Posts Tagged ‘nielsen’

Charging for online content – who’s willing to pay for what?

Wednesday, February 17th, 2010

A new study conducted by Nielsen has revealed that consumers will definitely “maybe” pay for online news and entertainment content that they now receive for free. However, the majority of respondents (85 percent) indicated that they’d rather the currently free content stay that way. Interestingly, survey respondents were far more willing to pay for certain services, while others don’t seem to be worthy of breaking out the credit card for, especially if they’ve previously done so. The study is in depth, as Nielsen surveyed over 27,000 consumers across 52 countries.

The big winners in the “will maybe pay for” category include theatrical movies, music, games, and professionally produced video (i.e. television). The current print industry buzz around microtransactions in online magazines and newspapers fell into the middle of the pack, an improvement over a Forrester Research report in November found that 80 percent of U.S. consumers would not bother to access online newspaper or magazine sites if they were no longer free. Rounding out the pack were amateur productions including podcasts, consumer generated video and blogs. Interestingly, social communities (i.e. social networks) scored just above podcasts and below Radio. A dichotomy unresolved, as the gaming activity on these social communities is clearly generating large amounts of revenue, that some are obviously interested in paying for.

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Some statistics from Nielsen’s survey:

  • More than half of those surveyed (52%) preferred a microtransaction payment model over a full subscription to acquire content. However, only 43% indicated that implementing an easy payment method would make them more likely to pay for online content.
  • Better than three out of every four survey participants (78%) believe if they already subscribe to a newspaper, magazine, radio or television service they should be able to use its online content for free.
  • At the same time, 71% of global consumers say online content of any kind will have to be considerably better than what is currently free before they will pay for it.
  • Nearly eight out of every ten (79%) would no longer use a web site that charges them, presuming they can find the same information at no cost.
  • As a group, they are ambivalent about whether the quality of online content would suffer if companies could not charge for it—34% think so while 30% do not; and the remaining 36% have no firm opinion.
  • But they are far more united (62%) in their conviction that once they purchase content, it should be theirs to copy or share with whomever they want.

What’s also interesting to note from this survey is the top slots. Movies, Music, Television, and Games. Is there perhaps a program a great number of us already have installed on our machines that gives us direct access to all 4? If you own and iPhone or iPod, or simply like music, television, and movies at your fingertips, chances are you’ve got iTunes installed on your machine. While I’m not going to say that Apple itself has revolutionized the industry, but they have certainly built a platform that has introduced millions to the concept and procedure of purchasing content online with a direct digital deliver method. Now….if print media publishers could reconcile a content gateway through iTunes…well, that might drastically effect the results of the Nielsen survey.

 

Nielsen study finds increase in Seniors using the web – Facebook #3 destination

Monday, December 14th, 2009

A recent study conducted by Nielsen has found that in the past five years the number of seniors (age 65 or older) actively using the internet has increased by over 55 percent. While this demographic still makes up less than 10 percent of the overall internet population, 17.5 million users is still an attractive number to any advertiser.

The study found that female seniors are more active web users, outpacing male usage3 by 6 percentage points. The amount of time that these users are spending on the web is increasing as well. In November 2004, seniors reported on average 52 hours per month online, whereas November 2009 saw an increase of 11 percent, raising the total time per month to 58 hours.

“The over 65 crowd represents about 13% of the total population and with this increase in online usage, they are beginning to catch up with their offline numbers,” notes Chuck Schilling, research director, agency & media, Nielsen’s online division. “Looking at what they’re doing online, it makes sense they’re engaged in many of the same activities that dominate other age segments – e-mail, sharing photos, social networking, checking out the latest news and weather – and it’s worth noting that a good percentage of them are spending time with age-appropriate pursuits such as leisure travel, personal health care and financial concerns.”

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So just where are these seniors heading? It should come as no surprise that the number one destination was Google, with 10.3 million unique senior visitors. In second place, Nielsen reports Windows Media Player with approximately 8.2 million unique visitors, which is slightly odd, as MWP isn’t really a web destination. And in a strong 3rd place, Facebook, with 7.9 million unique senior visitors. This is a major victory for social networking site Facebook, as just one year prior, they ranked number 45 on seniors’ radar. This statistic falls right in line with an overall increase of 53 percent of seniors’ usage of social networking and blog sites. Overall, 8.2 percent of all social network and blog traffic is over the age of 65, only 0.1 percent less than teenage visitors.

This data could be the genesis of a new marketing strategy employed by some advertisers on Facebook. The data reflecting increased female usage seamlessly falls in line with Q Interactive’s study indicating that women are competitive and loyal customers of casual games. While most gaming companies are focused on pulling in the teen and middle aged crowd, who’s to say that if approached correctly, seniors might have the same buying power as the other two? With only a 0.1 percentage less than teens, and the fact that there’s no asking to use the credit card involved, seniors represent a huge untapped market. The question is – who’ll be first on the scene to develop a product that appeals to them, one that they’d be willing to make a financial commitment to?

 

Fatfoogoo goes b2b with bbq flava

Wednesday, June 4th, 2008

Focusing not only on the needs of the player alone, after careful research and consideration, your favorite foogoos are now opening the doors to partnerships with individual game publishers. No worries, the current state of fatfoogoo isn’t going anywhere, and we’ve still got your back for all things trading. We’ve simply added another dish to the menu.

We took a long hard look at not only the technologies that we’ve developed in house, the experience and knowledge that we’ve gained, but also at what players and publishers across the world are looking for in a gaming experience. Combine that with the current state of the industry and the tremendous interest and revenue streams in the micro transaction field, adding the fatfoogoo partnership program was a no brainer.

In a recent interview fatfoogoo CEO Martin Herdina sites, “The trading and selling of virtual assets is truly the future of online gaming. It is an important alternative business model to the classical subscription fee-based programs that are currently dominating the industry. Fatfoogoo looks to fulfill a demand for this market. Our new Partnership program enables us to provide the best of both worlds: Primary Market trading, i.e. Publisher to Player and Secondary Market Trading, i.e. Player to Player trading. With the incredible growth of both primary and secondary trading markets, most major publishers understand that there is a need for an independently operated, fair and secure marketplace for virtual goods and services.”

And what a demand it is. The secondary trading market for virtual assets alone is currently growing at astonishing rates, going from revenues of approximately $1 billion in 2006 to an expected $7 billion in 2009, according to Nielsen.

This model has already been proven in Asia with Maple Story and Kartrider, both published by Nexon games. Research has shown that 8%-30% of all players purchase items via micro transactions. This in turn results in a higher revenue stream for publishers as opposed to the traditional subscription fee model. According to industry experts, on average, ‘Free to Play’ games generate anywhere between $15-$20/month. In the April edition of Fortune Magazine, senior writer Devin Leonard weighed in on the future of gaming:

(Game Publisher) Nexon pioneered this business – hooking players with a seductive free game while urging them at every turn to purchase extras using prepaid debit cards sold at retail outlets like Target. Nexon collects ad revenue in overseas markets, but in the United States the big money so far is in these microtransactions: $1.6 million a month. John Chi, CEO of Nexon America, says that the Nexon card is the second-best-selling prepaid card at Target – after the iTunes card. (Target will say only that Nexon cards are “doing really well.”)

Our experience in the virtual world micro transaction field is unparalleled. Not only have we created a multilingual platform, currency, taxation, and support system, but also gained real life experience and have weeded out a lot of headaches. As with anything in life, nothing is 100% certain, but here at the foogoo, we’ve already dealt with a whole number of things that could go wrong, have fixed them, and have learned from them. No other system in the world can match our level of multi national experience.

Back at the top-secret underground foogoo labs, our partnership engineers are already hard at work developing solutions for clients. Stay tuned, as we’ll be announcing some of our exciting partnerships soon!