Raja Jasti’s Blog - Renaissance Thinking

November 7, 2009

Money for nothing

Filed under: Entertainment, Internet — Tags: , — Raja @ 11:41 am

Virtual goods seem to be getting more and more popular.

 

Sara Merrill of Parsonfield, Me., with her cat, Demon Baby, bought for the game Pet Society.

SAN FRANCISCO — Silicon Valley may have discovered the perfect business: charging real money for products that do not exist.

These so-called virtual goods, like a $1 illustration of a Champagne bottle on Facebook or the $2.50 Halloween costume in the online game Sorority Life, are no more than a collection of pixels on a Web page.

But it is quickly becoming commonplace for people to spend a few dollars on them to get ahead in an online game or to give a friend a gift on a social network.

Analysts estimate that virtual goods could bring in a billion dollars in the United States and around $5 billion worldwide this year — all for things that, aside from perhaps a few hours of work by an artist and a programmer, cost nothing to produce.

“It’s a fantastic business,” said Jeremy Liew of Lightspeed Venture Partners, a venture capital firm that has invested $10 million in several virtual goods companies. “Because it’s digital, the marginal cost for every one you sell is zero, so you have 100 percent margins.”

The companies that create and sell virtual goods, including Zynga, Playfish and Playdom, three online gaming start-ups in the San Francisco area, say they are recording significant revenue and profits, which have been elusive for many Web companies.

Virtual goods have been popular in Asia for years. In the United States though, only ardent video game fans spent money on them, mostly for swords and spells in virtual fantasy realms. That is rapidly changing, driven by the popularity of widely appealing games for social networks like Facebook and mobile phones like the iPhone.

“The people playing these games on social networks don’t define themselves as gamers — they are just killing time, having fun,” Mr. Liew said.

In Restaurant City, a game by Playfish on Facebook, 18 million active users manage their own cafe and stock it with virtual casseroles and cakes. In Zynga’s game FarmVille, 62 million agrarian dreamers cultivate a farm, plant squash seeds and harvest their crops with tractors.

These games and many others have casual gamers reaching for their wallets, along with a few rationalizations, as they make the peculiar purchase of pixels on a computer screen.

“It’s an experience, like going to the movies. That’s how I describe it,” said Sara Merrill of Parsonfield, Me., who plays Pet Society on Facebook with her two young sons five times a week.

People are willing to spend money on them even in this tough economy. This reminds of of the famous Dire Straits song ‘Money for nothing’. This seems to be the answer to monetizing social networks. Ironnically facebook may not be making too much money from virtual goods yet. It is the companies like Zynga that are.

April 5, 2009

Chinese social monetization

Filed under: Internet, Media, Trends — Tags: , , , — Raja @ 8:36 am

A guest post on techcrunch has a market analysis on chinese social networks doing a better job of monetizing than myspace and facebook.

Despite China’s massively growing internet market, international giants like Google and Facebook are having trouble making gains with the 300 million Chinese online users. China’s netizens are on average very young – 66.7 % of them are younger than 29 years old and 35.2 % of them are teenagers—with social networking and entertainment applications being the most popular.

While companies like Facebook struggle to conquer market share in China and to create viable business models everywhere, their Chinese clones have built lucrative cash machines literally earning billions of dollars a year. Unfortunately, adopting Chinese methods may not help American social networks due both to cultural differences in Chinese user behavior and industry practices. Below is our analysis of the Chinese social networking scene.

What can Facebook and Western social networks learn, if anything?

If monetizing a social network is so easy, then why hasn’t Facebook opened up its payment API to third party developers? While the aggressive and intrusive hyper-viral aspects of the apps in China may not be replicable in a Western Market, the problems for creating a more viable business model run deeper. Western companies cannot innovate in the same way due to institutional problems stemming from their own struggle for an identity and revenue.

Facebook has just recently announced a “credits” system, but it seems to miss the mark. The new system demonstrates little incentive for users to shell over money, and does not speak to the same need as paying for a social application that all your friends are already on and talking about. Facebook may be afraid to become a marketplace for applications, because they are reluctant to be labeled as a social gaming network or a social app store. Instead, they are a self-styled guru of dynamic human interaction. If they opened up their platform to become an apps store, their major revenue streams would put them into a pigeonhole, calling their $15 billion valuation into question. They obviously don’t want to be labeled as a “gaming platform” either, and don’t want to fully depend on selling digital trinkets.

Like during the American gold rush in 1849, where Chinese merchants prospered while most prospectors went bust in search of striking gold, it appears that building viable, scalable businesses for Social Networking sites may still be an ancient Chinese secret for Westerners.

March 17, 2009

Social network blues

Filed under: Internet — Tags: , — Raja @ 8:23 am

It seems like challenges in monetizing social networks is hitting home.

They are expected to see slowed ad growth acording to a report from eMarketer.

Advertising-spending growth on social networks is going to take a major hit amid the recession and the sites’ continued struggle to develop effective ad models, according to a new report from research firm eMarketer.

The firm plans to release on Wednesday its revised projections for global ad spending on social networks. It forecasts an increase this year of 17%, to an estimated $2.3 billion. While any growth in the otherwise dismal ad market is a bright spot, the projection is just over half the 32% growth rate the research firm previously projected. In the U.S., ad spending on social networks is expected to increase 10.2%, reaching $1.3 billion this year.

There are rumours that there will be ’sizable’ layoffs coming to Myspace.

Pali Research analyst Rich Greenfield says “sizable layoffs” are coming to Fox Interactive. Mostly this has to do with Google being unlikely to renew its search deal with the News Corp. (NWS) property when it expires in 2010.

March 10, 2009

Monetizing the web

Enough has been written about the cratering advertising market and its impact on the survival of web 2.0 companies.

Eric Schmidt in his interview on Charlie Rose, made some interesting observations about monetizing web media. He said advertising works well for sites that have say 20B of uniques. He suggests micro payments as a viable model for sites that have say 20M uniques and subscription model for niche sites that have even fewer users.

Today Bill Gurley, a VC at benchmark capital, wrote an interesting post on monetizing the social networks. He thinks social networking sites such as facebook and myspace should take a look at chinese IM company called tencent for how to better monetize their users. He thinks that the secret to cracking the code on monetizing social networks lies in digital goods (micro payments) and casual games (subscriptions).

The takeaways are quite straightforward.  The amount of advertising revenue on an adjusted basis at TenCent ($2.08) is quite similar to Facebook ($2.44) and MySpace ($5.85) (some may wonder why MySpace ad revenue per user is higher than Facebook – many believe they are more aggressive with ad placement and insertion).  The key difference in this comparison is obviously the revenue TenCent generates with business models that are largely absent on both Facebook and MySpace — digital items and casual game revenue.  For every $2 of adjusted advertising revenue TenCent has per user per year, they generate $17 in other revenue streams.  Benchmark Capital has invested in two private companies in the social/virtual world space – SecondLife and Gaia Online.  In both cases, the company revenues are significant, and in both cases advertising is not the leading business model.

I think Eric Schmidt and Bill Gurley may be on to something.

March 9, 2009

Social networking and blogs now more popular than email

Filed under: Internet, Trends — Tags: , , , — Raja @ 8:51 am

Nielsen online report says that social networks such as facebook and blogging is now more popular than emailing.

A Nielsen Online report says two thirds of us now use what it calls “Member Communities,” which includes both social networks and blogs. MCs now make up “the fourth most popular category online – ahead of personal email,” says Nielsen Online. The others are search, portals, and PC software.

This is quite remarkable consindering how essential email has become in the fabric of our lives. Everyone we know has an email address, not necessarily a facebook or myspace account or a blogger account. So I am not sure how to reconsile this data. But it is clear that social networking and blogging are also becoming an essential part of our society.

February 17, 2009

India social networking scene

Filed under: India, Internet — Tags: , — Raja @ 11:48 pm

Comscore has released the latest report on social networking  in India. The main take away is that global brands such as orkut and facebook took more prominence over the local sites such as bharatstudent.com and bigadda.com.

Orkut reigned as the most visited social networking site in December 2008 with more than 12.8 million visitors, an increase of 81 percent from the previous year. Orkut’s audience was three times the size of its nearest competitor in the category. Facebook.com captured the #2 position with 4 million visitors, up 150 percent versus year ago, followed by local social networking site Bharatstudent.com with 3.3 million visitors (up 88 percent) and hi5.com with 2 million visitors (up 182 percent).

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