顯示具有 網路廣告 標籤的文章。 顯示所有文章
顯示具有 網路廣告 標籤的文章。 顯示所有文章

星期日, 2月 11, 2007

Can Google score with in-game ads?

Can Google score with in-game ads?

As Google expands its lucrative ad network to new markets, industry watchers increasingly believe the search giant will buy its way into the nascent market for advertising inside video games.

Google has reportedly looked at acquiring AdScape Media, a small company, founded in Ontario and now based in San Francisco, that specializes in so-called in-game ads. Google did not return calls seeking comment, and an AdScape spokeswoman declined to comment on the talks.

Though an industry insider who asked to remain anonymous said negotiations had stalled, such an acquisition would allow Google to take on old foe Microsoft, which last year acquired a similar but larger company called Massive. In-game ads, however, are one place where Microsoft would have a rare advertising advantage over Google thanks to thriving sales of its Xbox 360 gaming console and a long list of gaming titles.

"Google would be playing catch-up against some significant entrenched providers," said Michael Goodman, a program manager at research firm Yankee Group Research. "The biggest challenge for them is they might see themselves closed out of the Xbox as a platform to serve ads to."

In-game ads may sound like a niche, but it's a growing one that reaches a choice demographic for advertisers. A recent Nielsen Entertainment study found that men aged 18 to 34 are spending more time playing video games (12.5 hours on average per week) and less time watching television (9.8 hours per week).

About 6 million U.S. households have at least one "power gamer," someone who spends as much as 20 hours per week and $50 per month on games, and there are more than 15 million active players of casual games, which are free ad-supported games such as Tetris or cards, said Michael Cai, director of broadband and gaming for Parks Associates.

"It's not a pimply faced teenage kid playing video games in the basement anymore. It's people with a lot of disposable income," said Jeff Berg, content editor at the Interpublic Emerging Media Lab think tank. "It's a natural space for Google to move into if they can do it effectively."

The dollar value of this market isn't nearly as small as many people would think. Parks Associates predicts that game advertising revenue will grow from $120 million in 2006 to $200 million this year and $300 million in 2008. Yankee Group forecasts in-game ad revenue to reach $732 million by 2010.

Buying AdScape wouldn't get Google a lot of new customers, but it would get the company technology, Goodman said. "Google already has significant relationships with advertisers, but they would have to build up relationships with game publishers," he said.

Over the last 18 months, the search giant has been rapidly moving into new ad markets such as print and radio, using its automated online ad-delivery system to provide a way for advertisers to reach new customers via offline mediums. Google purchased radio advertising provider dMarc Broadcasting for just over $100 million a year ago and has been conducting radio ad delivery tests.

While it's hard to imagine virtual world games like World of Warcraft being a great advertising vehicle for Coke or Pepsi, plenty of games could be ideal, such as sporting titles.

"For example, we take Nike's (ads) they've used for print or television and implement that straight into the games across our sports titles," said Justin Townsend, chief executive of in-game advertising firm IGA Worldwide. The ad is delivered over the Internet and can be changed depending on which advertiser has purchased the ad rights, he said. The ads are targeted geographically, so players in Germany, for example, will see a German version of the ad.

Because Google's greatest success has been in contextually targeted ads rather than display ads, it might be better suited serving ads that appear alongside casual games, which are sold over the Web, Cai said.

"The question is whether Google is interested in getting into a new media form--gaming, and whether they are looking beyond search and trying to address a new ad business--display advertising," he said. "Google is the king of search ads, but they aren't that dominant in brand advertising."

But is the gaming industry ready for Google's automated kind of advertising?

"It's not clear," said Jonathan Epstein, chief executive of Double Fusion, a competitor to AdScape, IGA and Massive. "It doesn't mean it can't get there, but when you look at how markets evolve it's always the specialists that drive innovation and focus in the market."

Eva Woo, vice president of marketing at AdScape, said her company has a technology that allows advertisers to interact with consumers without interrupting the game, something that could appeal to Google. If a gamer opts in, AdScape's Real World Virtual World Gateway will deliver messages via SMS or e-mail from the advertiser, Woo said.

When the game detects that a player has reached a certain level in the game or that a player is having problems getting beyond an obstacle in the game, for example, the advertiser could offer hints, rewards or coupons. "We've been developing this (advertising) technology for five years," she said. "We have one patent issued and 15 patents pending."

A risk for Google, of course, is getting shut out of Microsoft's growing Xbox market, and the question remains whether gamers will rebel against publishers who allow advertisers into their gaming worlds.

"Male gamers playing core games don't mind ads if they help make the gaming experience more realistic rather than disrupting their gaming activity," Cai said.

星期二, 1月 23, 2007

中時終於改版了 很期待

http://news.chinatimes.com/mainpage.htm

星期一, 1月 22, 2007

Google進軍電玩遊戲廣告市場

Google進軍電玩遊戲廣告市場

搜尋引擎龍頭Google為應付龐大客服需求,計劃斥資6億美元(約197億元新台幣)在美國北卡羅萊那成立資料處理中心,預料未來4年可為當地創造210個工作機會。

197億建資料中心
Google業務愈做愈大,尤其在收購影音分享網站YouTube後,不僅要提供大量技術服務,也得應付來自各地線上諮詢及電子郵件服務。成立資料處理中心原本就是Google資本支出的計劃之一,而北卡提供優惠稅率等誘因,吸引Google前往投資。
另外,看好線上遊戲市場前景,據熟悉內情的消息人士指出,Google近期又將進行收購,計劃再買下1家網路廣告技術公司Adscape Media,進軍電玩遊戲廣告市場,但未透露相關金額。
Google近年為擴增廣告業務營收,除了線上廣告本業外,更將發展觸角延伸至平面及廣播等傳統媒體;尤其看到勁敵微軟(Microsoft)2006年也收購1家電玩廣告製作公司Massive後,也決定搶佔這塊市場。
雖然電玩廣告尚在發展初期,不過Sony(新力索尼)PS3、微軟的Xbox360等電玩主機創造可觀銷量,電玩軟體商藝電(Electronic Arts)等也同樣看好電玩廣告未來的市場發展潛力。
雖然Google未證實此項收購訊息,不過,消息來源指出,Google最快本周就可能宣布這項投資案。Google近年積極發展各種新服務來擴大營運,市場預估其2006年營收有機會突破100億美元(約3280億元新台幣)大關。

星期日, 1月 21, 2007

webs-tv 陳銘堯 創新分享未落實 Web2.0迷人但失控在即 無名小站做最壞示範

名人講堂-網絡數碼webs-tv創辦人暨執行長陳銘堯
創新分享未落實 Web2.0迷人但失控在即 無名小站做最壞示範
力抗雅虎奇摩強勢地位 現階段台灣業者需做好在野監督角色

(記者陳玉娟/台北) 2007/01/10

  2006年在Web 2.0熱潮剎那引爆下,網路產業憑藉著各式創新應用如雨後春荀般茂盛興起,再度吸引全球網友回籠、集結巨大流量,終於擺脫5年前泡沫化陰影,其中繼新聞集團、雅虎(Yahoo!)分別買下全球最大社交網站MySpace及Flickr後,Google以16.5億美元天價收購YouTube,將Web 2.0概念應用推升至高峰。

但令人憂心的是,台灣網路產業雖然回春熱絡,但因缺乏原創經營模式及領先技術,以致出現外來和尚會唸經現象;除整體市場在2001雅虎購併奇摩後,幾乎呈現獨霸局面,以致公益訴求為主的蕃薯藤等多家網路業者逐漸式微,PChome也將重心放置在電子商務及與Skype合作業務上。
廣告


此外,在全球網路業者紛以合縱連橫策略,重金搶搭Web 2.0列車後,台灣本土網路業者卻一反常態,並無顯著投資動作,當無名小站遭雅虎奇摩納入麾下,除凸顯台灣網路投資依然保守冷清外,在從交大校園發跡的無名小站出售後,未能有所回饋社會及廣大網友後,恐已扼殺以學生族群為主的Web 2.0分享創新概念發展。

台灣網路產業外商進駐 雅虎奇摩說了算!

在雅虎於2001年收購號稱台灣最大入口網站奇摩後,市佔規模逐年成長。以旗下拍賣事業在台市佔逾9成來看,除2006年執意向賣家收取3%手續費外,其並擁用各項業務定價操控權,雖引來反彈聲浪,但其幾近壟斷情勢,加上反對勢力無法團結發聲,也只有無奈讓其達陣成功。

事實上,由外資一手掌控的「全民媒體」,著眼的只是台灣已相當小的內需市場,其獨大情勢已影響台灣網路產業發展,不但阻礙擠壓新創網路業者空間外,也抑制台灣本土文化與自主性發展,加上台灣網路業者在經歷2000年網路泡沫化恐怖歷程後,不願再冒險搶進,如果真想加碼投資網路,心裡都會想乾脆就到商機無限的大陸或是美國了,對台灣市場的信心已所剩無幾。

雅虎奇摩獨大,已抑制台灣網路成長,只有加速整合、轉彎力拓商機,才有同場較勁機會。

立志當網路在野黨 盼台灣業者拿回發球權

在雅虎奇摩、Google及軟體銀行(Softbank)等國際大廠紛結合本土業者搶攻台灣市場下,網路數碼當然也體認到必須迅速進行垂直整合,壯大規模才能生存。

但網絡數碼在1999年成立後,雖然業績未有飛躍式成長,但憑藉平實經營理念,穩健度過網路黑暗期,並自2003年開始有顯著成長,而自2005起開始進行垂直整合,希望能強化軟硬體技術,因此也買下和信超媒體ADSL寬頻,並合併蕃薯藤(Yam.com)入口網站,緊接著日前宣佈購併百視達,落實影音分享平台寬頻化及整合Web 2.0內容應用,未來可望與有線電視、購物頻道業者及中華電信MOD進一步合作。

另與台灣新浪網重大合作結盟案也將在2007年公佈,網絡數碼也將完成「點連成線、線連成面」策略,揮軍大陸市場。

雖然網絡數碼實力仍較雅虎奇摩、Google落後,但極具信心立志當網路在野黨;台灣網路產業進程有9成是由雅虎奇摩所決定,希望能形成在野監督勢力,具體提出建言,逐漸讓本土業者至少也有發球權的一天到來,讓網路市場公平機制能早日付諸實現。

無名小站下台不漂亮 扼殺台灣網路創新前景

無名小站成功崛起,在高點退場,儘管並無違法問題,但在道德上卻出現嚴重瑕疵,引發爭議。

無名小站7年前由6名六年級生創辦人在交大無本架設BBS站創立時,是利用交大網路資源與機器設備,但因後來商業化時頻寬過於昂貴,轉而求助和信超媒體,而和信超媒體亦承諾給予無名小站低廉費用,將機器設備架設在和信超媒體機房,並使用其頻寬,但條件是未來無名小站要增資或被收購,和信超媒體有優先認股權或選擇權,加上無名小站亦曾承諾白金會員未來若有現金增資或是任何股權調整的計畫時亦享有優先認股權,然而這一切在雅虎重金購併後,出現變數。

外界推估,雅虎奇摩購併金額約為新台幣7.15億元,扣除賈文中拿走3億元後,6位創辦人每人約有5,000萬元落袋,另加每年1,000萬元年薪的3年合約,使得外界幾乎都將焦點鎖定6名創辦人抓住機會選擇退場、年紀輕輕成為千萬富翁,其中引發爭議的是,無名小站是以校園免費資源發跡,且是眾多會員網友基於分享概念,合力所建構的平台,創辦人似乎已忘了Web 2.0的基本精神是什麼,及何謂使用者所賦予的價值?

但卻似乎已讓台灣網路產業發展開倒車、淺碟經濟再現,也傷害年輕學子投入網路世界的純真本質,出現浮華虛幻想法、壓力倍增,也讓外界認為目前眾多新興Web2.0網站充滿銅臭味,無名小站是大家的,6位創辦人其實相當年輕,未來前途無量,擁有千萬年薪已是相當幸運,要懂得知福感恩,取之於民、用之於民,3億元應當捐出從事公益、回饋母校及眾多會員等。

水能載舟亦能覆舟 Web2.0迷人但失控在即

以Web2.0 分享概念而生的新創網站,皆以使用者原創內容為號召,帶動創新即時的各式應用,但目前有關版權等適法問題卻陸續浮現上檯面,例如Google斥資16.5 億美元收購YouTube,目前效益尚未顯現,但諸多影片內容有涉及版權之虞,接獲多家媒體抗議,而離台灣,亦出現貼圖、影音分享等侵權問題,使得經營者和網友間的關係也面臨新的挑戰。

水能載舟亦能覆舟,高獲利的Web 2.0亦帶來高風險,以大陸而言,數以萬計Web 2.0網站相繼推出,但網路世界變幻萬千,擁有創新、流量、技術及資金支持才能不被淘汰,能存活下來的其實寥寥可數,而台灣也還沉浸在「無名」美夢中,這些都將促使泡沫化危機提早浮現。

全球網路產業必須加速自省腳步,建立管理秩序,將網路內容行為導入正軌,避免Web 2.0失控。(網絡數碼創辦人暨執行長陳銘堯口述,陳玉娟整理)

陳銘堯,1999年創辦網絡數碼(webs-tv),曾創立傳呼機(BB Call)加值服務公司—摩斯電訊及赫茲電訊,專營傳呼機加值服務達7年,在手機尚未普及的通訊時代開創出語音秘書、1元傳呼機等殺手級加值服務,於24歲起即展開長達14年創業之路。

星期五, 1月 19, 2007

美國三大報 Open Network創商機

美國三大報 Open Network創商機

美國本土前三大報紙(Gannett Co.,McClatchy Co.及Tribune Co.)聯合起來在其網頁共同銷售廣告。他們相信,未來的生機在於緊抓住線上收入與效益。

三大報紙希望能夠透過提供一個購物者能夠完成所有需求的網路商場(One-stop Shopping),讓線上購物者在駐足購物時能夠留意到線上展示的廣告,達到吸引大廣告主、進而銷售廣告的目的。這項聯合行動的代號叫做”開放網絡”(Open Network)。

在這項行動中,三大報業看見了大廣告主的需求:像是汽車製造商、電話公司等,他們想要接觸到全國的消費者,但是又不願淌入公司與公司間、各家報紙間協調與爭議的這攤渾水裡。

在此行動中的三家公司將各自貢獻其線上廣告空間的百分之十給”開放網絡”這項計畫,雖然此項協議尚未正式地生效啟動,但有人預測,如果一切進行地順利,這三家夥伴關係的報紙將會在今年初向大家公佈這項好消息。

”傳統上,印刷報紙公司間從未這樣相互合作過一起銷售全國性的廣告”Gannett Digital總裁Jack Williams這麼表示,”而我們試圖以不同的方式運用網路、銷售廣告。”

去年11月時,Yahoo!宣佈其與超過150家美國日報的合作關係,其中就同時提供了搜尋以及目標準確且區位清楚的廣告等兩項功能。

星期四, 1月 18, 2007

詹宏志:雅虎併無名小站 不利初創網路公司

詹先生說話了,不過雅虎併無名小站 對整體網路環境不好不只是流量分配的問題,更進一步說,也會扼殺台灣新興網站的發展。

詹宏志:雅虎併無名小站 不利初創網路公司

針對去年底台灣最大的入口網站Yahoo!奇摩購併最大的網誌及相簿社群網站無名小站,台灣最大電子商務網站PChome Online網路家庭董事長詹宏志昨(十七)日表示,兩家公司一旦結合,對於整體網路流量將形成傾斜的情況。

他表示,Yahoo!奇摩是很認真的業者,買下無名小站也顯現其市場上積極的作風;但兩家業者合併之後,從「流量的意義」來看,詹宏志說「坦白說,對整體網路環境並不太好」,主要是造成網路整體流量分配的傾斜。

詹宏志說,兩家業者一旦在流量上取得高市佔比例,將可掌握網路廣告訂價的主導性,這對於未來新冒出頭的初創網路公司,尤其是要依賴網路廣告為營收的初創公司來說,將會造成不小的衝擊,會較難生存。

emarketer 觀點:Bigger Sites May Not Be Better for Online Advertisers

Bigger Sites May Not Be Better for Online Advertisers

JANUARY 16, 2007

Advertising on smaller niche sites could make a big difference.

In the glory days of television, when mass media reigned, media planners could buy time on CBS, NBC and ABC and waltz out for a three-martini lunch. Easy as that.

Times have changed, of course. Today, planning multimedia advertising campaigns is far more complex. But media planners would still prefer to keep things as simple as possible. When it comes to the online portion of their budgets, they buy Google, Yahoo! and a few major vertical-interest sites and, often enough, that is about it.

Merrill Lynch projects that both search and branded advertising will grow online next year, up 27% and 21%, respectively.

But continuing to put the bulk of online ad dollars on large sites could be a mistake. Big, particularly on the Internet, may not be better.

According to new research from Media-Screen, when brand managers and media planners are choosing where to place their ads online, they should not ignore smaller sites with less traffic.

The "Netpop | Response" study found that small, long-tail Web sites are indispensable to consumers — and they provide a new way for brands to position ads where users want to see them.

Interest in the products and brands advertised on smaller sites is greater than on larger sites: According to the study, 42% of sites with less than one million unique visitors a month advertise products of interest to their viewers, vs. 39% of sites with more than one million visitors.

The difference is small, but for savvy advertisers looking for an edge, it is worth exploring.

"Consumers have gained control over the content they consume online and advertisers need to adjust their strategies to match," said Josh Crandall of Media-Screen. "By advertising on smaller Websites, those that consumers are visiting based on their personal interests, companies can reach a highly engaged consumer with a message that relates to a subject that is important to them."

Advertisers should consider putting at least some of their online budgets aside for experimenting with niche site placements.

"Search engines are a driving force behind these trends, enabling broadbanders to venture beyond the major brands to the niche sites they previously never knew existed," said Cate Riegner of Media-Screen. "62% of sites that respondents mention receive less than one million unique visitors."

For related information, read eMarketer's Local Online Advertising: Measuring the Potential report.

星期二, 1月 16, 2007

2006上網率創新高 近六成民眾連網

2006上網率創新高 近六成民眾連網
‧ 台灣上網率近六成 上網人口1185.6萬
‧ 20代上網率最高 40代上網率破五成

台北,2006年12月 27日-創市際市場研究顧問公司於今日公佈台灣地區民眾連網行為調查 。

創市際於2004-2006年,與全球第三大市場研究機構Ipsos合作執行台灣上網行為基礎調查,以各年度內政部所公佈之台灣人口分布比例進行配額抽樣,透過電話訪問方式進行調查。研究對象為台灣地區10歲以上之民眾,研究內容為暸解台灣民眾上網使用率與連網行為 。

台灣上網率近六成 上網人口1185.6萬

在2004 -2006年進行的調查當中詢問民眾過去一個月的上網經驗,發現台灣10歲以上的上網人口,已在去年(2005年)突破五成,衝破千萬大關;今年 (2006年)更高達1185.6萬,上網率接近六成(59.1%)。顯示網路媒體的使用已漸漸深入台灣民眾的生活當中。

進一步以網路使用程度進行分析,發現就整體而言,台灣的上網人口不但具有日漸普及的趨勢,過去一日曾經使用網路者比例也屢創新高。受訪民眾中表示過去一日曾經上網者,從2004年的36.1%已提升至42.5%。顯示台灣民眾網路依賴程度亦日漸提升。


20代上網率最高 40代上網率破五成

隨著網路使用的普及,2004-2006年間,各年齡層之網路接觸率亦越顯提升。使用程度最高的年齡層為20-29歲以及10-19歲的族群;而30-39 歲以及40-49歲之民眾上網率,成長幅度最高。在2006年的調查當中發現,10-39歲的台灣民眾上網率已超過75%。而40-49歲的族群則是首度超越五成,有55.3%的上網率。50歲以上的民眾亦有17.6%的上網率,相較於2004年有長足的成長,亦反映網路上的銀髮勢力正在崛起當中,而網路的使用正邁向全民化現象。

網路的快速發展以及各項條件的成熟,讓網路漸漸成為僅次於電視的第二大媒體。2006年的網路環境也隨著整併風潮以及Web2.0等創新服務的普及,而越來越受到矚目。創市際執行長江義宇表示:「網路具有媒體與各項服務整合的特性,使得網友的依賴程度日深,具有成為第一大媒體的態勢。目前網路上的內容多針對較年輕之網友而設計,針對40代以上網友提供內容或服務,將會是各網站拓展觸及廣度或是目標區隔的重要方向。」Ipsos Taiwan總經理錢志遠也表示:「從目前各種市場調查研究中發現,網路已經在公司與消費者之間的互動方面扮演重要的角色,且影響力將會隨著網路環境的整併風潮與創新服務的普及逐漸加深。50歲以下的上網率已接近六成,顯示利用網路協助消費者資訊收集的時機已經成熟。



**以上資料引用煩請註明資料來源為創市際®市場研究顧問公司**
進一步資料,請參觀我們的網站:www.insightxplorer.com



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