3 great strategies on the Social Medias in ChinaComments Off
Today there is more than 600 million internet users in China, and they all use the social Medias, every time. It’s essential to be present in the social media when doing business in China. Here are three great strategies on the social Medias in China.
1. Using O2O
O2O is a digital marketing strategy that means Online-to-offline. It’s the concept to attract consumers by internet to make them go on te shops. A lot of social Medias use this technic. We find amongt the most active WeChat. IT’s a mobile app which allows its users to send texts messages, vocals messages, photos and videos. It was developed by Tencent in 2011. There is now 468 million users each month. This app is more used than the texts in China. WeChat also allows companies to be in by having a site: like that users can follow this page and be aware of the news of the company. Here we can set up O2O. The company has to describe its products well on the app to allow its followers to know its services. This is a first step which will conduct people in the shops. This strategy is very effective and make themselves known very quickly and by a large number of people, because everything can be shared on a social media and Chinese internet users who like a company will enjoy sharing it with its address book. A lot of companies have already used this strategy. For example, Mont Blanc, pen maker, set up a exposition in Shanghai, and invite all its WeChat followers to come to the exposition. Thereby, all Mont Blanc lovers have been made aware of this event, more quickly than if the company just indicate this event on its websites.
2. Creating Buzz
Creating buzz is a very used technique, either in digital or traditional marketing. This is the key to be known quickly and by a lot of people. Doing buzz is all about creating something special, unique, new, something that will attract consumers’ attention. The objective is primarily to make people talk about you. And where can you make people talk about yourself quickly and by many people in China? On social networks course. And to be truly effective, all social networks have to be used, as we are sure not to forget interested consumers especially on the Chinese Internet. We must distinguish ourselves from other companies in direct competition, socreate something never seen, surprising. Many Chinese users spend their time on social networks to find new content, something that will change the ordinary to be able to show his friends and share it. For this, Weibo is the best social network. This is a microblogging platform extensively used by Chinese people. Founded in 2009 by Sina, a Chinese company, it brings together a community of 500 million users, 50 million monthly. It is the undisputed platform to disseminate the buzz. Like the O2O, this technique is widely used by companies but also people like Wang Sicong who is very active on Weibo and created a buzz by commenting and by speaking in an original way to people. This technique has made its reputation.
3. Having a good content
Of course the edited content has to show a good quality. This includes two things: the content has to be true facts, that is to say, good references , verifiable data, and content in Chinese. As for the true content, make sure that what you put on social networks is verifiable and accurate. Chinese high end consumers like the right information because the Chinese Internet is being widely censored by the government and it is sometimes difficult to get fully complete informations. Then it is necessary that the content is in Chinese. This is essential. Many Chinese citizens speak only Chinese, and do not understand English. In addition, for those who speak other languages, it is always nice to have its mother tongue on a site rather than having to translate everything. Chinese content will also be closer to them rather than if that content appears to have been done for the whole world. Another thing to consider: the photos and videos. It’s more comfortable to watch a video or read a text with photographs rather than having to read just a text. It is important, therefore, to add to its page on social networking videos and pictures (the best would be of course translated in Chinese). People are pretty lazy by nature and are more likely to watch a video rather than read a text. This is very visible for advertising campaigns where photos and videos illustrate this campaign.
Further readings :
Shanda Games Sales May Fall(0)
The operation of the company?s ?Mir 2? and ?World of Legend? role-playing games are at a ?mature stage,? Chief Financial Officer Richard Wei said in a conference call Thursday.
Source : Konaxis
NetEase Second-Quarter Profit Rises 3.8%(0)
Net income increased to 485.7 million yuan ($71.6 million) from 468.1 million yuan a year earlier. Sales rose 54 percent to 1.35 billion yuan.
NetEase offered new games such as ?Heroes of Tang Dynasty? last quarter to meet rising competition from Tencent Holdings Ltd. and Shanda Games Ltd. in China?s $4 billion online-games market. The Beijing-based company won regulatory approval this month to offer an upgrade to its ?World of Warcraft? game, which may boost subscribers to the title by a third next year, according to UBS AG estimates. The upgrade will help NetEase win users of rival games, including Shanda?s ?Aion,? UBS?s Gary Ngan wrote in a report last month.
Revenue from online games advanced 51 percent to 1.18 billion yuan in the quarter, NetEase said. Sales from online advertising doubled, reaching 145.9 million yuan.
Source : Konaxis
China Clamps Online Gaming Market(0)
The regulations, which also require online game companies to self-censor, will come into force on August 1 and apply to all domestic and imported role-playing and social networking games, the official China Daily said.
According to the new rules, online users who want to play a game will have to go through a registration process with a valid ID, and game providers will also be banned from offering unsuitable games to minors, the report said.
China’s online population reached 404 million earlier this year, official data showed, and the number of young Internet addicts was estimated at around 24 million last year.
In a move seen as further tightening control of the Internet, state media reported last month that authorities would introduce a system requiring web users to provide their real names before posting comments online.
Source : Konaxis
China May Inflation Rises(0)
Consumer prices rose 3.1 percent from a year earlier, up from April’s 2.8 percent rate, the National Bureau of Statistics said Friday. Growth in investment and factory output slowed but still was at double-digit levels.
Rising inflation has prompted concern Beijing might hike interest rates or take other steps to cool growth that hit 11.9 percent in the first quarter. That could affect the United States, Europe and others that look to China to help drive demand for their iron ore, factory machinery and other exports.
Analysts expect China’s rapid expansion to slow as the initial impact of its 4 trillion yuan ($586 billion) stimulus wanes. The World Bank’s forecast for full-year growth is 9.5 percent.
Slower growth could complicate efforts to control prices because the standard tool of rate hikes might further chill economic activity.
May inflation was driven by a 6.1 percent rise in food costs. Wholesale inflation accelerated to 7.1 percent from April’s 6.8 percent rate, suggesting shoppers might face higher prices as retailers pass on rising costs.
May growth in investment in factories and other fixed assets – seen as an indicator of future growth – slipped from April’s 26.1 percent expansion to 25.9 percent, the statistics bureau reported. Growth in industrial output declined for a third month, falling to 16.5 percent from the previous month’s 18.8 percent expansion.
Total lending by Chinese banks in May shrank by 17 percent from April’s level to 639.4 billion yuan, ($93.6 billion), the central bank reported.
Growth in retail sales accelerated slightly in May to 18.7 percent from April’s 18.5 percent rate.
NetEase May Buy Companies(0)
?If an acquisition can help the development of our search business, then why not go for it,? NetEase Chief Executive Officer William Ding said on a conference call Thursday.
NetEase?s Youdao search service now accounts for 0.4 percent of the local search-engine market, according to researcher Analysys International.
NetEase, trailing Tencent Holdings Ltd. and Shanda Games Ltd. in China?s $3.95 billion online games market, Wednesday reported first-quarter profit rose 8.5 percent to 452.3 million yuan ($66.2 million), from 416.7 million yuan a year earlier.
Revenue from online games rose 50 percent to 1.09 billion yuan in the quarter, NetEase said. Sales of online advertising more than doubled to 91.5 million yuan.
Profitability declined last quarter as NetEase incurred higher marketing expenses and royalty fees for its ?World of Warcraft? role-playing game, licensed from Activision Blizzard Inc. Gross profit margin for the online games division narrowed to 72.1 percent in the first quarter, declining from 90 percent a year earlier.
NetEase may consider a share buyback if the price is right, Ding said Thursday. The company?s cash holdings increased to 7.7 billion yuan at the end of March, compared with 7 billion yuan three months earlier, it said.
Source : Konaxis
China Online Game Market Up 40 Pct(0)
China’s online game market by revenue grew to 7.82 billion yuan ($1.2 billion) in the first quarter, up 42 percent year on year, said the report.
The top game operator was Tencent Holdings with a quarter of the market followed by Shanda with 21 percent and NetEase.com with 15.7 percent.
China has the world’s largest Internet market by users with over 400 million netizens. There were between 60-70 million online gamers at the end of 2009.
Source : Konaxis
Shanda Interactive Q4(0)
Despite the record revenue, Shanda’s quarterly profit of 369.3 million yuan ($54.1 million), was still its weakest in three quarters, reflecting intense competition in China’s online game market.
The quarterly profit compared with a profit of 326.5 million yuan a year ago.
Quarterly revenue rose to a record 1.51 billion yuan ($221.6 million) from 1.02 billion yuan a year earlier and compared with the average analyst forecast for $213 million.
The company’s core online game unit, Shanda Games, accounted for about 88 percent of its total revenue and 75 percent of its gross profit in the fourth quarter.
Last week, NetEase reported forecast-beating quarterly results, mostly due to strong performance from its non-gaming online advertising business as China’s economy gains steam on spending from Beijing’s 4 trillion yuan ($586 billion) economic stimulus plan.
Shanda spun off its online game unit last September in a $1 billion initial public offering in New York, in a move to transform itself into a more diversified media company.
Source : Konaxis
NetEase suspends new user(0)
New user registrations would be halted for a week from Monday in the run-up to the Lunar New Year holiday, the company said in a statement posted on its WoW China website, www.warcraftchina.com on Sunday.
“We recently submitted our application to operate World of Warcraft (The Burning Crusade) to the General Administration of Press and Publication for review,” the company said.
Since last November, NetEase has been caught in the crossfire of an inter-government feud over regulation of the online game space.
The tussle resulted in China’s General Administration of Press and Publication returning NetEase’s application to operate the WoW expansion pack, ordering the company to stop charging users to play the game and disallowing new account registrations citing “gross violations” of regulations. But NetEase continued to operate the game as usual saying it was in compliance with local laws.
Uncertainty over the operation of the hit title, caused investors to sell NetEase shares, which fell more than 30 percent from a record high of $48.50 achieved in September last year.
Source : Konaxis
China online game US(0)
Companies like Shanda Games, Perfect World and Changyou.com have tapped China’s huge pool of young Internet users with their games and raked in revenue from sales of virtual items. Players pay real-world cash for items like powerful magic weapons that help them defeat enemies, or for virtual clothing or pets to refine their online image.
Many popular online games in China draw on well-known cultural themes like martial arts or the wars of the nation’s ancient Three Kingdoms era. But China’s game companies face a new culture, different user preferences and competition from market leaders like Activision Blizzard as they work to expand in the U.S.
Shanda Games drew eyes last week by unveiling plans to acquire Mochi Media, a U.S.-based game network that Shanda says will distribute its games worldwide. Shanda, which like Changyou and Perfect World has raised funds by listing its stock in the U.S., will dish out US$80 million in the acquisition.
The move highlighted Shanda’s ambitions abroad. Shanda also has plans with local operators to offer six of its games in the U.S., said Diana Li, CEO of Shanda Games, in a phone interview. Li declined to name the games but said they would keep the free-to-play model they have used in China. By contrast, many U.S. games rely on subscription fees for revenue and do not sell in-game items for real cash.
Shanda’s popular titles include fantasy role-playing games World of Legend and Legend of Mir. Shanda is also looking at offering games in Europe, Li said.
Shanda rival Perfect World has already launched several games in the U.S. and offers them under altered names including Jade Dynasty and Ether Saga. Changyou late last year started open beta testing in the U.S. for Dragon Oath, a martial arts game.
Source : Konaxis