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What does a website rely on to make a profit?
One, network advertising

For the site advertising revenue is the root of traditional e-commerce, and its effect is immediate, is a more practical mode of income. Existing online game site advertising forms of expression are: banner, Button, this site's hot columns, recent recommendations, activity title, floating icons, pop-up windows and other forms. Network advertising forms of expression with the accumulation of experience of operators, the form will be various.

Online game is an industry with certain specialization, the link of different game websites is a way of network advertising. The exchange of advertising space between different game sites reduces the cash flow between them. This kind of advertisement not only exists between online game sites, but also between game sites and some portal sites. It is also a common way of operating online advertising. The biggest contributors to online advertising revenues would be some of the types of businesses that pay for advertisements to get brand publicity, and they may take all the forms of presentation mentioned above. In terms of business revenue, the main gainers of online advertising should be gaming sites that have a huge number of registered users and are extremely popular.

Improving the effective reach of online advertising is another effective means of increasing a site's revenue stream from online advertising. Due to the website's operators on the landing of their own characteristics of the attributes of Internet users is relatively vague, so the advertising effect is obviously not as professional magazine media in place, which will greatly reduce the business choose the website as the advertising media enthusiasm. Therefore, if the website operator understands the background information and characteristics of the Internet users on his website, he will expand the economic income brought by online advertising.

Second, share with telecom and ISP

The interests of game operators are directly linked to telecom and ISP. Network games have the communication and competition and other characteristics of consumers have a strong attraction, can make consumers stay online for a long time, these users occupy the Internet time is the telecommunications and ISPs desire, so a huge income is undoubtedly attractive. It is calculated that the per capita online time of Lianzhong game users exceeds 100 minutes per day, and the accumulated daily online time is up to about 3 million hours. If a better agreement can be reached with the access operator, it should bring huge revenues to the game provider. There are three general types of cooperation with telecoms and ISPs

The first is open-ended. "On December 19, 2000, Lianzhong's billing statistics system was certified, and the "open" billing split with China Telecom officially began. This revenue was the second largest in Lianzhong's revenue model. The online game "Millennium" launched by Asia Union in 2001 also adopts this method.

The second is closed, with "deep bundling" with certain high-priced ISPs. In other words, it's not just a matter of bundling an Internet card with a monthly subscription card, but of building an ISP dial-up program into the account so that the user has to access the Internet through the designated ISP, and the Internet access is to play the designated game.

The third type, is the authorization type, through the authorization of the way directly in the ISP or ICP to set up servers, authorize them to use their own online game products. The game online game operators then share the profits through the license fee. This type of cooperation is more applicable to some non-board and other types of small games, such as some strategy, role-playing, simulation, real-time strategy and other types of game types.

Cooperation with mobile telecommunication operators:

Since the number of mobile terminal users has a very large market scale, and the use of other services for mobile terminals has formed a certain climate, online game companies began to get involved in this market. Relevant information shows that since the launch of mobile QQ business, Tencent from the mobile, Unicom 1 year 100 million yuan of SMS market divided nearly 30 million, the United will also launch two major plans - mobile short message service and mobile wireless Internet new game site. They set a target of 40 million a year.

Three, membership fees

This charging mode mainly takes the form of issuing membership cards. With the double increase in the number of Internet users and the variety of online games, the site's system support costs are becoming a heavy burden. In order to provide a more stable gaming environment, websites have upgraded their server systems and bandwidth resources several times.

Fourth, product sales and e-commerce

Currently on the market are mostly CD-ROM-based online games, which are not suitable for direct download from the Internet due to the narrow-band network environment and the excessive amount of game data. The current sales channels of game CD-ROMs basically use a combination of online and offline. The offline sales places for CD-ROM games are mainly chain stores and bookstores where software is sold, while the offline sales places for the point cards that are compatible with CD-ROMs may also be places that are frequented by consumers on a daily basis, such as newspaper kiosks. Software, as one of the most suitable products for online sales, has always acted as a best-selling product online. Game CDs, as one of the more popular online consumer products, are needed for online shopping malls to generate more financial income. Products related to online games also include game point cards, membership cards and so on. The role of the CD-ROM is to enable users to obtain the right to use the game, and its role in sales is to directly bring one-time cash income for the game company; if the user is interested in the game, the point card can bring continuous income for the game company, and the longer the life cycle of the game product, the more income will be. Game guides are usually included with the game discs, and a certain number of points are given as promotional prizes.

With the popularity of game products and the increase of users, how to turn the peripheral products around the game into commodities and earn revenue will be something that game operators need to consider. The fact that the Tomb Raider game has been turned into a movie shows that the game itself has considerable, re-explorable commercial value. This form of commercial operation is a direct exploitation of the value of the game itself. The exception is the development of products based on hot-selling game products such as toys, small gifts, or polo shirts printed with the characters of the main characters in the game to be sold as merchandise to consumers, which is also a way of realizing revenue.

The personality that the user has is the direction that the operator indirectly obtains the income. In board games, the personalization of avatars prompts users to use the wealth they possess to buy limited-issue or unique avatars from virtual stores. This way of operation can consume the user's wealth value as soon as possible, in order to prompt the user to continuously inject the corresponding funds to maintain a fairly high level of wealth, so that the operator can indirectly obtain income. Similarly, e-commerce includes other online virtual products, such as the sale of flowers, diamond rings and other products.

The development of products with a certain degree of personalization and value and turned into commodities can increase the operator's source of income. At the same time, this practice can be an organic combination of online games and real life, and promote the game itself on the degree of attraction of users, to increase the user's stay in the game also has a certain positive effect.

Fifth, the organization of competitions

Online games due to the competitive nature of the rapid development. At present, some online game companies see exactly this point. The WCGC in South Korea has developed into an online game tournament with considerable influence. Samsung, as the first organizer of this tournament, invested a lot of money to promote the sales of its digital products. Obtaining sponsorships from related manufacturers by hosting game tournaments is a way to tap into the extrapolated value that online games have.

The earliest and largest MMO tournament in China was the StarCraft tournament organized by Sina and 263 in 1999. 2000 saw the beginning of the professionalization of MMOs. MMO companies began to train their own MMO teams to participate in a series of MMO competitions. For example, the AG team, which plays StarCraft, became the official team of the Asian League; CPGL selected professional MMO players to participate in the WCGC World Game Invitational Tournament in South Korea. Currently, most game operators in China organize different online game competitions. Lianzhong organizes online game competitions almost every week, and a significant portion of the competitions have sponsors. Cola Bar organizes online billiards competitions with titles based on the billiards and other products it owns.

Game companies promote their products and earn real income while expanding their popularity by organizing online game contests. This form of business means has developed into a more mature mode of operation.

Sixth, the transfer of technology and products

Online game companies rely on their own advantages in research and development, to develop a highly competitive market technology platform and game products, through sales or leasing forms, to obtain economic income. The company that profits in this way is more typical of Coke Bar (Wiretone), let's take a look at the following factual materials: in August 1999, Wiretone signed the "Chess Online Game Development Contract" with Sina.com and successfully provided Sina.com with online chess and card games by using browser-based desktop and multi-window technology; in March 2000, it signed an online gaming product provision and related technology transfer contract with Zhonggong.com; in December 2000, it signed an online gaming product provision and related technology transfer contract with Zhonggong.com; in December 2000, it signed an online gaming product provision and related technology transfer contract with Zhonggong.com. In March 2000, we signed a technology transfer contract with Zhonggong.com to provide online game products and related technology transfer; in December 2000, we provided a series of online game products for Renren.com; in January 2002, WorldMan, a famous network company in South Korea, signed a contract with Wiretone to lease its independently developed "Fancybox Game Development System".

Through the "Research Report on China's Online Game Business Models", we can see that the operation of online game companies, supported by their own strong strength, can expand the scope of their products and audience targets. In addition to generating revenues, they can consolidate and enhance their position in the online game market and establish corresponding barriers to entry. p>

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