Social
                  Apps


 Social
                                  Loyalty &
Branded
                                  Rewards
Gaming
              360Buzz
                Ads


                              Social
       CRM                  Networks
    Integration             & Mobile
                           Integration
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
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
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
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
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
 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
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
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
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
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
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                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
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
   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
 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
   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                        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.
   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
Subbu Jois
+91 99451 03337
jois@compusol.in
Compusol Software Pvt. Ltd.
www.compusol.in

360 Buzz Ads

  • 1.
    Social Apps Social Loyalty & Branded Rewards Gaming 360Buzz Ads Social CRM Networks Integration & Mobile Integration
  • 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.
    20th Century MarketingApproach • “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.
    Leading Online Servicesused 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.
    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.
    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.
     Build aCommunity  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.
    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.
    Avg. Value ofFan – 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.
    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.
    Avg Amt spenton 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.
    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.
    Build 1-to-1 engagementwith your customers !
  • 14.
  • 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
  • 17.
    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
  • 18.
    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
  • 19.
    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
  • 20.
    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
  • 21.
    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
  • 22.
    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.
  • 23.
    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
  • 24.
    Subbu Jois +91 9945103337 jois@compusol.in Compusol Software Pvt. Ltd. www.compusol.in