360 buzz ads

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1:1 and Viral Social Media Marketing Product to build and engage Communities across networks with CRM integration! Social Branded Games add spice to the offering to help brands retain communities.

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360BuzzAds

Social Apps

Loyalty & Rewards

Social Networks & Mobile

Integration

CRM Integration

Social Branded Gaming

Social media today!

Facebook hitting 500 M

Users – 6/10

132 M Monthly Active Users

MySpace- 250 million!

India ~ 18 M on Facebook

Total Internet Population - ~ 1.8 Billion – 3/2010

Users on Social Media ~ over 67%

2009 – A Watershed

• Social Media has become #1 application over E-mail in May 2009

• Social Media overtakes Enterprise Software in investment and user base

- Nielsen Online

“3rd

Largest

Country”

20th Century Marketing Approach

• “Spray and Pray” approach

• Focus on transaction

21st Century makes a Paradigm shift!

• Engage in Conversations

• Build Communities

• Listen to your Communities

• Focus on Users and Communities

24%

11.10%

10.80%

5.50%

5%

4.70%

4.50%

4.40%

4%

3.90%

3.80%

3.40%

3.10%

11.70%

0% 5% 10% 15% 20% 25% 30%

Facebook

E-mail

Twitter

Yahoo!Bookmarks

MySpace

Windows Live

Delicious

Digg

Google Bookmarks

Yahoo Buzz

reddit

stumbleupon

Bebo

Others

Leading Online Services used to Share Online Content Worldwide – July 2009 - % share

89% online

content is

shared

through

Social Media

Facebook,

Twitter, MySpace

are used by 40%

Facebook share increases to over 40% in Mar 2010

11.70%

33.70%

26.40%

28.20%

18-24 yrs

25-36 yrs

37-44 yrs

45-55 yrs

Age Group

Asia35%

North Americ

a25%

Europe, MEA28%

Carribean & Latin

America

12%

World-wide Social Networking Users

Source RazorFish Feed Report 2009

Users below the age of 24 drops to 27% on Facebook in Mar 2010

32.90%

36.90%

6.20%

18.20%

5%

0.70%

Current Customer

Exclusive Offers/Deals

Friends of Fans

Interesting Content

Service, Support or Product news

Other

Primary Reason to "Friend" a Brand

97%

70%

67%

65%

73%

44%

37%

Search a Brand

Read Corp Blog

Video on YouTube

Played a Branded Game

Posted a Review

Looking for Deals on Twitter

Looking for Deals on FB/Mysp

Interactions

Source RazorFish Feed Report 2009

Build a Community around a brand and engage in interactions

Viral Social Apps for reach and velocity to acquire Fan base

Facebook users spend an Avg. of $ 71 more than non-FB Fans

68% of FB likely to recommend

38% likely to accept a recommendation

44% willing to try a brand being used by a friend - Syncapse.com

Copyrights 360BuzzAds 2010 7

74%39% 34%

10%

Social Media

Virtual Events

Mobile Channels

Other

Emerging Channels for Lead Gen in 2010 - US

Source- Emarketer.com

57%

68%

51%

26%

43%

33%38%

45%46% 44%41% 41%

Company Blog

Facebook Twitter LinkedIn

Cust. Acquisition channels – North

America – Jan 2010

B2C B2B Total 56%

22%

15%11%

8%5%

2% 2%

31%

Sites Used regularly by Online US Shoppers –

Dec 2009

Copyrights 360BuzzAds 2010 8Source- Emarketer.com

71.8443.71

13.576.79 0.47

Avg. Value of Fan –USD 136.38

Spend

Loyalty

Recommendations

Earned Media Value

Cost Offset of Fan Acquisition

Deriving Fan Value

•SOCIALTrac Report 2010 – by Syncapse.com

1. Product Spending:

• The ability to understand the methodology of increasing product spending.

2. Loyalty:

• The ability to understand the available means to influence and promote brand loyalty within a target audience.

3. Propensity to Recommend:

• Probability and propensity for word-of-mouth recommendations leading to sales.

4. Brand Affinity:

• The impact on brand perception and recall.

5. Media Value:

• Efficiencies of earned reach and frequency via the Facebook platform.

6. Acquisition Cost:

• Efficiency of Fans in enticing others to participate and drive organic membership

Copyrights 360BuzzAds 2010 9

67

61

50

27

63

75 73

43

Heavy Medium Light Non-Visitors

US

D

Avg. Online Spend - US, by time spent

Facebook Twitter

91%

85%80%

72%71%

60%

51%49%

40%36%

Tools Used

87

30

99

50

Mean Amt Median Amt

Avg Amt spent on Virtual goods – N. America in USD

2009 2010

13

25 2

21

9 31

07 4

07

0 50

47 6

00

6

Virtual Goods Revenues - in Million USD

2010

31% users bought Virtual Goods on Social networks

29% users bought on Social Network Games

Limitation of WoM :

Reach & Velocity for WoM

WOM - Largest factor for Conversion!

Conversion Rate : 90%+

Direct Marketing : 30-40% is second! Social Media delivers Reach

& Velocity to Word of Mouth!

Build 1-to-1 engagement with your customers !

© Compusol Software 14

Viral Social apps propagates conversation

to build a community

Reach Fans and Friends of Fans

Approx. 5-30% of Friends link back to page

Mobile Integration

Targeted engagements

Build Word of Mouth Campaigns with high

Velocity and Reach

COMMUNITY APPS

Invites, Gifts, Greetings

Trivia, Quotes,…

Contests, Text based

Treasure hunts

Surveys, Quizzes and

Polls

Feedback cum Rating

Viral File, Video & Photo

shares

Store Locator

TRANSACTIONAL APPS

Discount Coupons

Cash Vouchers

Group Buying

Tickets

Sweepstakes

Shopping Catalogs

E-commerce

Transaction Fee per

transaction

CRM INTEGRATION

Single Sign On for Users

and customers across

Social Media and CRMS

Capture Social Media

Interactions for Lead

Generations and

Promotions

CRMs : SalesForce.com,

Siebel, SAP, etc

SOCIAL GAMING

3D animated Gaming on

Facebook

Drive Virality and Micro-

transactions

Integration with CRMS

through 360BA

Framework

Platforms supported:

Facebook

iPhone, Wii

Loyalty and Rewards

Geo- Targeting

Integrated Payment Gateway

Analytics and Reporting

Custom Reports

Cross Media Messaging & Alerts

Notifications, E-mail and SMS

Web Services based Extensible Architecture

Social Media Standards

Privacy Policies adhered across Networks

IAB Standards

• User Clubs

• Contests

• 3D Branded Games

• CSR

Branding

• Promotions

• 3D Branded Games with Promotions

• Group Buying

• Loyalty and Rewards

Customer Acquisition

• Loyalty & Rewards

• Issue Resolution

• CRM Integration

Customer Support

Facebook Connect

Single sign On to CRM and Facebook

CRM to capture Customer interactions

▪ Content Share

▪ Loyalty and Rewards

▪ Promotions

Invites & Events

Facebook Fanbox on Portal

Facebook LiveStreams on Portal ▪ *Requires Portal with Login/Authentication and Database

Twitter

Integrate Twitter

Account with

Facebook Page

Cross Network

Content sharing

▪ Comments, Likes, etc.

▪ Canned Messages

Favorites, followers,

friends, etc.

YouTube

Video sharing

Rating, Comments,

Shares, etc, between

Facebook and

YouTube

Transactional Apps

Subscription per App

Payment Gateway

integration

Transaction Fee

Community Apps

Annual Subscription

per App

Branded Games

Custom Development

CRM Integration

Custom Development

SalesForce.com –

SaaS model

Bespoke Applications

Optional

Based on Feasibility

and Requirements

Subbu Jois

+91 99451 03337

jois@compusol.in

Compusol Software Pvt. Ltd.

www.compusol.in

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