eBuddy is one of the largest youth websites in the world, reaching over 22 million unique visitors per month, 70% of whom are aged 13-24. The document provides details about eBuddy's audience demographics, advertising opportunities on its website and mobile platforms, and contact information for its sales team.
eBuddy is web and mobile messaging for everyone, everywhere! eBuddy processes over 15 billion
messages per month and enables more than 33 million unique monthly visitors to chat in one
interface across all major IM networks including AIM, Facebook Chat, Google Talk, Hyves, ICQ,
MySpace, Windows Live Messenger and Yahoo! eBuddy is one of the world’s fastest growing mobile
IM applications with over 16 million unique monthly mobile users, and offers four, free mobile IM
versions: eBuddy for iPhone and iPod Touch, eBuddy for Android, eBuddy Mobile Messenger (J2ME)
and eBuddy Lite Messenger (mobile Web). The premium native application, eBuddy Pro for iPhone
and iPod Touch with additional exclusive features is for sale via iTunes. The eBuddy mobile
application uses a mobile Internet data connection over 3G, 2G or WiFi networks. eBuddy is the proud
winner of Mashable’s 2009 Open Web Awards for Best Mobile App.
eBuddy is a global leader in web and mobile messaging. It has over 70 million users, most aged 13-24. eBuddy allows users to easily message friends across platforms without downloading additional software. Advertisers can target eBuddy's large, young audience through various ad formats on the web and mobile sites and apps. These include banners, video ads, branded tabs, and takeovers of the messenger interface. eBuddy sees strong year-over-year growth in both its mobile and web platforms.
The Past, Present & Future of DIGITAL MARKETINGGaurav Rane
This document summarizes digital marketing trends from the past (Marketing 1.0), present (Marketing 2.0), and future (Marketing 3.0). Marketing 1.0 focused on web brochureware and spammy advertising. The survivors emphasized building a business model and plan. Marketing 2.0 enabled more interactivity through user-generated content and social media. Thriving companies in this era focused on quality, accessibility, and openness. Marketing 3.0 may allow customers to customize experiences through their mobile devices and social networks. Leading companies will question assumptions, observe microtrends, and engage customers through open dialogue.
Habbo.com is an online social community for people over 13 where users can build virtual hotel rooms, meet friends, play games, and adopt pets. With over 230 million users in 2012, Habbo is most popular in Western Europe and Southeast Asia. The site generates income through optional in-game purchases. Moderators monitor the site to ensure it remains safe and parents are encouraged to monitor their children's usage. A student affairs professional could potentially use Habbo to connect personally with students and build institution-specific virtual spaces.
The document discusses iPhone and iPad application development. It outlines common problems businesses face that mobile applications can address, such as providing information anywhere and automating processes. It then describes the types of applications that are in demand, including for banks, retailers, and media companies. Statistics on iPhone users and the App Store are also presented. The document concludes by providing examples of applications that have been developed in various industries.
eBuddy aggregates the most popular IM networks into one application for web and mobile, with over 24 million monthly web visitors and 15 million monthly unique mobile users. eBuddy has grown rapidly in recent years, with the number of users increasing over 1000% in the last 4 years. eBuddy is a global company with a diverse team of over 20 nationalities working out of offices in Amsterdam, London, and San Francisco. Benefits of working at eBuddy include competitive salaries, stock options, free meals and snacks, flexible work hours, gym membership, and a fun work environment in the heart of Amsterdam.
eBuddy is web and mobile messaging for everyone, everywhere! eBuddy processes over 15 billion
messages per month and enables more than 33 million unique monthly visitors to chat in one
interface across all major IM networks including AIM, Facebook Chat, Google Talk, Hyves, ICQ,
MySpace, Windows Live Messenger and Yahoo! eBuddy is one of the world’s fastest growing mobile
IM applications with over 16 million unique monthly mobile users, and offers four, free mobile IM
versions: eBuddy for iPhone and iPod Touch, eBuddy for Android, eBuddy Mobile Messenger (J2ME)
and eBuddy Lite Messenger (mobile Web). The premium native application, eBuddy Pro for iPhone
and iPod Touch with additional exclusive features is for sale via iTunes. The eBuddy mobile
application uses a mobile Internet data connection over 3G, 2G or WiFi networks. eBuddy is the proud
winner of Mashable’s 2009 Open Web Awards for Best Mobile App.
eBuddy is a global leader in web and mobile messaging. It has over 70 million users, most aged 13-24. eBuddy allows users to easily message friends across platforms without downloading additional software. Advertisers can target eBuddy's large, young audience through various ad formats on the web and mobile sites and apps. These include banners, video ads, branded tabs, and takeovers of the messenger interface. eBuddy sees strong year-over-year growth in both its mobile and web platforms.
The Past, Present & Future of DIGITAL MARKETINGGaurav Rane
This document summarizes digital marketing trends from the past (Marketing 1.0), present (Marketing 2.0), and future (Marketing 3.0). Marketing 1.0 focused on web brochureware and spammy advertising. The survivors emphasized building a business model and plan. Marketing 2.0 enabled more interactivity through user-generated content and social media. Thriving companies in this era focused on quality, accessibility, and openness. Marketing 3.0 may allow customers to customize experiences through their mobile devices and social networks. Leading companies will question assumptions, observe microtrends, and engage customers through open dialogue.
Habbo.com is an online social community for people over 13 where users can build virtual hotel rooms, meet friends, play games, and adopt pets. With over 230 million users in 2012, Habbo is most popular in Western Europe and Southeast Asia. The site generates income through optional in-game purchases. Moderators monitor the site to ensure it remains safe and parents are encouraged to monitor their children's usage. A student affairs professional could potentially use Habbo to connect personally with students and build institution-specific virtual spaces.
The document discusses iPhone and iPad application development. It outlines common problems businesses face that mobile applications can address, such as providing information anywhere and automating processes. It then describes the types of applications that are in demand, including for banks, retailers, and media companies. Statistics on iPhone users and the App Store are also presented. The document concludes by providing examples of applications that have been developed in various industries.
eBuddy aggregates the most popular IM networks into one application for web and mobile, with over 24 million monthly web visitors and 15 million monthly unique mobile users. eBuddy has grown rapidly in recent years, with the number of users increasing over 1000% in the last 4 years. eBuddy is a global company with a diverse team of over 20 nationalities working out of offices in Amsterdam, London, and San Francisco. Benefits of working at eBuddy include competitive salaries, stock options, free meals and snacks, flexible work hours, gym membership, and a fun work environment in the heart of Amsterdam.
Cricket was one of the earliest sports to be codified, with the first written laws in 1744. The Marylebone Cricket Club was founded in 1787 and became the guardian of cricket's rules. Originally, cricket was divided between wealthy amateurs and poorer professionals. Over time, the rules evolved and protective equipment was introduced. Cricket spread with British colonialism but was initially exclusive. Decolonization and commercialization by Kerry Packer transformed cricket into a global, professional sport governed by the International Cricket Council based in Dubai and attracting huge television revenues.
Cricket grew out of stick and ball games played in England 500 years ago. By the 17th century, it became popular as a district game. The shape of bats changed over time in response to changes in how the ball was bowled. The MCC published the first standardized set of cricket laws in 1788 and has since updated the rules. Cricket spread to British colonies and was initially played segregated by race. Modern cricket is dominated by international tests and one-day matches broadcast widely on television and digital platforms.
History and sports the story of cricket copyshamu24
The document discusses the history and spread of cricket in various regions. It notes that leaders in Caribbean countries saw cricket as a way to gain respect. It also discusses how early Indian cricket teams were organized based on race and religion rather than geography, with the first cricket match in India played by English sailors in 1721 and the first Indian cricket club founded in Calcutta in 1792 by British military and civil servants. The document also mentions the origin of Indian cricket, history of gymkhana cricket, and the modern transformation of the game.
Cricket originated in England in the 16th century and became widely popular in the 18th century. It was introduced to India in the 1840s when the Parsi community in Bombay founded the first Indian cricket club. India entered international test cricket in 1932 while still under British rule. The game has evolved over time, from being played mainly by aristocrats to becoming a professional sport dominated by test matches and one-day internationals between countries.
The Top Skills That Can Get You Hired in 2017LinkedIn
We analyzed all the recruiting activity on LinkedIn this year and identified the Top Skills employers seek. Starting Oct 24, learn these skills and much more for free during the Week of Learning.
#AlwaysBeLearning https://learning.linkedin.com/week-of-learning
Define Labs is solely dedicated to conceiving,delivering and supporting mobile and web solutions for our client around the world.
Check out our portfolio
Here is a potential pitch and pricing structure:
We offer 4 subscription tiers for our mobile learning app:
A) Basic - $5/month
- Access to 50 practice questions per subject area
B) Standard - $10/month
- Access to 100 practice questions per subject area
- Personalized study plans and progress tracking
C) Premium - $15/month
- Unlimited access to all practice questions
- 1-on-1 tutoring via phone or video chat
D) School/District License - Custom pricing
- School/district-wide access for all students
- Dedicated account manager and analytics dashboard
Our app is the most effective way for students to prepare for standardized
Here is a potential pitch and pricing model for the Touch & Tilt apps:
The Touch & Tilt line of interactive storybook apps from Scholastic Media bring beloved children's books to life on the iPad in a way that is engaging and developmentally appropriate for young readers. By seamlessly combining touch interactions, tilt features, and animated story elements, these apps encourage preschoolers to explore the story independently on their level while developing early literacy skills.
Pricing options could include:
A) Individual app purchases for $3.99 each
B) Annual subscription for unlimited access to full library for $29.99/year
C) Monthly subscription for $4.99/month
D)
The document discusses the evolution of digital marketing from the first screen of television to the current third screen of mobile devices, noting that mobile marketing provides new opportunities for brands to engage consumers anytime and anywhere through techniques like SMS, mobile applications, and location-based services. It emphasizes that most websites are not currently mobile-friendly and provides recommendations for developing a mobile strategy and deciding whether to create a mobile-optimized site or native mobile app.
Text message marketing for non-profit organizations. Anchor Mobile
Mobile marketing techniques have evolved from SMS text messaging and mobile applications to include location-based services, QR/2D barcodes, and augmented reality as people increasingly access the internet through mobile devices rather than PCs; while many websites are not yet mobile-friendly, non-profits are using mobile strategies like in-app ads and QR codes to raise awareness and engage constituents. The document provides examples of how organizations like the National Breast Cancer Foundation and PFLAG are successfully utilizing mobile marketing.
Mobile SMS marketing for salon, spa, and beauty Anchor Mobile
Here are some key points to consider in your mobile marketing pitch and pricing:
- Emphasize the growing importance and usage of mobile - focus on statistics showing rapid adoption and usage of smartphones/tablets. This highlights the opportunity mobile presents.
- Explain your mobile marketing solutions - what technologies you offer (SMS, mobile apps, mobile optimized websites, etc), how they work, and the business benefits for each client. Be sure to highlight capabilities like tracking ROI.
- Position yourself as a mobile marketing expert. Discuss your experience and success with other clients across industries. Provide case studies if possible.
- Offer flexible, tailored packages. Suggest introductory packages to get clients started, then scale up as
Mobile Marketing involves examples of popular QR codes, reviews on mobile apps such as Snapchat, examples of iAds and it also includes information on proximity marketing.
This document summarizes Innoventive Media, an agency that helps brands better engage with consumers in the digital age. It discusses how consumer behavior and demands have changed as people increasingly interact with each other and the world digitally. Innoventive Media takes a 360-degree approach using creativity, technology and marketing to help brands communicate effectively with consumers across both physical and digital platforms. One of its most advanced projects is called "Scan is The Future", which allows brands to deliver personalized content to consumers' smartphones by scanning QR codes.
Social media engagement and word-of-mouth recommendations are increasingly important for the travel and tourism industry. The document discusses how people's social networks influence their travel decisions and how brands can utilize social media to influence word-of-mouth. It also examines how the internet has impacted word-of-mouth conversations and how brands can provide resources to customers before, during, and after these conversations. Finally, it outlines strategies for travel brands to engage customers on social media through content creation, customer service, and thought leadership in order to build brand awareness and positive word-of-mouth.
Report on Digital Media for Tour & Travel IndustrySocial Samosa
Social media engagement and word-of-mouth are important drivers for the travel and tourism industry. The document discusses how people's social networks influence their decisions, with friends' recommendations being a top factor in travel planning. It also outlines how brands can utilize social media to monitor conversations and engage customers. The rise of social customer care means brands must be prepared to respond on all channels to satisfy customers.
Credentials dari Bounty Favor ini berisikan pengetahuan umum tentang digital marketing (pemasaran digital). berisikan lansekap digital di Indonesia serta peluang-peluang yang dapat dimanfaatkan untuk memasarkan brand / merek Anda.
BountyFavor - Integrated Digital Marketing Services
Aninditya Damayanti
081212398800
Develop your own Android/ iPhone App with the help of a reliable mobile app development company. Eluminous is counted amongst the top mobile app development company in the market since 2011.
The document describes a marketing plan for TravelBuddy, a new Android app that connects travelers to meet new people and experience cultures together. The app allows users to discuss travel plans, find others with matching itineraries, and subscribe for a fee to access more features. The plan aims to reach 500,000 downloads and $1 million in revenue in one year by targeting solo travelers aged 18-45. It will offer both free and paid subscription options and generate income from in-app purchases and advertisements.
Possible Worldwide is a global marketing firm with over 1,000 employees across 19 offices helping brands engage customers through non-traditional marketing. Their mission is to move marketing from communication to participation. They suggest several non-traditional marketing strategies for political candidates in 2012 including search engine marketing to target interested voters, mobile advertising and apps to connect with voters personally, and using SMS and mobile donations to remind and encourage turnout.
This document provides an overview of a presentation on getting started with mobile marketing. The presentation covers mobile media facts and figures, how brands connect with consumers through mobile tactics like mobile websites, SMS, location-based services and apps. It dispels common myths about mobile and provides tips on using location-based services and 2D codes. The presentation concludes with 12 steps on how to get started with mobile marketing today, including mobilizing websites, watching competitors, running mobile ad campaigns, and tracking results.
Cricket was one of the earliest sports to be codified, with the first written laws in 1744. The Marylebone Cricket Club was founded in 1787 and became the guardian of cricket's rules. Originally, cricket was divided between wealthy amateurs and poorer professionals. Over time, the rules evolved and protective equipment was introduced. Cricket spread with British colonialism but was initially exclusive. Decolonization and commercialization by Kerry Packer transformed cricket into a global, professional sport governed by the International Cricket Council based in Dubai and attracting huge television revenues.
Cricket grew out of stick and ball games played in England 500 years ago. By the 17th century, it became popular as a district game. The shape of bats changed over time in response to changes in how the ball was bowled. The MCC published the first standardized set of cricket laws in 1788 and has since updated the rules. Cricket spread to British colonies and was initially played segregated by race. Modern cricket is dominated by international tests and one-day matches broadcast widely on television and digital platforms.
History and sports the story of cricket copyshamu24
The document discusses the history and spread of cricket in various regions. It notes that leaders in Caribbean countries saw cricket as a way to gain respect. It also discusses how early Indian cricket teams were organized based on race and religion rather than geography, with the first cricket match in India played by English sailors in 1721 and the first Indian cricket club founded in Calcutta in 1792 by British military and civil servants. The document also mentions the origin of Indian cricket, history of gymkhana cricket, and the modern transformation of the game.
Cricket originated in England in the 16th century and became widely popular in the 18th century. It was introduced to India in the 1840s when the Parsi community in Bombay founded the first Indian cricket club. India entered international test cricket in 1932 while still under British rule. The game has evolved over time, from being played mainly by aristocrats to becoming a professional sport dominated by test matches and one-day internationals between countries.
The Top Skills That Can Get You Hired in 2017LinkedIn
We analyzed all the recruiting activity on LinkedIn this year and identified the Top Skills employers seek. Starting Oct 24, learn these skills and much more for free during the Week of Learning.
#AlwaysBeLearning https://learning.linkedin.com/week-of-learning
Define Labs is solely dedicated to conceiving,delivering and supporting mobile and web solutions for our client around the world.
Check out our portfolio
Here is a potential pitch and pricing structure:
We offer 4 subscription tiers for our mobile learning app:
A) Basic - $5/month
- Access to 50 practice questions per subject area
B) Standard - $10/month
- Access to 100 practice questions per subject area
- Personalized study plans and progress tracking
C) Premium - $15/month
- Unlimited access to all practice questions
- 1-on-1 tutoring via phone or video chat
D) School/District License - Custom pricing
- School/district-wide access for all students
- Dedicated account manager and analytics dashboard
Our app is the most effective way for students to prepare for standardized
Here is a potential pitch and pricing model for the Touch & Tilt apps:
The Touch & Tilt line of interactive storybook apps from Scholastic Media bring beloved children's books to life on the iPad in a way that is engaging and developmentally appropriate for young readers. By seamlessly combining touch interactions, tilt features, and animated story elements, these apps encourage preschoolers to explore the story independently on their level while developing early literacy skills.
Pricing options could include:
A) Individual app purchases for $3.99 each
B) Annual subscription for unlimited access to full library for $29.99/year
C) Monthly subscription for $4.99/month
D)
The document discusses the evolution of digital marketing from the first screen of television to the current third screen of mobile devices, noting that mobile marketing provides new opportunities for brands to engage consumers anytime and anywhere through techniques like SMS, mobile applications, and location-based services. It emphasizes that most websites are not currently mobile-friendly and provides recommendations for developing a mobile strategy and deciding whether to create a mobile-optimized site or native mobile app.
Text message marketing for non-profit organizations. Anchor Mobile
Mobile marketing techniques have evolved from SMS text messaging and mobile applications to include location-based services, QR/2D barcodes, and augmented reality as people increasingly access the internet through mobile devices rather than PCs; while many websites are not yet mobile-friendly, non-profits are using mobile strategies like in-app ads and QR codes to raise awareness and engage constituents. The document provides examples of how organizations like the National Breast Cancer Foundation and PFLAG are successfully utilizing mobile marketing.
Mobile SMS marketing for salon, spa, and beauty Anchor Mobile
Here are some key points to consider in your mobile marketing pitch and pricing:
- Emphasize the growing importance and usage of mobile - focus on statistics showing rapid adoption and usage of smartphones/tablets. This highlights the opportunity mobile presents.
- Explain your mobile marketing solutions - what technologies you offer (SMS, mobile apps, mobile optimized websites, etc), how they work, and the business benefits for each client. Be sure to highlight capabilities like tracking ROI.
- Position yourself as a mobile marketing expert. Discuss your experience and success with other clients across industries. Provide case studies if possible.
- Offer flexible, tailored packages. Suggest introductory packages to get clients started, then scale up as
Mobile Marketing involves examples of popular QR codes, reviews on mobile apps such as Snapchat, examples of iAds and it also includes information on proximity marketing.
This document summarizes Innoventive Media, an agency that helps brands better engage with consumers in the digital age. It discusses how consumer behavior and demands have changed as people increasingly interact with each other and the world digitally. Innoventive Media takes a 360-degree approach using creativity, technology and marketing to help brands communicate effectively with consumers across both physical and digital platforms. One of its most advanced projects is called "Scan is The Future", which allows brands to deliver personalized content to consumers' smartphones by scanning QR codes.
Social media engagement and word-of-mouth recommendations are increasingly important for the travel and tourism industry. The document discusses how people's social networks influence their travel decisions and how brands can utilize social media to influence word-of-mouth. It also examines how the internet has impacted word-of-mouth conversations and how brands can provide resources to customers before, during, and after these conversations. Finally, it outlines strategies for travel brands to engage customers on social media through content creation, customer service, and thought leadership in order to build brand awareness and positive word-of-mouth.
Report on Digital Media for Tour & Travel IndustrySocial Samosa
Social media engagement and word-of-mouth are important drivers for the travel and tourism industry. The document discusses how people's social networks influence their decisions, with friends' recommendations being a top factor in travel planning. It also outlines how brands can utilize social media to monitor conversations and engage customers. The rise of social customer care means brands must be prepared to respond on all channels to satisfy customers.
Credentials dari Bounty Favor ini berisikan pengetahuan umum tentang digital marketing (pemasaran digital). berisikan lansekap digital di Indonesia serta peluang-peluang yang dapat dimanfaatkan untuk memasarkan brand / merek Anda.
BountyFavor - Integrated Digital Marketing Services
Aninditya Damayanti
081212398800
Develop your own Android/ iPhone App with the help of a reliable mobile app development company. Eluminous is counted amongst the top mobile app development company in the market since 2011.
The document describes a marketing plan for TravelBuddy, a new Android app that connects travelers to meet new people and experience cultures together. The app allows users to discuss travel plans, find others with matching itineraries, and subscribe for a fee to access more features. The plan aims to reach 500,000 downloads and $1 million in revenue in one year by targeting solo travelers aged 18-45. It will offer both free and paid subscription options and generate income from in-app purchases and advertisements.
Possible Worldwide is a global marketing firm with over 1,000 employees across 19 offices helping brands engage customers through non-traditional marketing. Their mission is to move marketing from communication to participation. They suggest several non-traditional marketing strategies for political candidates in 2012 including search engine marketing to target interested voters, mobile advertising and apps to connect with voters personally, and using SMS and mobile donations to remind and encourage turnout.
This document provides an overview of a presentation on getting started with mobile marketing. The presentation covers mobile media facts and figures, how brands connect with consumers through mobile tactics like mobile websites, SMS, location-based services and apps. It dispels common myths about mobile and provides tips on using location-based services and 2D codes. The presentation concludes with 12 steps on how to get started with mobile marketing today, including mobilizing websites, watching competitors, running mobile ad campaigns, and tracking results.
Jon Moser's edSocialMedia Webinar: Going Mobile: How it Pertains to Social Me...edSocialMedia
Jon Moser, President and Founder of finalsite, is passionate about web trends and strategies that impact the education field. In this edSocialMedia webinar, Moser discusses how an organizations' websites should be optimized for mobile consumption. Topics include: just how mobile are we, social media on a mobile device, school website functionality, design revision for a new world, and more.
This document discusses the history and growth of mobile computing and smartphones. It explains that smartphones allow constant internet access and have led to increased social media usage on mobile devices. Many social networks like Facebook and Twitter now have over 250 million users accessing their sites via mobile phones. The document also explores how location-based social networks like Foursquare allow users to share their location with friends and check-in at venues. Marketers can take advantage of these mobile trends through branded mobile apps, location-based advertising, and social media marketing.
Text message marketing for financial businesses. Anchor Mobile
Here are some potential mobile marketing pitches and pricing models you could present:
A) Offer a free basic mobile site with limited features to get customers familiar with your mobile presence. Upgrade to a premium monthly subscription for $X that unlocks more advanced features like push notifications, location-based services, and mobile commerce.
B) Charge a one-time $X fee for a fully-featured mobile app. Offer in-app purchases for extra features, virtual goods, or premium content. Generate ongoing revenue through in-app ads.
C) Partner with related brands and offer bundled or discounted mobile marketing packages. For example, offer deals to restaurants and retailers in the same area as your business.
D) Use a
- Tesco created a mobile app using PowaTag technology to allow customers to pay for meal deals quicker through their smartphones.
- T-Mobile added 14 new music streaming services like Google Play Music and SoundCloud to their Music Freedom program which allows unlimited streaming without using data.
- Facebook introduced Privacy Basics to provide interactive guides answering common questions about privacy settings and controls on Facebook.
2. ebuddy.com
Mediakit Q4 2009
Welcome to the eBuddy
Q4 2009 Media Kit!
Every month www.ebuddy.com reaches over 22 Million unique visitors, 70% of whom are 13 - 24 years old. This makes eBuddy one of the largest
and fastest growing youth websites in the world.
eBuddy created the world’s rst independent, web browser-based IM service in 2003 and extended the service to mobile in June 2007. eBuddy
enables users with MSN, Yahoo!, AIM, GTalk, ICQ, MySpace and Facebook accounts to chat free of charge in one interface without having to
download or install any application on their computer. eBuddy’s mobile IM solution o ers a downloadable mobile Messenger and a browser-
based mobile Messenger.
eBuddy enables advertisers to target their key audience on gender and age. eBuddy also enables
advertisers to target their key demographic at school, work, home and outdoors where regular
messenger services are not available.
Including in the following pages you will nd details about the eBuddy audience and our unique
advertising possibilities.
Kind regards,
Rogier van den Heuvel
VP Worldwide Sales
1 www.ebuddy.com
3. Target Audience
eBuddy is one of the largest and fastest growing youth websites in the world. The largest group of users are aged between 13 - 24, and are
typically students or young professionals. They spend the greater part of their day online and Instant Messaging is one of their key online
activities.
Research shows young people are primarily interested in music, mobile phones, gadgets, movies & dvds’s, sports, clothing, travel and entertain-
ment.
36+
1
Male
25-35
18-24 Male
Female
13-17
Female
0-12
0% 10% 20% 30% 40% 50% 0% 10% 20% 30% 40% 50% 60% 70%
www.ebuddy.com 2
4
4. Female Pro le Male Pro le
Name: Eveline Name: Marc
Age: 16 years Age: 20 years
City: Los Angeles City: London
“Whenever I’m at school or have some spare time, you can nd “I tend to speak my friends a lot via instant message. I use eBuddy
me behind the computer using eBuddy. I use eBuddy most of when I’m working or using my mobile on my way home. It’s very
the time during the day to chat with my friends about going convenient to login with several accounts and have all my friends
out, shopping and cool things I nd on the Internet.” together in one screen.”
Eveline represents girls in the 13-24 age bracket. She lives with Marc represents guys in the 13-24 age bracket. He lives on his own,
her parents and uses eBuddy at school and at home to stay in and uses eBuddy most of the time at work or on his mobile. He likes
touch with friends. She likes to go out, hangout with friends, to listen to music, go out with friends, talk on his mobile, play
shop and go to the cinema. games and sports.
3 www.ebuddy.com 4
5. User Targeting “Reach your
ideal audience
with eBuddy”
With eBuddy you can reach your ideal target audience. By targeting on di erent
criteria, the advertiser can reach the perfect audience for their product. eBuddy
o ers di erent possibilities for targeting on web and mobile.
Targeting on the Web Targeting on Mobile
• Age • Time
• Gender • Region
• Time • Handset
• Region
• Behavioral targeting
3
For more information about the targeting possibilities and a proposition that ts
your wishes, please contact our sales department.
www.ebuddy.com 4
5
6. ebuddy.com
Mediakit Q4 2009
eBuddy Mobile
Worldwide Reach
eBuddy Mobile is being used by over 8.000.000 unique users worldwide every Region Unique Reach Impressions
month and keeps users connected with their friends everywhere at any time.
eBuddy Mobile can be divided into 3 different groups: Europe 1.433.000 193.000.000
North America 1.136.000 126.000.000
• Lite Messenger (browser based version, available on every mobile device, Latin America 321.000 45.000.000
Sony PSP, iPhone and iPod Touch) Asia 4.656.000 849.000.000
• Mobile Messenger (downloadable application, available for any mobile phone)
Middle East 514.000 83.000.000
• Applications for iPhone, iPod Touch & Android available in app stores
Total 8.060.000 1.296.000.000
Key Facts
• For any mobile device with a browser
• Clean & simple user interface
• Low data usage & fast response
• Available in app store for iPhone, iPod Touch &
Android
5 www.ebuddy.com
7. Mobile Advertising
Lite Messenger (browser) Lite Messenger (browser) Lite Messenger (browser)
Splash screen Buddylist Log Out screen
Your ad will be visible in the center Your ad will be visible at the top of Your ad will be visible in the middle
of the splash screen - the loading the buddylist. All the contacts will be of the log out screen. The ad remains
page which leads to the buddylist. visible below the banner. here whilst the person logs out of
Your ad will be visible whilst the the messenger.
buddylist is loading.
www.ebuddy.com 6
8. ebuddy.com “Reach over 8 million unique
Mediakit Q4 2009 users every month!”
Mobile Advertising
Mobile Messenger (application) Mobile Messenger (applicatie)
Buddylist Log out page
Your ad will be shown in the When the user logs out of the
buddylist of the user, at the bottom application, a pop-up will appear.
of the page. You can also use this Your ad will be shown beneath the
space for a text link instead of a text in this box. You can also use this
banner. spcae for a text link instead of a
banner.
7 www.ebuddy.com
9. Mobile Ad Speci cations
Ad Size Technical Speci cations Ad Size Technical Speci cations
X-Large • 300 x 50pix Medium • 168 x 28pix
Image Banner • .gif, .png, .jpg for still image Image Banner • .gif, .png, .jpg for still image
• Animated gif for animation * • Animated gif for animation *
• Basic: <5kB file size • Basic: <2kB file size
• Enhanced: <7.5kB file size • Enhanced: <3kB file size
Large • 216 x 36pix Small • 120 x 20pix
Image Banner • .gif, .png, .jpg for still image Image Banner • .gif, .png, .jpg for still image
• Animated gif for animation * • Animated gif for animation *
• Basic: <3kB file size • Basic: <1kB file size
• Enhanced: <4.5kB file size • Enhanced: <2kB file size
* For Lite Messenger only
www.ebuddy.com 8
10. ebuddy.com
Mediakit Q4 2009
PSP Advertising
eBuddy has over 376.000 unique users per month on the Sony PSP
(PlayStation Portable), who log in an average of 13 times a month. This
makes advertising on the Sony PSP a great way to present your
message to this hard-to-reach gaming audience. Users use eBuddy for
Sony PSP to chat with their friends and co-players in between games.
Advertising on this exclusive channel ensures a high level of attention
from this engaged audience and enables advertisers to signi cantly
boost the awareness of their brands.
Ad formats for the PSP:
• PSP ad (480x270 pixels)
• Landing page, mobile web page suitable for PSP screen
(480x270 pixels)
9 www.ebuddy.com 10
6
11. eBuddy Web
Top 10 Countries
Countries Unique Reach Impressions
1. Brazil 2.745.000 383.000.000
2. Mexico 1.640.000 169.000.000
3. United Kingdom 1.332.000 240.000.000
4. Netherlands 1.328.000 250.000.000
5. Canada 1.154.000 242.000.000
6. Spain 1.135.000 145.000.000
7. Turkey 1.125.000 94.000.000
8. Thailand 853.000 112.000.000
9. France 805.000 144.000.000
10. United States 731.000 185.000.000
Key Facts
“eBuddy reaches over 24 Million
• eBuddy reaches over 24 Million unique visitors worldwide
unique visitors on the web around • Average of 57 minutes per chat session
• Multi Network: 7 IM accounts in 1 interface
the world” • 70% of eBuddy users are aged between 13-24 years
• User average of 192 buddies
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Homepage Advertising
Advertising on the eBuddy website is an e ective way to reach users and drive
tra c to your website since every user lands on the eBuddy homepage before6
logging in to their account.
The banner placements on the homepage are highly visible and are especially
suitable for branding campaigns.
Available ad formats on the homepage:
• Leaderboard (728x90 pixels)
• Rectangle (300x250 pixels)
• Button (120x90 pixels)
• Text link
• Roadblock (Leaderboard + Rectangle)
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13. Homepage Takeover
The eBuddy homepage takeover provides advertisers
with a powerful means of creating high visibility for
brands and promotions.
The advertising message for all ad placements on the
homepage is displayed for 24 hours. This ensures that
the promotion will reach the largest number of 7
eBuddy users within a short period of time.
The homepage takeover includes:
• Clickable background (1268x995 pixels)
• Text links
• Rectangle (300x250 pixels)
• Button (120x90 pixels)
• Leaderboard (728x90 pixels)
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Messenger Advertising
Advertising in the chat screen means getting the message across to an engaged
audience. During the conversations, eBuddy users are highly focused on the content
on the screen.
Ad placements in this area receive a high level of attention and are e ective for
promotional campaigns.
Available ad formats in the messenger:
• Skyscraper (120x600 pixels)
• Wide Skyscraper (160x600 pixels)
• Text link
Available ad formats in the log in and log out screen:
• Rectangle (300x250 pixels)
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15. Branded Tabs
The eBuddy branded tab o ers excellent opportunities for integrating
brands into the eBuddy chat experience. The branded tabs are perceived
as value-added extensions to the eBuddy service and enable advertisers to
reach their target audience in a non-intrusive manner.
The tabs are an integral part of the main contact screen. A content page
will appear in the same screen after a tab is clicked. The content is
completely determined by the advertiser and allows for new and creative
ways to connect with the eBuddy audience.
Ad formats for the branded tabs:
• Tab (26x26 pixels)
• Content page (450x390 pixels)
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Rich Media
eBuddy o ers Rich Media ad formats that enable advertisers and brands to add
impact to their advertising messages and make optimal use of the creative space.
Rich Media ad formats combine animation, video and sound with interactive
features to create a vibrant brand experience.
Rich Media ad formats include:
• Expandable (Video) banners
• Layers
• Floorads
• Audio / Video banners
• Homepage Takeover XL
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17. Prestitial
Every user who logs in to eBuddy will see the prestitial; the loading screen
to the buddylist. The big advantage of this prestitial is that the ad size is
larger than a normal rectangle and will create a lot of awareness. The
prestitial is the perfect advertisement for branding campaigns. The width
is adjustable.
Ad formats for the prestitial:
• Prestitial (720x600 pixels)
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Banner-in-Chat
This banner is placed in the chatscreen of the messenger. The
banner will be shown at the top of the chat screen and is fully
clickable. It is also possible to place a textlink instead of a banner
in this area.
Ad format for the Banner-in-Chat:
• Banner-in-Chat (350x28 pixels)
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19. eBuddy Contacts EBUDDY B.V. (HQ)
Keizersgracht 585
1017 DR Amsterdam
ROGIER VAN DEN HEUVEL The Netherlands
VP Worldwide Sales sales@ebuddy.com
rvandenheuvel@ebuddy.com +31 (0)20 514 1420
+31 (0)65 136 8013
+31 (0)20 514 1420 (ext. 25)
MARTA BULGAJEWSKA HENRIK VAN DEN WORM
International Account Manager International Account Manager
mbulgajewska@ebuddy.com hvandenworm@ebuddy.com
+31 (0)65 249 8303 +31 (0)64 613 9905
+31 (0)20 514 1420 +31 (0)20 514 1420 (ext. 30)
TOM KLAASSEN DAVID MARET
Account Manager Mobile International Account Manager
tklaassen@ebuddy.com dmaret@ebuddy.com
+31 (0)61 131 5114 +31 (0)65 249 8303
+31 (0)20 514 1420 (ext. 91) +31 (0)20 514 1420 (ext. 30)
KEES SADEQ NIELS BERKHOUT
Ad Operations Manager Ad Operations Manager
tra c@ebuddy.com tra c@ebuddy.com
+31 (0)61 968 4142 +31 (0)62 122 3114
+31 (0)20 514 1420 (ext.83) +31 (0)20 514 1420
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