Sunday, March 10, 2013

Chapter 6-- Consumer Decision Making





Unknown | Sunday, March 10, 2013 | 0 Comments




All the business Tencent built up is basic on two platforms: Tencent instant messages and internet service portal. Until Jun, 2005, Tencent has initially completed the layout of online business model of industrial life. Tencent established QQ, internet service portal, QQ games and mobile service portal, which has built a huge online community. To meet the demand for information transfer and knowledge acquisition, Tencent develops internet service portal, QQ IM and QQ e-mail. To meet the demand of group communication and resource sharing, Tencent releases Q-Zone and QQ group. In the aspects of personality showing and entertainment service, Tencent has diversity of virtual imagine products, including QQ pet, QQ show, QQ games, QQ music, QQ radio and QQ live TV. To meet the demand of online trade, Tencent releases E-commerce Pai Pai online trade.
 
Most people have inertia when they using internet service. People are lazy to find another service provider if one website or one provider can satisfy all their needs. They will focus on using the same service provider. Otherwise, searching a new provider will cost more time and money. So in this way, Tencent has the inherent advantages to open up e-commerce. Because Tencent has occupied 76% of the instant messaging market share. That means they have the monopoly advantage on customer channel.


 
At the same time, Tecent released the special service for membership customers. Tencent designs a lot of privileges special for advanced users, and strengthen the manifestation of "Member" and the difference between ordinary users. Through this exclusive glory service, Tencent attracts ordinary users to register as a membership. Based on this model, Tencent continue to introduce new products and new levels to continuously meet the membership user endless "desire". So that membership users will stick on this product for period of time even though membership has to pay money every month.

In addition, Tencent opens platform for third-party applications to paid subscribers that cover almost users of all ages. Age 14 to 25 years old is the largest group of paid subscribers. It shows that the paid subscribers age are getting younger and younger. Paying customers are mainly distributed in early high school and undergraduate; mostly to high school and undergraduate education, accounting for 71.39%. This phenomenon exists for two main reasons. First, except employees who work in the office, student is a group spending the longest time on computer. They are also the target customer of Tencent. According to the research, students and white-collar workers (including company employees and management personnel) are the highest portion of Tencent users, respectively 32% and 30%, accounting for 15% of the users of freelance. Second, either membership fee or the games fee is cheap so that students can afford every month. Furthermore, white-collar workers have a large portion on online shopping or trade, because of their higher purchasing power and working environment.
The proportion of male and female users is 59:41. Men will focus on playing several applications each month, and male users are twice active than women. In the opposite, women prefer to try different applications. In addition, men prefer to play the game-type applications. Compared to men, women prefer to play non-active game, such as tools, lifestyle applications basic on their personalities.

 

 

 

 


By Unknown
A Short Description about youself







Stay Connected With Us
Feed Icon Twitter Icon Facebook Icon Google+ Icon Youtube Icon


Share and Spread Share On Facebook +1 This Post Digg This Post Stumble This Post Tweet This Post Tweet This Post Tweet This Post Save Tis Post To Delicious Share On Reddit Bookmark On Technorati


Related Articles

JOIN THE DISCUSSION

Any feedback, questions or ideas are always welcome. In case you are posting Code ,then first escape it using Postify and then paste it in the comments

0 comments:

Chapter 6-- Consumer Decision Making

Written on Sunday, March 10, 2013 by Unknown


All the business Tencent built up is basic on two platforms: Tencent instant messages and internet service portal. Until Jun, 2005, Tencent has initially completed the layout of online business model of industrial life. Tencent established QQ, internet service portal, QQ games and mobile service portal, which has built a huge online community. To meet the demand for information transfer and knowledge acquisition, Tencent develops internet service portal, QQ IM and QQ e-mail. To meet the demand of group communication and resource sharing, Tencent releases Q-Zone and QQ group. In the aspects of personality showing and entertainment service, Tencent has diversity of virtual imagine products, including QQ pet, QQ show, QQ games, QQ music, QQ radio and QQ live TV. To meet the demand of online trade, Tencent releases E-commerce Pai Pai online trade.
 
Most people have inertia when they using internet service. People are lazy to find another service provider if one website or one provider can satisfy all their needs. They will focus on using the same service provider. Otherwise, searching a new provider will cost more time and money. So in this way, Tencent has the inherent advantages to open up e-commerce. Because Tencent has occupied 76% of the instant messaging market share. That means they have the monopoly advantage on customer channel.


 
At the same time, Tecent released the special service for membership customers. Tencent designs a lot of privileges special for advanced users, and strengthen the manifestation of "Member" and the difference between ordinary users. Through this exclusive glory service, Tencent attracts ordinary users to register as a membership. Based on this model, Tencent continue to introduce new products and new levels to continuously meet the membership user endless "desire". So that membership users will stick on this product for period of time even though membership has to pay money every month.

In addition, Tencent opens platform for third-party applications to paid subscribers that cover almost users of all ages. Age 14 to 25 years old is the largest group of paid subscribers. It shows that the paid subscribers age are getting younger and younger. Paying customers are mainly distributed in early high school and undergraduate; mostly to high school and undergraduate education, accounting for 71.39%. This phenomenon exists for two main reasons. First, except employees who work in the office, student is a group spending the longest time on computer. They are also the target customer of Tencent. According to the research, students and white-collar workers (including company employees and management personnel) are the highest portion of Tencent users, respectively 32% and 30%, accounting for 15% of the users of freelance. Second, either membership fee or the games fee is cheap so that students can afford every month. Furthermore, white-collar workers have a large portion on online shopping or trade, because of their higher purchasing power and working environment.
The proportion of male and female users is 59:41. Men will focus on playing several applications each month, and male users are twice active than women. In the opposite, women prefer to try different applications. In addition, men prefer to play the game-type applications. Compared to men, women prefer to play non-active game, such as tools, lifestyle applications basic on their personalities.

 

 

 

 

If you enjoyed this post Subscribe to our feed

No Comment

Post a Comment

Chapter 6-- Consumer Decision Making

Sunday, March 10, 2013 - - 0 Comments


All the business Tencent built up is basic on two platforms: Tencent instant messages and internet service portal. Until Jun, 2005, Tencent has initially completed the layout of online business model of industrial life. Tencent established QQ, internet service portal, QQ games and mobile service portal, which has built a huge online community. To meet the demand for information transfer and knowledge acquisition, Tencent develops internet service portal, QQ IM and QQ e-mail. To meet the demand of group communication and resource sharing, Tencent releases Q-Zone and QQ group. In the aspects of personality showing and entertainment service, Tencent has diversity of virtual imagine products, including QQ pet, QQ show, QQ games, QQ music, QQ radio and QQ live TV. To meet the demand of online trade, Tencent releases E-commerce Pai Pai online trade.
 
Most people have inertia when they using internet service. People are lazy to find another service provider if one website or one provider can satisfy all their needs. They will focus on using the same service provider. Otherwise, searching a new provider will cost more time and money. So in this way, Tencent has the inherent advantages to open up e-commerce. Because Tencent has occupied 76% of the instant messaging market share. That means they have the monopoly advantage on customer channel.


 
At the same time, Tecent released the special service for membership customers. Tencent designs a lot of privileges special for advanced users, and strengthen the manifestation of "Member" and the difference between ordinary users. Through this exclusive glory service, Tencent attracts ordinary users to register as a membership. Based on this model, Tencent continue to introduce new products and new levels to continuously meet the membership user endless "desire". So that membership users will stick on this product for period of time even though membership has to pay money every month.

In addition, Tencent opens platform for third-party applications to paid subscribers that cover almost users of all ages. Age 14 to 25 years old is the largest group of paid subscribers. It shows that the paid subscribers age are getting younger and younger. Paying customers are mainly distributed in early high school and undergraduate; mostly to high school and undergraduate education, accounting for 71.39%. This phenomenon exists for two main reasons. First, except employees who work in the office, student is a group spending the longest time on computer. They are also the target customer of Tencent. According to the research, students and white-collar workers (including company employees and management personnel) are the highest portion of Tencent users, respectively 32% and 30%, accounting for 15% of the users of freelance. Second, either membership fee or the games fee is cheap so that students can afford every month. Furthermore, white-collar workers have a large portion on online shopping or trade, because of their higher purchasing power and working environment.
The proportion of male and female users is 59:41. Men will focus on playing several applications each month, and male users are twice active than women. In the opposite, women prefer to try different applications. In addition, men prefer to play the game-type applications. Compared to men, women prefer to play non-active game, such as tools, lifestyle applications basic on their personalities.

 

 

 

 

This entry was posted on Sunday, March 10, 2013 You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

0 comments: