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How do some free websites such as Taobao, Yiwu, and 17173 make money? And the proportion of various types of income?

You have to pay a registration fee to register items in the barter, pay rent to open a store, pay transaction fees to sell items, and pay fees to promote items. Of course, these fees are paid by the seller.

In order to compete with Barter, Taobao has not charged sellers much fees yet. But there is a very important difference between Taobao and Yiwu: Yiwu is a company specializing in C2C. If it does not charge so much fees, it will go bankrupt. Taobao is just a subsidiary of Alibaba. Alibaba is the world's largest B2B website, and its Alipay company is also very profitable. It can make up for Taobao's losses through these two businesses.

Click-through rate is the most important. Without people coming, there is no money. Normally, a high click-through rate means there are many visitors. For many merchants, they want more people to see their website. Product promotion or company promotion will be advertised here. Advertising will naturally pay the website money. If some software websites can provide very fast downloads, they will charge members. When members enjoy high-speed downloads, they will naturally spend money to purchase such download services. However, websites that rely on this to become famous have not yet appeared.

Online advertising

For websites, advertising revenue is the foundation of traditional e-commerce, and its effect is immediate, making it a more practical income model. The main forms of advertising on existing online game websites include: banners, buttons, popular columns of the site, recent recommendations, event naming, floating icons, pop-up windows, etc. The forms of online advertising will come in various forms as operators accumulate experience.

Online games are a professional industry, and links to different game websites are a way of operating online advertising. The exchange of advertising spaces between different game websites reduces the cash flow between each other. This advertising management method not only exists between online game sites, but also exists between game sites and some portal sites. This is also a common business method used in online advertising. The largest contributors to online advertising revenue should be the types of businesses that pay advertising fees to obtain brand publicity, which may take all the forms mentioned above. In terms of business income, the main beneficiaries of online advertising should be gaming sites with a huge number of registered users and extremely popular ones.

Improving the effective reach rate of online advertising is another effective means to increase the website’s online advertising revenue source. Since the operators of the website are relatively vague about the characteristics and attributes of the netizens who log in to their website, 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 understand the background information characteristics of the netizens on your website, you will expand the economic income brought by online advertising.

2. Share with telecoms and ISPs

The interests of game operators are directly linked to telecoms and ISPs. The communication and competitive features of online games are very attractive to consumers and can make them stay online for a long time. The Internet time occupied by these users is what telecommunications and ISPs desire. Such huge income Undoubtedly attractive. It is calculated that the average online time of Lianzhong game users exceeds 100 minutes per day, and the cumulative daily online time is about 3 million hours. If a better agreement can be reached with access operators, it should bring huge revenue to game companies. There are generally three ways to cooperate with telecommunications and ISPs.

The first is open. "Open" billing sharing is based on technical statistics of each user's game time, and is directly divided according to the cumulative value. On December 19, 2000, Lianzhong's billing statistics system passed the certification, and the "open" billing sharing with China Telecom officially began. This revenue ranks second in Lianzhong's revenue model. The online game "Millennium" launched by Yalian Company in 2001 also adopted this approach.

Secondly, it is closed-ended, with "deep bundling" with certain high-bidding ISPs.

In other words, it is not just about bundling the Internet card with the monthly card, but also having an ISP dial-up program built into the account so that users must access the Internet through a designated ISP, and Internet access is to play designated games.

The third type is the authorization method, which directly sets up servers at ISP or ICP through authorization and authorizes them to use their own online game products. Game online game operators share profits through licensing royalties. This type of cooperation is more suitable for some non-chess and card games, such as some 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 size, and the use of mobile terminals by other services has formed a certain climate, the network Game companies are starting to get involved in this market. Relevant data show that since the launch of Mobile QQ business, Tencent has divided up nearly 30 million yuan from the 100 million yuan SMS market of China Mobile and China Unicom. Lianzhong will also launch two major plans - mobile short message business and mobile wireless Internet new game website . The goal they set is 40 million a year.

Membership fees

This charging model mainly takes the form of issuing membership cards. With the increase in the number of Internet users and types of online games, the system support costs of websites have increasingly become a heavy burden. In order to provide a more stable gaming environment, each website has upgraded its server system and bandwidth resources several times.

As one of the most suitable products for online sales, software has always been a best-selling product online. Game discs are currently a popular online consumer product, and online shopping malls need to obtain more economic income through them. Products related to online games also include game point cards, membership cards, etc. The role of the CD is to allow users to obtain the right to use the game, and its role in sales is to directly bring one-time cash income to the game company; if the user is interested in the game, the point card can bring continuous income to the game company , and the longer the life cycle of the game product, the more revenue will be. Game guides are usually given to users along with the game CD, and a certain number of points are also given as promotional prizes.

As game products become more popular and the number of users increases, how to turn peripheral products surrounding the game into commodities and generate income will be something that game operators need to consider. The fact that the "Tomb Raider" game has been made into a movie shows that the game itself has considerable commercial value that can be excavated. This form of commercial operation is a direct development of the value of the game itself. Exceptionally, developing products such as toys, small gifts or crew-neck shirts with the main characters in the game printed on them based on the best-selling game products and selling them to consumers as merchandise is also a way to achieve income.

The personality of users is the direction in which operators indirectly obtain income. In chess and card games, the personalized design of avatars encourages users to use their wealth to purchase limited-edition or unique avatars from virtual stores. This method of operation can consume the user's wealth value as quickly as possible, prompting users to continuously inject corresponding funds to maintain a fairly high level of wealth, allowing operators to indirectly obtain income. Similar e-commerce also includes other online virtual products, such as the sale of flowers, diamond rings and other products.

The development of products with certain personalization and value and turning them into commodities can increase the income sources of operators. At the same time, this approach 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 user's stay time in the game.