commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 2
  • 3. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 3
  • 4. Broadband Internet Access: Paving the Way to Market Successes The spread of broadband Internet access Technical Origins has led to growing numbers of Internet users, more innovative ideas for Web Affordable, applications, and increased capital Broadband investments into the market Attractive Uses of Internet the Internet  Improved bandwidth brought forth new features on more Web pages Innovative,  There was a cycle of new ideas, Usable More Users including the "Web 2.0 revolution" WebFeatures and ultimately, a huge push for users to jump online Web 2.0  The Web 2.0 "hype" and high ratings of new ideas led to many second- More More More round funding investments Innovation Founders Financing www.adtelligence.de 4
  • 5. Plenty of Funding, No Plans for Monetization • Venture capitalists funded start- ups with increasing users, Venture focusing mainly on growth; and were satisfied with the vague Lack of pressure to Capital business models companies presented monetize in the early Financing • First-mover investments was the dominant approach as the stages of Web2.0 Web2.0 hype transpired Growth was the main focus for companies and their investors • Even players like Microsoft, during this time Acquisitions Google and News Corp acquired Web 2.0 companies Recession forces them through • In addition, group synergies to monetize earlier established focusing on user growth were at the forefront, rather than an than planned businesses efficient business model (MySpace, Hotmail or YouTube) www.adtelligence.de 5
  • 6. Investors Relationships and Their “Network Effect” For the investors of various Web 2.0. start-ups, the “network effect” and overall growth of the young social network’s user base was at the forefront of strategy. How to actually make money, on the other hand, wasn’t the focus of their equation at the time. Here is an example of the network effect from the sale of Friendfeed to Facebook. The VCs are often invested in many different companies which fit together only in a portfolio view. www.adtelligence.de 6
  • 7. The Economic Crisis and the Pressure to invest  Within just weeks of the global economic crisis, there was an intense rethinking among investors in terms of business and investment strategy  The pressure on the venture capital firms grew Economic and dramatically due to high cash burn rates of financial crisis of their newly created businesses 2008/2009  Even for the well established businesses, the pressure was increased by the high levels of debt built up from their acquisitions  The start-ups of investors’ portfolios were brought under even greater pressure to find ways to monetize their business www.adtelligence.de 7
  • 8. Rapid User Growth in Social Networks Show First Signs of Market Saturation Increased Growth Nearing Market Saturation? Since 2004, Social Networks showed dynamic Two-thirds of all Internet users visit Social growth among users. Facebook, founded in 2004, Networks today registered its one millionth member at that time and currently has more than 290 million members In Russia, Internet users spend an average of 6.5 “Student directories” of Germany currently have hours logged in to Social Networks more than 15 million members Already 75% of the German, Swiss, American, and Since 2008, growth leveled off in most countries. Australian online population are members of at This was partly due to the beginning market least one social network saturation and partly to new, specialized competitors (see examples) More than 80% of all students in the United States and Germany have a profile on at least one Also in 2008, the first signs of Social Networks trying social network to win over users from other networks became visible www.adtelligence.de 8
  • 9. Pressure from Investors: “It’s go time…or else!” Pressure from Investors “How do I monetize my social Competition to network?” survive in a Saturated Market www.adtelligence.de 9
  • 10. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 10
  • 11. Good Business Models include both Revenue and Expenditure Models, with an Emphasis on the Revenues! Basis of “Business models are perhaps Knowlege the most discussed and least and Features of understood aspect of the Web. a Product There is so much talk about how the Web changes traditional business models. Usable Go-to- But there is little clear‐cut Products Business Market That Add Model Strategy evidence of exactly what this Value means.” Professor Michael Rappa Revenue The real Model focus is Expenditure here! Model www.adtelligence.de 11
  • 12. Distinguishing two Revenue Models: Direct and Indirect Possible Revenue Models for Social Networks Direct Indirect User Pays for Usage: Third-parties (businesses) pay for access  Per time spent using service. (most to services (exploiting the reach of the frequent model, e.g. monthly fee) social network):  Per feature/functions used (regularly  For the placement of advertisements or for one time usage)  For the sales of third-party products  For the use of the network as a market research channel Virtual Market Subscription Freemium Advertising E-Commerce Goods Research www.adtelligence.de 12
  • 13. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-Commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 13
  • 14. Subscription Models: The Challenge of getting Users to pay Subscription revenue models charge for usage of services on a reoccurring schedule (daily, monthly, yearly, etc.) The advantage is that revenues are calculated well in advance, and the services are pre-financed by customers (Similar to the print media business models) Subscription models are only successful if users see a direct added value – especially in comparison to a similar service that is available for free. For example, streaming music directly rather than downloading it to a shopping cart, checking out, having to wait, etc. One challenge that businesses face is to get users to overcome the “payment hurdle.” In most cases, there is a free trial period (examples: myYearbook, Napster), which allow the user to test the network for limited time Despite these hurdles for first time users, many companies use the “Freemium” business strategy (see next chapter) where basic site functionality is freely available, and extra “premium” features must be paid for www.adtelligence.de 14
  • 15. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 15
  • 16. Freemium Model Monthly Fees for Premium Features, Basic Versions for free Freemium models combine free usage with premium features and functionality The term “premium” generally offers higher-quality services (more storage space, use of advanced archival or search functions, etc.). An excellent example of an Acquisitions Freemium model for specialized services can be found at www.myartspace.com For some services, the premium version is exactly the same in terms of performance, but is simply free of third-party advertising. (example: www.myyearbook.com) User fees for premium services are usually charged on a recurring basis, similar to the subscription model. The Freemium model has the advantages of predictability and pre-financing for the business, as already mentioned in the subscription model XING, a popular site for business networking in Europe, premium members have the advantage that they can see all users of the network and send messages to them (a powerful lead generation tool). Messaging is normally a standard function among social networks, but in the case of creating business contacts, it is a premium service. www.adtelligence.de 16
  • 17. Freemium Models Accepted only by Certain User Groups When users make the decision whether a premium membership is worth it or not, features that help cut down time-to-information play a decisive role (quicker and easier search, less advertising, direct access, etc.). For this reason, the use of Freemium models in the business sector (where time equals money) is more widespread than with normal social networking sites that target students and young adults. It is clear from this example that a user’s willingness to pay for certain services are quite different. The “premium range” usually offers a package of functions and services that carry relevance to only a certain class of individuals (and higher pricing), and therefore may deter other users from purchasing those services. A solution to this dilemma could be the settlement of individual bids set up to be analogous with virtual goods, which are touched upon in the following chapter. Components of premium offers are subject to frequent changes in order to keep pace with future competition. For example, no one pays for access to e-mail today, but they do pay for mobile e-mail access - in the near future however, this may no longer be the case and new premium services will need to be developed in its place to continue to monetize the business. www.adtelligence.de 17
  • 18. Specialized Social Networks Freemium Services to Customers www.adtelligence.de 18
  • 19. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-Commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 19
  • 20. Pay-As-You-Go An alternative to Subscription and Freemium Models The willingness of the Every single user pays for the users to pay for Subscription Model individual services/ same features and functions content is often very different Some users don’t pay, and Standard-premium only use the basic version packages sometimes Freemium Model don’t offer enough Some users pay for the value (It’s either “all or Premium version nothing”) “Pay as you go” model: Offering individual products 'on demand' for the customer (virtual goods) and can make for a happy alternative for the business(operator) www.adtelligence.de 20
  • 21. Breakdown: “Pay as you go”- Model und Virtual Goods “Pay as you go” Model and Virtual Goods Individualize Profiles Premium Services Gaming Features and Character  Virtual gifts, birthday  Representation of  Extra lives for greetings, greeting the profile (skins, game character cards, etc. etc.)  Wizard by World  Spam filters for  Avatar features of Warcraft profiles (e.g., clothing, etc.)  Equipment and  Personal song on armament for war the profile games  Game level expansion. www.adtelligence.de 21
  • 22. Virtual Goods Already established in today’s Social Networks Virtual goods in Social Networks can be seen in many Social Networks today, especially in Asia. (In all type of social network models from value-added services, to pay-as-you-go models, etc.). The largest social network in China, QQ, has estimated revenues of approximately €100 million in 2009 Facebook, which also sells virtual goods, is only in beta stage. Even still, current transactions of these goods approximate U.S. $75 million, quoted from a recent statement from Marc Andreesen in 2009. There aren’t classical premium features, rather little virtual gifts & items with a price of up to one US dollar The best known example of virtual goods comes from the platform Second Life, which was originally created and used by professional developers and became extremely profitable. After a slew of year-long technical difficulties, the platform is up and running today and growing at a strong pace. It has to be admitted that gambling, etc. is big in Second Life and it was used to launder money by the mafia Especially in the games sector, where companies such as Vivendi / Blizzard or the German company Gameforge have created 3D worlds and hundreds of millions of virtual goods - mainly clothing and equipment for game’s characters (swords, armor, weapons, and wands). Commenting on their own success, Gameforge’s CEO adds: “Even in the virtual world, People want to look good!” www.adtelligence.de 22
  • 23. The Business of Virtual Goods: Second Life In Q2 2009, $144 Mio of User2User transactions were made in Second Life. 750,000 new unique users join the network every month Source: Secondlife.com www.adtelligence.de 23
  • 24. Virtual Goods An Exciting Stream of Revenue for Social Networks Advantages  Long-tail monetization is definitely possible Put in perspective, virtual goods create an  Tests the users willingness to pay extraordinary revenue stream for operators of  To test features, free credits are offered Social Networks.  Increases the attention span of users in the network, and benefits from the effects of new However, this model advertising methods. continues to pose some technical  Increases the attractiveness for external content challenges for the creators (labels, publishers, developers) who can operators. earn money by developing items for the platform  Creates rewards / opportunities for user-generated virtual goods www.adtelligence.de 24
  • 25. “Pay As You Go” Models The Business Accounting Challenge still remains! Virtual goods typically require the introduction of a virtual currency  Internationally, it is a challenge to create such a system – in a huge virtual economy, like Second Life, users exchange currencies from around the world and need a fixed or more sophisticated free flow exchange rate  Changing costs for users to move from one platform to another is unclear for the user  High user acceptance rates are a must ("price tags" visible in US dollars)  Rewards for user-generated content can be easily distributed (E.g. Amazon reviews will be rewarded with cash / credits, etc.) Especially when the business opens this virtual world to external providers, a secure billing system must be accounted for (especially in small amounts / keywords: micro-payments). The business poses major challenges including tax implications that need to be resolved. Payments from individual users need to be accounted for:  Especially for young adults and teens without credit cards and/or bank accounts, this challenges legal barriers (“How do they use their pocket money for transactions?”)  Solutions need to be found to avoid the billing of small amounts or to enable cost-effective measure for smaller transactions.  Alternative models are also possible (example: Apple iTunes voucher cards at electronic stores, but these can be expensive and complicated) www.adtelligence.de 25
  • 26. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-Commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 26
  • 27. Lousy Pennies for Social Networks? “You Get Lousy Pennies on the Web” Prof. Dr. Hubert Burda Owners of Hubert Burda Media at Digital Lifestyle Day 2009  This provocative statement is true and false at the same time, and not only for traditional content models.  Even in Social Networks, the situation is divided - as shown in this report’s previous examples from German “student directory” Social Networks vs. China’s QQ  The trend of advertising budgets is shifting to Internet advertising due to the rising numbers of social network users (and general Internet usage). Hence, only very few sites with technological advances are profitable from measurable campaign results, via Google. www.adtelligence.de 27
  • 28. Online CPMs Generally quite low, especially compared to the Cost for Content With display ads and similar forms of online advertising, publishers earn very little per 1000 ad impressions (CPM) in comparisons to the costs of traditional business models - this is also true for Social Networks. This is especially true when one considers that only certain parts of the page are actively in demand from advertisers (tops of websites, for example). Even leading websites usually sell approx. one third of the advertising spaces in their network. In particular, sales-oriented campaigns are valued on their commission rates (as well as their performance) and on their overall reach and communication. Unfortunately, public Social Networks and other media sites don’t publish their net CPM figures, but experts in the field can confirm basic ad tendencies of low CPMs. Nevertheless, advertising on Social Networks is on the rise. According to a study by Comscore, currently 20% of all online advertising in the United States (in terms of ad impressions / page ) is done by Social Networks. It is likely this percentage that has been calculated is significantly low due to the fact that Social Networks are converting such low CPMs. www.adtelligence.de 28
  • 29. Advertising Revenue from Social Networks in Terms of CPMs are comparatively low Difficulties in Comparison Gross-Net Quadrant1)  Intra-media CPM comparisons are CPMs in Euro Plausible associated with large uncertainties Margins  Gross-Net Quadrant: Price lists have lost their binding character and can be interpreted Prime-Time TV 10 - 15 40% - 50% only as a guide  In addition, CPM-comparisons with clear News Magazines 7 - 10 ca. 30% target audience definitions are meaningful in National limited use Newpapers 10 - 15 ca. 30%  Nevertheless: Today’s established Top-Content Sites 30 - 40 60% - z.T. > 80% advertising methods offer solid returns. Large Social 15 - 25 Up to 99% But, in the online space, CPMs continue Networks to be freely negotiable and are in the 1) Figures have relative tendency - real values are highly dependent on range of one Euro for Social Networks. concrete performance indicators and parameters. Prices according to the supplier's price lists; population ranging from 14 years of data and the main form of advertising Source: Expert interviews www.adtelligence.de 29
  • 30. Intelligent online Advertising Models realize significant revenues Social networks like MySpace and Facebook already earn significant advertising revenue. But in comparison to their scope and potential impact of communication, these numbers are still low. The key here is that by using the enormous amount of traffic, they should be able to monetize networks with simplest of methods. Also noteworthy is that both companies have developed specific targeting technologies and continue to refine them even further (see more in later chapters). Because specialized Social Networks lack the mass of users, they generally target their specific audience of users and concentrate on integration with the larger Social Networks. They haven’t yet been successful with this method. An example of immensely successful monetization of a huge amount of traffic is, naturally, Google. But even Google faces the problem of not being able to offer an environment for the traditional campaign – including testing and models to establish CPM-based advertising. Consequently, Google is focused on a very special auction model, which increases the value of frequently searched words. www.adtelligence.de 30
  • 31. MySpace and Google First Social Networks with Advertising Revenue MySpace, Fanta, Band World www.adtelligence.de 31
  • 32. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-Commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 32
  • 33. E-Commerce Affiliate Model A special Form of Advertising  Although Social Networks are not ecommerce platforms, they could learn a lot from them  By integrating directly into a social network, a business can significantly increase its revenue  Asian Social Networks have established “virtual stores,” which allow users to order “real goods” for virtual money. These shops, from their look and feel, are perfectly integrated into the world of Social Networks, allowing users to easily make the connection between the virtual and real world and recommend products (compare the Facebook Beacon idea!)  Amazon opened its platform to third-party vendors (Marketplace) and have helped monetize their own business by leveraging its large numbers of users.  The key to success is not only the target group, but the individual response of the user. E- commerce will only continue to be successful if the users continue to stay interested in buying online  Commission of such an integrated shop could be a potential revenue stream down the road. The first step in this direction for many Social Networks would be to experiment with affiliate models. For example, a cooperation with vendors like Zanox or DoubleClick – but even here success lies within the target group www.adtelligence.de 33
  • 34. QQ - The most powerful Virtual Currency in the world?  The Chinese government restricted the exchange of QQ currency for real goods because the establishment of this virtual currency didn’t allow for them to tax goods being consumed, which resulted in massive losses for the state  Nevertheless, the QQ currency continues to boom because of the difficulties in trying to ban a currency which only exist on PCs and mobile devices – like US dollars in developing countries 34 Source: plus8star, own analysis http://english.mofcom.gov.cn/aarticle/newsrelease/comm onnews/200906/20090606364208.html www.adtelligence.de 34
  • 35. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-Commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 35
  • 36. Social Networks offer interesting Approach for Market Research  Social networks’ ability to attract individual users and create new channels for market research provide companies with an interesting opportunity and a potentially lucrative revenue stream  Users of Social Networks not only communicate their interests, wants, and preferences in their profile, but also their dislikes – and share them with their personal social network  This interactive behavior offers companies the chance to directly address and involve users (those fans of a certain brand or early adopter of a technology, for example) in their focus groups or new product launches  Social networks will be able to monetize by granting marketers this type of access when, and if they create the proper conditions:  If they are capable of clustering their users into these special interest groups, specific models for targeting are required and the ability to filter results from the focus groups, including Social Data Intelligence, is a key success factor  If this succeeds, they will be able sell access to this data for very high price. “Facebook will make deals” says Tim Draper of the big VC Fund DFJ in 2009 www.adtelligence.de 36
  • 37. Contents 3. Business Models for the Internet of the Future 3.1 The Pressure to Monetize 3.2 Direct or Indirect Monetization? 3.3 Subscription Models 3.4 Freemium Models 3.5 Virtual Goods and Currencies 3.6 Advertising Revenue 3.7 E-Commerce, Affiliate Models 3.8 Market Research 3.9 Chapter Summary www.adtelligence.de 37
  • 38. Among the Approaches to Monetizing Social Networks Advertising still offers great potential Possible Revenue Models for Social Networks Direct Indirect Virtual E- Market Subscription Freemium Advertising Goods Commerce Research  As we’ve already discussed, both direct and indirect models offer different methods of monetizing the social network and creating revenue channels  These methods have numerous possibilities in today’s Social Networks and haven’t been fully unleashed – especially for the Freemium and virtual goods models, where there is still a significant amount of untapped potential  In the area of advertising alone, there is already an enormous user acceptance and openness to new methods, which can be tapped by modern models of targeting technologies www.adtelligence.de 38