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How to look at profitable websites
First, online advertising

For websites, advertising revenue is the basis of traditional e-commerce, and the effect is immediate, which is a more practical income model. The existing advertising forms of online game websites mainly include banner, buttons, popular columns of this website, recent recommendations, activity titles, floating icons, pop-ups and so on. With the accumulation of operators' experience, the forms of online advertising will be varied.

Online game is a professional industry, and the links of different game websites are an operation mode of online advertising. The exchange of advertising space between different game websites reduces the cash flow between them. This advertising business model exists not only between online game websites, but also between game websites and some portal websites. This is also a common operation mode of online advertising. The biggest contribution to online advertising revenue should be some types of enterprises that pay advertising fees to get brand promotion, and they may take all the forms mentioned above. From the perspective of business income, the main beneficiaries of online advertising should be game websites with a large number of registered users and high popularity.

Improving the effective arrival rate of online advertisements is another effective means to increase the revenue source of online advertisements on websites. Because website operators are vague about the characteristics of logged-in netizens, the advertising effect is obviously not as good as that of professional magazine media, which will greatly reduce the enthusiasm of merchants to choose websites as advertising media. Therefore, as a website operator, if you know the characteristics of netizens' background information on your website, it will expand the economic income brought by online advertising.

Second, it is divided into telecommunications and ISP.

The interests of game operators are directly related to telecommunications and ISP. The characteristics of online games, such as communication and competition, are very attractive to consumers and can make consumers stay online for a long time. The online time occupied by these users is what telecom and ISP are eager for, so the huge income is undoubtedly attractive. According to estimates, the average online time of Lianzhong game users exceeds 100 minutes per day, and the accumulated online time is about 3 million hours per day. If a good agreement can be reached with access operators, it should bring huge income to gamers. There are generally three ways to cooperate with telecom and ISP.

The first is openness. "Open" billing sharing is to count the game time of each user through technology and divide it directly according to the accumulated value. On June 5438+February 65438+February 9, 2000, Lianzhong billing statistics system passed the authentication, and the "open" billing sharing with China Telecom officially began. This income ranks second in the Lianzhong income model. The online game Millennium launched by Yalian Company 200 1 also adopts this method.

Secondly, it is closed and "deeply tied" with some high-priced ISPs. In other words, not only the monthly fee card is tied to the network card, but also the ISP dialing program is built into the account so that users must surf the Internet through the designated ISP, and surfing the Internet is to play the designated game.

The third is authorization, which directly sets up servers at ISP or ICP and authorizes them to use their own online game products. Online game operators share profits through licensing fees. This type of cooperation is more suitable for some non-chess and other types of small games, such as strategy, role-playing, simulation, real-time strategy and other types of games.

Cooperation with mobile communication operators:

Because the number of mobile terminal users has a very large market scale, and the use of mobile terminals by other services has formed a certain climate, online game companies have also begun to set foot in this market. According to relevant data, since the launch of mobile QQ service, Tencent has carved up nearly 30 million yuan from the SMS market of China Mobile and China Unicom, and Lianzhong will also launch two major plans-mobile SMS service and mobile wireless Internet access new game websites. The goal they set is 40 million per year.

Third, membership fees.

This charging mode mainly takes the form of issuing membership cards. With the double growth of netizens and online games, the system support cost of websites is becoming a heavy burden. In order to provide a more stable game environment, each website has upgraded the server system and bandwidth resources several times.

Fourth, product sales and e-commerce.

At present, most of the online games sold in the market are CDs. Because of the narrow network environment and large amount of game data, it is not suitable to download directly from the network. At present, the sales channel of game CDs is basically a combination of online and offline. The offline sales places of CD-ROM games are mainly chain stores, bookstores and other places where software is sold, and the offline sales places of supporting CD-ROM cards may also be places where consumers like newsstands patronize daily. As one of the most suitable products for online sales, software has always been the best-selling product on the Internet. As a popular online consumer product, online shopping malls need to get more economic income through it. Products related to online games also include game cards and membership cards. The function of CD is to let users get the right to use the game, and its role in sales is to directly bring one-time cash income to the game company; If users are interested in games, ordering cards can bring continuous income to game companies. The longer the life cycle of game products, the more income they will get. The introduction of the game is generally attached to the user together with the game CD, and a certain number of points are also given as promotional prizes.

With the popularity of game products and the increase of users, how to turn game peripheral products into commodities and earn income will be something that game operators need to consider. From the fact that Tomb Raider was made into a movie, it shows that the game itself has considerable and rediscovered commercial value. This form of commercial operation is the direct development of the value of the game itself. Exceptionally, according to the best-selling game products, it is also a way to realize income to develop toys, small gifts or T-shirts printed with the main characters in the game and sell them to consumers as commodities.

The personality of users is the direction for operators to indirectly obtain income. In chess games, the personalized design of avatars encourages users to use their wealth to buy limited editions or unique avatars from virtual stores. This kind of operation mode can consume the wealth value of users as soon as possible, thus prompting users to continuously inject corresponding funds, maintaining a fairly high wealth, and enabling operators to indirectly gain benefits. Similar e-commerce also includes the sales of other online virtual products, such as flowers and diamond rings.

Developing products with certain personality and value and transforming them into commodities can increase the income source of operators. At the same time, this practice can organically combine online games with real life, promote the attraction of the game itself to users, and also have a certain positive effect on increasing the stay time of users in the game.

Verb (abbreviation for verb) holds a competition.

Online games have developed rapidly because of their competitive nature. At present, some online game companies have only seen this. At present, WCGC has developed into an influential online game event. As the first organizer of this event, Samsung invested a lot of money to promote the sales of its digital products. Obtaining sponsorship from relevant manufacturers by holding game competitions is an excavation of the extended value of online games.

The earlier large-scale online game competition in China was the StarCraft Competition held by Sina and 263 at 1999. In 2000, online games began to be professional. Online game companies began to cultivate their own online game teams and participate in a series of online game competitions. For example, the AG team playing StarCraft became the official team of the Asian Union; CPGL selected professional online gamers to participate in WCGC World Game Invitational Tournament held in Korea. At present, most game operators in China hold different online games. Lianzhong holds online games almost every week, and quite a few games have sponsors. According to its billiards and other products, Keleba held an online billiards competition with naming nature.

By holding online games, game companies not only expanded their popularity, but also promoted their products and gained real income. This form of management has developed into a relatively mature operation mode.

Intransitive Verb Technology and Product Transfer

Online game companies rely on their own research and development advantages to develop highly competitive technology platforms and game products, and obtain economic income through sales or leasing. A company that makes a profit in this way is a typical cola bar. Let's take a concrete look at the following facts:1In August, 1999, Wirelink signed a contract with Sina to develop online chess games, and successfully provided online chess games for Sina by using desktop and multi-window technology based on browser; In March 2000, it signed a contract with Zhonggong.com for the supply of online game products and related technology transfer; From June 5438 to February 2000, we provided a series of online game products for Renren. June 5438 +2002 10, a well-known Korean network company, signed a contract with Wireline to lease its self-developed Fancybox game development system.

Through the "China Online Game Business Model Research Report", we can see that the operation of online game companies can expand the product range and audience with the support of their own strong strength. This operation can not only gain profits, but also consolidate and enhance its position in the online game market and establish corresponding entry barriers. The question you asked.

1: How do Baidu and Yahoo make money?

A: Baidu mainly makes money by paying search rankings.

2. What do other websites make money from?

After improving the click-through rate of the website, advertisements rely on the click-through rate of advertisements to find money, as well as the fees charged by distinguished users.

3: Who gives the money? Who will pay the bill?

Fees are collected by website operators and shareholders, and paid by advertisers and VIP users.