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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360 Buzz Ads

  1. 1. Social Apps Social Loyalty & Branded Rewards Gaming 360Buzz Ads Social CRM Networks Integration & Mobile Integration
  2. 2. Social media today!  Facebook hitting 500 M “3rd Users – 6/10 Largest Total Internet Country” Population - ~ 1.8  132 M Monthly Active Users Billion – 3/2010  MySpace- 250 million!  India ~ 18 M on Facebook 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
  3. 3. 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
  4. 4. Leading Online Services used to Share Online Content Worldwide – July 2009 - % share Others 11.70% Bebo 3.10% stumbleupon 3.40% 89% online reddit 3.80% content is Yahoo Buzz 3.90% shared through Google Bookmarks 4% Social Media Digg 4.40% Delicious 4.50% Windows Live 4.70% Facebook, MySpace 5% Twitter, MySpace are used by 40% Yahoo!Bookmarks 5.50% Twitter 10.80% E-mail 11.10% Facebook 24% 0% 5% 10% 15% 20% 25% 30% Facebook share increases to over 40% in Mar 2010
  5. 5. Age Group Carribe World-wide Social an & Latin Networking Users 45-55 yrs 28.20% Americ a 12% 37-44 yrs 26.40% Asia 35% Europe , MEA 25-36 yrs 33.70% 28% North Americ a 25% 18-24 yrs 11.70% Source RazorFish Feed Report 2009 Users below the age of 24 drops to 27% on Facebook in Mar 2010
  6. 6. Primary Reason to Interactions "Friend" a Brand Looking for Deals on FB/Mysp 37% Other 0.70% Looking for Deals on Twitter 44% Service, Support or Product 5% news Posted a Review 73% Interesting Content 18.20% Played a Branded Game 65% Friends of Fans 6.20% Video on YouTube 67% Exclusive Offers/Deals 36.90% Read Corp Blog 70% Current Customer 32.90% Search a Brand 97% Source RazorFish Feed Report 2009
  7. 7.  Build a Community  Facebook users around a brand and spend an Avg. of $ 71 engage in more than non-FB interactions Fans  68% of FB likely to  Viral Social Apps for reach and velocity to recommend acquire Fan base  38% likely to accept a recommendation Emerging Channels for  44% willing to try a Lead Gen in 2010 - US brand being used by 74% a friend 39% 34% 10%  - Syncapse.com Social Virtual Mobile Other Media Events Channels Source- Emarketer.com Copyrights 360BuzzAds 2010 7
  8. 8. Cust. Acquisition Sites Used regularly by channels – North Online US Shoppers – America – Jan 2010 Dec 2009 B2C B2B Total 56% 68% 57% 31% 51% 46% 44% 45% 43% 41% 41% 22% 38% 33% 15% 11% 26% 8% 5% 2% 2% Company Facebook Twitter LinkedIn Blog Copyrights 360BuzzAds 2010 Source- Emarketer.com 8
  9. 9. Avg. Value of Fan – Deriving Fan Value USD 136.38 •SOCIALTrac Report 2010 – by Syncapse.com 6.79 0.47 1. Product Spending: 13.57 • 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. 71.84 43.71 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. Spend 5. Media Value: Loyalty • Efficiencies of earned reach and frequency via the Facebook platform. Recommendations 6. Acquisition Cost: Earned Media Value • Efficiency of Fans in enticing others to participate and Cost Offset of Fan Acquisition drive organic membership Copyrights 360BuzzAds 2010 9
  10. 10. Avg. Online Spend - US, Tools Used by time spent 91% 85% Facebook Twitter 80% 75 73 72% 71% 67 60% 63 61 51% 49% 50 40% 36% 43 USD 27 Heavy Medium Light Non-Visitors
  11. 11. Avg Amt spent on Virtual Goods Virtual goods – N. Revenues - in America in USD Million USD 2010 6006 2009 2010 5047 99 4070 87 31% users bought 3107 Virtual Goods on Social networks 2219 50 1325 30 29% users bought on Social Network Games Mean Amt Median Amt
  12. 12. 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!
  13. 13. Build 1-to-1 engagement with your customers !
  14. 14. © Compusol Software 14
  15. 15.  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
  16. 16. COMMUNITY APPS TRANSACTIONAL APPS  Invites, Gifts, Greetings  Discount Coupons  Trivia, Quotes,…  Cash Vouchers  Contests, Text based  Group Buying Treasure hunts  Tickets  Surveys, Quizzes and  Sweepstakes Polls  Shopping Catalogs  Feedback cum Rating  E-commerce  Viral File, Video & Photo  Transaction Fee per shares transaction  Store Locator
  17. 17. CRM INTEGRATION SOCIAL GAMING  Single Sign On for Users  3D animated Gaming on and customers across Facebook Social Media and CRMS  Drive Virality and Micro-  Capture Social Media transactions Interactions for Lead  Integration with CRMS Generations and through 360BA Promotions Framework  CRMs : SalesForce.com,  Platforms supported: Siebel, SAP, etc  Facebook  iPhone, Wii
  18. 18.  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
  19. 19. • User Clubs • Contests Branding • 3D Branded Games • CSR • Promotions Customer • 3D Branded Games with Promotions Acquisition • Group Buying • Loyalty and Rewards • Loyalty & Rewards Customer • Issue Resolution Support • CRM Integration
  20. 20.  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
  21. 21.  Twitter  YouTube  Integrate Twitter  Video sharing Account with  Rating, Comments, Facebook Page Shares, etc, between  Cross Network Facebook and Content sharing YouTube ▪ Comments, Likes, etc. ▪ Canned Messages  Favorites, followers, friends, etc.
  22. 22.  Transactional Apps  Branded Games  Subscription per App  Custom Development  Payment Gateway  CRM Integration integration  Custom Development  Transaction Fee  SalesForce.com –  Community Apps SaaS model  Annual Subscription  Bespoke Applications per App  Optional  Based on Feasibility and Requirements
  23. 23. Subbu Jois +91 99451 03337 jois@compusol.in Compusol Software Pvt. Ltd. www.compusol.in
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