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ソーシャルネットワーキングウェブサイトの収益獲得:事実か確信か?

Monetizing Social Networking Sites: Fact or Faith

 

出版社 出版日電子媒体
(05/23 レート)
ページ数
ライトリーディング社 2008年11月US$ 900
\76,507(税込)
ライセンス別価格
20

目次


米国の調査会社ライトリーディング社の調査レポート「ソーシャルネットワーキングウェブサイトの収益獲得:事実か確信か?」は、登録ユーザーに広告への注意を促して行動を起こさせるため、ソーシャルネットワーキングサイトがどのようにして仕組みを作ったかを分析し、新たな収益源がいかに多額の収益を生むことができるか査定している。また、上位10件のソーシャルネットワーキングサイトを示し、それらのサイトの焦点とビジネスモデルを分析している。

This report analyzes how social networking sites have created mechanisms to nudge registered users to notice and act upon advertisements presented to them and assesses how new revenue streams can help churn out profits. The report also identifies the top ten social networking sites, analyzing their focuses and business models.

概要

The popularity of social networking has grown tremendously since its inception. However, scraping together a profit from social networking sites can be puzzling to companies across the board. There are many advertising methods these sites use to produce a greater profit margin, and other revenue streams (such as premium content, merchandising, games, gifts, etc.) also prove effective.

The future for social networking sites seems to be grounded in mobile devices, since many people in developing counties and young people in the U.S. and Europe are more likely to own and connect with a mobile phone versus a laptop or PC. Also, higher-speed 3G cellular networks, coupled with smartphones featuring large, high-resolution displays, longer battery life, and fast text-input technology, help make mobile social networking functions easier to use.

Most social networking sites now offer application programming interfaces (APIs) that allow third parties to build applications and widgets that interact with the site in certain ways. This can enable users to experience the Website's features more easily and can also aid commercial transactions by enabling payments, for example, and linking to other services demanding a fee.

This report analyzes how social networking sites have spent money to create mechanisms designed to nudge registered users to notice and act upon advertisements presented to them. The report also assesses how new revenue streams, such as mobile delivery, digital rights management (DRM), and premium content, can help to churn out profits in the meantime. Finally, this report identifies the top ten social networking sites (chosen from hundreds of sites distributed across the Web), providing brief profiles of their focus and business model.

Monetizing Social Networking Sites: Fact or Faith provides critical insight and analysis for a range of industry participants, including:

Vendors seeking to sell advertising and other monetizing technology to social networking sites, to help them expand their revenue streams.
Social networking sites seeking to maximize their revenue streams through advertising and other monetizing techniques, partnerships, and new features that will draw more users to their sites.
Investors seeking a better understanding of what generates revenue in a social networking site.

Sample research data from the report is shown in the excerpts below:
  • Choosing the top ten social networking sites is difficult, if not impossible, for a number of reasons, including the simple fact that many sites target different countries, languages, regions, social groups, or professions. Due to the nature of social networking and visitor willingness and ability to switch preferences at the drop of a hat, the top sites today might be superseded by something else in the near future. The following excerpt shows the features of some of the top social networking sites on the market right now.

拡大図

  • Companies analyzed in this report include: Bebo Inc.; Facebook Inc.; Friendster Inc.; Hi5 Networks Inc.; Imeem Inc.; LinkedIn Corp.; MySpace, a subsidiary of News Corp. (NYSE: NWS); Orkut, a division of Google Inc. (Nasdaq: GOOG); SkyRock.com; and Windows Live Spaces, a division of Microsoft Corp. (Nasdaq: MSFT).

Table of Contents

I. Introduction

II. The "Top Ten" Social Networking Sites

III. Advertising in Social Networking

IV. Alternative Revenue Streams

V. Application Development Platforms

VI. The Privacy Debate

Ⅶ. Mobile Matters

Ⅷ. The Players

  • Bebo
  • Facebook
  • Friendster
  • Hi5
  • Imeem
  • LinkedIn
  • MySpace
  • Orkut
  • SkyRock
  • Windows Live Spaces

Ⅸ. Conclusion

 

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