News Background
recently, a source said the grand, overall platform strategy for the company to consider investing a grand curve has been a focus on the online advertising business, the company built. And the company recently has begun to frequent contact with domestic online game developer and operator, and the former president Michael served as Vice President of EA China.
Analysys of
from the online game market development status and trends, market competition, subscribers, advertising effectiveness, etc. side, a grand game advertising network should increase investment, to develop new profit point.
network game after experiencing rapid development into the stable growth stage. According to Analysys study found that income in 2006 was China's Internet game market was 71.3 billion yuan, an increase of 27%, while the growth rate in 2004 and 2005 were as high as 90% and 56%. the grand 2006 online game revenues 1.543 billion yuan, down 7.0% over 2005. and in In 2005, Shanda will be the first From the user scale growth rate in 2006 was the growth rate of online game users declined 23% in 2006, while 2004 and 2005, growth rates were 61% and 47%. If the game alone to attract customers, the effect is limited. So grand and the game should have similar characteristics users of consumer cross-sector cooperation will become consumers of other industries game users.
size from the user perspective, a grand gathering of game players to form an important need of advertising .2006 mm audience one of the conditions in the fourth quarter, the grand has reached 4.25 million active users. From the perspective of advertisers, users scale the game, some advertisers see this platform to bring business value, they actively working with major game operators try to cooperate.
from the advertising effect, the online games advertising is the player's gaming experience with the ad closely, it can reduce the player's aversion to advertising is beneficial to enhance advertising effectiveness. Advertisers can pay to make their brand appear in the game billboards in the background, track guards, stadium walls, the scene more and more use of advertising. These ads have a dual task mm only enriched the virtual gaming world, also provides opportunities for direct advertising.
Analysys recommended
for a grand:
1 from the competition in the market, the main competitor NINETOWNS, Tencent, long tours have been and Coca-Cola, Pepsi, Wahaha and other companies to carry out Advertisements, also received good results, the grand should be positive action to avoid loss of market opportunities.
2 grand should be taken to combine the various forms of games and advertising, to meet the different needs of advertisers. In addition to including the embedded ads , it can also develop games and other forms of advertising combined, as by the attractiveness of the game itself and influence to promote the role of the game's product marketing, advertising, game advertising via the Web, television, print media and other media releases.
3 concerns the characteristics of the player and the online behavior changes, and tap the potential consumer demand. Although gamers are mainly young people, is the beverage, food, fashion and sports brands of digital products, the largest consumer group. However, due to the network with China game nearly 10 years of development and market cultivation, the structure of China's online game players have changed dramatically, from a single 18-23 years old 15-30 years of age the young players to the progressive development of youth and adult players, some players from the original money gradual change in the state have time to have less money for the state of the time. big players may be concerned about IT, automotive and other industries of the potential demand.
4 games to strengthen management, develop more healthy game and reduce the network game the negative effects in society, in order to create a good advertising media environment.
recently, a source said the grand, overall platform strategy for the company to consider investing a grand curve has been a focus on the online advertising business, the company built. And the company recently has begun to frequent contact with domestic online game developer and operator, and the former president Michael served as Vice President of EA China.
Analysys of
from the online game market development status and trends, market competition, subscribers, advertising effectiveness, etc. side, a grand game advertising network should increase investment, to develop new profit point.
network game after experiencing rapid development into the stable growth stage. According to Analysys study found that income in 2006 was China's Internet game market was 71.3 billion yuan, an increase of 27%, while the growth rate in 2004 and 2005 were as high as 90% and 56%. the grand 2006 online game revenues 1.543 billion yuan, down 7.0% over 2005. and in In 2005, Shanda will be the first From the user scale growth rate in 2006 was the growth rate of online game users declined 23% in 2006, while 2004 and 2005, growth rates were 61% and 47%. If the game alone to attract customers, the effect is limited. So grand and the game should have similar characteristics users of consumer cross-sector cooperation will become consumers of other industries game users.
size from the user perspective, a grand gathering of game players to form an important need of advertising .2006 mm audience one of the conditions in the fourth quarter, the grand has reached 4.25 million active users. From the perspective of advertisers, users scale the game, some advertisers see this platform to bring business value, they actively working with major game operators try to cooperate.
from the advertising effect, the online games advertising is the player's gaming experience with the ad closely, it can reduce the player's aversion to advertising is beneficial to enhance advertising effectiveness. Advertisers can pay to make their brand appear in the game billboards in the background, track guards, stadium walls, the scene more and more use of advertising. These ads have a dual task mm only enriched the virtual gaming world, also provides opportunities for direct advertising.
Analysys recommended
for a grand:
1 from the competition in the market, the main competitor NINETOWNS, Tencent, long tours have been and Coca-Cola, Pepsi, Wahaha and other companies to carry out Advertisements, also received good results, the grand should be positive action to avoid loss of market opportunities.
2 grand should be taken to combine the various forms of games and advertising, to meet the different needs of advertisers. In addition to including the embedded ads , it can also develop games and other forms of advertising combined, as by the attractiveness of the game itself and influence to promote the role of the game's product marketing, advertising, game advertising via the Web, television, print media and other media releases.
3 concerns the characteristics of the player and the online behavior changes, and tap the potential consumer demand. Although gamers are mainly young people, is the beverage, food, fashion and sports brands of digital products, the largest consumer group. However, due to the network with China game nearly 10 years of development and market cultivation, the structure of China's online game players have changed dramatically, from a single 18-23 years old 15-30 years of age the young players to the progressive development of youth and adult players, some players from the original money gradual change in the state have time to have less money for the state of the time. big players may be concerned about IT, automotive and other industries of the potential demand.
4 games to strengthen management, develop more healthy game and reduce the network game the negative effects in society, in order to create a good advertising media environment.
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