混合变现

Search documents
「解压三件套」,捞了中国人几百亿?
3 6 Ke· 2025-08-23 01:57
最近,我的朋友圈被一只大脚丫子包围了。 在精心凹姿势的自拍和天南海北的美景九宫格中间,这只铁脚丫子总是横插一脚,定时在你的朋友圈刷出来,仿佛某种赛博牛皮癣小广告——配上那句极 具挑衅的文案: 广告的评论区好友团建。 抽象派跟评"你也过不了第二关"; "别笑,你试你也过不了第二关。" 傲娇的留言"菜就多练"; 没啥可说的复古派,也要凑个热闹"踩踩"; 而我伟大的同事杜都督,则干脆在评论区打起了广告: 或许你也发现了,小游戏已经"全面入侵"打工人生活了。 点奶茶的拼单群、小区的团购群、办公室的吹水群们,会定时有抓大鹅、精明的开局、折螺丝刷出。 〓 办公室咖啡搭子群最近多了一个很重要的功能:在每天凌晨复活大鹅。 如果你好奇地点进去,那你损失的就不仅仅是几兆流量了—— 说好的再过一关就去睡觉,一不小心就熬到了后半夜。 这些规则简单的小游戏,正以惊人的速度"占领"打工人的碎片时间。它们与短剧、直播一道,被不少人称为打工人"解压三件套"。 相比短剧和直播的"高调破圈",小游戏显得低调许多。 却也在无声无息中,悄悄赚大钱。 打工人,集体熬夜"抓大鹅" 抓大鹅,是一个规则极其简单的消除游戏: 办公室的东北人凯斯称之为"铁锅炖 ...
纯广告变现业务真的走到头了
Hu Xiu· 2025-08-10 12:27
Core Viewpoint - The pure advertising monetization model may be reaching its limits due to declining user engagement and changes in regulatory frameworks affecting cost structures and revenue generation [8][14][18]. Group 1: Advertising Monetization Challenges - The pure advertising monetization model relies heavily on quick returns and high turnover, often resulting in low ROI around 1 [4][5]. - Recent advertising platform reforms have led to significant declines in click-through rates and effective cost per mille (eCPM), particularly for interstitial and splash ads, with no signs of recovery [8][9]. - Users are becoming increasingly immune to repetitive advertising tactics, leading to a decrease in engagement and effectiveness of ads [9][11]. Group 2: Regulatory Changes - The introduction of new regulations by the State Administration for Market Regulation has redefined the nature of advertising costs, limiting tax deductions for advertising expenses to 15% of annual revenue [14][15]. - This change in tax treatment increases the financial burden on companies, making the pure advertising model less sustainable [15][16]. Group 3: Product Value and User Engagement - Many current advertising-driven products lack real value for users, focusing primarily on ad exposure rather than solving user problems [18][19]. - Users are increasingly frustrated with products that prioritize ad revenue over user experience, leading to higher churn rates [25][27]. - The reliance on incentivized video ads has diminished as users engage less meaningfully with content, further complicating monetization efforts [19][20]. Group 4: Future Strategies - Companies must adopt mixed monetization strategies that combine advertising with paid offerings to enhance user value and mitigate risks [28][29]. - Emphasizing content quality and user engagement is crucial for long-term sustainability, as users are more likely to engage with products that provide genuine value [30][31]. - Exploring international markets may offer new growth opportunities, but companies must be aware of local market dynamics and regulatory environments [32][33]. Group 5: Industry Outlook - The current challenges in the advertising sector may accelerate industry consolidation, pushing out less viable players and creating opportunities for those who focus on genuine value creation [34][35]. - The core principle of business remains value exchange; companies that prioritize user needs and product quality will continue to find success despite market fluctuations [36].
2025年H1全球移动广告市场营销策略白皮书
Sou Hu Cai Jing· 2025-07-19 10:37
Group 1 - The report titled "2025 H1 Global Mobile Advertising Market Marketing Strategy White Paper" analyzes the overseas mobile game and application market, covering current status, trends, strategies, and case studies [1][2] - The white paper highlights the stable growth of the overseas mobile game market, with over 22,000 new game launches in Q2 2025, reflecting a positive advertising market attitude from game developers [11][18] - Emerging markets such as Latin America, Southeast Asia, and the Middle East are becoming key areas for growth, as competition intensifies in traditional markets like North America and Western Europe [11][22] Group 2 - The mobile advertising strategy analysis indicates an upgraded analytical framework that helps overseas companies enhance their marketing competitiveness [1][2] - The report emphasizes the importance of mixed monetization as a mainstream business model, especially in the context of finding new revenue streams amid intense competition [11][18] - Case studies from companies like Doudou Interactive and Kingshot provide insights into their marketing strategies, including product distribution and advertising approaches [1][2] Group 3 - The overseas application market is also a focus, with trends in advertising spending, major flows, and material characteristics being analyzed [2][5] - Key categories such as AI applications, novel applications, and short drama applications are highlighted, with specific advertising market trends and promotional rankings provided [2][5] - The report serves as a multi-dimensional reference for overseas companies in the mobile game and application markets, aiding in the formulation of effective marketing strategies [2][5]
腾讯独大吃肉,字节追进喝汤
虎嗅APP· 2025-07-01 00:06
Core Viewpoint - The article discusses the competitive landscape between Tencent and ByteDance in the mini-game sector, highlighting the rapid growth and potential of mini-games as a lucrative market opportunity in the mobile gaming industry [3][30]. Group 1: Market Dynamics - The Chinese mobile gaming market has experienced a stagnation with an average annual growth rate of only 2.7% over the past three years, while mini-games have shown remarkable growth, with a projected revenue increase of 99.18% year-on-year for 2024 [3][6]. - Mini-games have surpassed traditional app games in active user numbers, with WeChat mini-games reaching 1 billion users and a monthly active user (MAU) count of 500 million [7][8]. - The mini-game market is still in its growth phase, with a MAU penetration rate of only 35% on WeChat, indicating significant room for expansion [7][8]. Group 2: User Engagement and Behavior - User engagement in mini-games is high, with a 10% year-on-year increase in playtime, and over 80% of users returning to games through social interactions [8][23]. - The average user plays six different mini-games per month, with a core user retention rate of 95% across months [8][23]. - Mini-games have attracted a diverse user base, with female users accounting for 45% of the total, and significant engagement from users aged 24 to 40 [11][25]. Group 3: Commercialization and Revenue Models - Mini-games have a higher return on investment (ROI) compared to traditional app games, with development costs and time reduced by at least 50% [13][14]. - The revenue generation models for mini-games include advertising (IAA), in-app purchases (IAP), and a hybrid model (IAAP), with IAA showing significant growth in user engagement [16][18]. - Over 300 mini-games on WeChat have achieved quarterly revenues exceeding 10 million, outperforming 90% of the traditional gaming market [8][39]. Group 4: Competitive Landscape - More than 70% of listed gaming companies are actively entering the mini-game market, with major players like Tencent and NetEase leading the charge [9][39]. - The mini-game market is projected to reach a scale of 61 billion by 2025, reflecting a tenfold increase over seven years [30][39]. - Tencent's WeChat mini-games dominate the market, accounting for nearly 80% of the total, while ByteDance's offerings lag behind [39][40].