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1.Advertising and marketing: Virtual communities can be monetized by providing advertising space to merchants or by integrating brand resources to attract a wider range of users.
2.Membership system: By setting up a membership system, the community can collect membership fees to earn revenue.
5.Virtual Goods Trading: Communities can design their own virtual goods and earn corresponding benefits through the trading system** within the community.
6.Counseling services: Virtual communities can provide professional counseling services, such as health, psychology, law, etc., for a fee.
7.Social gifts: Users in the community can express their gratitude or appreciation by sending gifts, and the community can get certain benefits from it.
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As a business model of e-commerce, virtual community has been widely recognized, but how to tap its commercial value and obtain return on investment has become the core issue of community management. For a virtual community to realize business value, it must choose the main revenue method that can realize profitability. The profit of the virtual community is mainly in the following aspects:
1. Advertising costs.
Virtual communities are favored by enterprises because they gather their target customers, and more and more enterprises are beginning to put their advertisements on virtual communities. According to the survey, the current revenue model of the virtual community is the most advertising, and the virtual community** chooses advertising as its profit model. The ad revenue of the virtual community is directly constrained by the click traffic of the community, and the larger the traffic, the higher the ad revenue.
For start-up and unknown virtual communities, with low click-through traffic, ad revenue is very limited. In addition, the advertising revenue of the virtual community is also affected by the characteristics of the netizens, and whether the enterprise advertises to the virtual community depends on whether the community netizens are the target customers of the enterprise. Therefore, a profit model with advertising fees as the main income** is not suitable for all virtual communities.
2. Membership fee.
The virtual community will be graded by registered members and will charge different initiation fees.
3. Content service fee.
Virtual communities charge netizens for their services by providing different content services.
4. Transaction fees.
Virtual communities charge fees for publishing and providing trading information to netizens, or collect commissions from traders.
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1.Virtuality: Virtual communities and their communities are based on the Internet, digital platforms and other virtual worlds, where users can socialize, communicate and share information without time and space restrictions.
2.Globalization: Virtual communities and communities are not limited by geography, users can come from all over the world, and bridging makes social networking more diverse and global.
3.Anonymity: In virtual communities and communities, users can choose to be anonymous or use virtual identities, reducing the security risks faced by users when using social platforms.
4.Social networking: Virtual communities and communities are mainly social activities, which increase the interaction between users and the density and scale of social networks.
5.User consensus: Virtual communities and communities provide users with a common ideological foundation that members can share, discuss, and support each other.
6.Self-organization: Users in virtual communities and communities can freely organize into groups and groups according to their own concerns, hobbies, occupations, and other factors.
8.Psychological attachment: Virtual communities and users in the community form a sense of psychological attachment because the common characteristics of these virtual communities and community members can make them feel understood, supported, and accepted.
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1.Virtuality: A virtual community exists in the online world, a virtual community, and its members do not actually exist in the same place, but are connected and communicated through computers, network technologies, etc.
2.Common interests: Members of virtual communities generally share common interests, hobbies, careers, disciplines, etc., and share common issues and goals.
Its members are brought together by their own kind. 3.Virtual Interactions:
The interaction between the members of the virtual community is mainly carried out in the virtual environment, such as chat rooms, social networks, game platforms, etc. In a virtual community, the identities and roles of members are virtual. 4.
Cultural diversity: Virtual communities can gather people from different countries and regions, and their members may have different existences, cultures, beliefs, etc., so as to form a multicultural virtual and key community. 5.
Virtual autonomy: Members of virtual communities can usually manage the community autonomously, including rule-making, management structure, etc., thus forming a virtual autonomous community. 6.
Virtual identity: The identities and roles of virtual community members are often virtual, and can be created and designed according to personal preferences and needs, forming a personalized identity in the virtual world.
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As an "alternative space" for people's survival and activities in the real society, the Internet must be relatively independent and complete. Therefore, the theoretical proposition of "virtual community" shows that it is a social life unit and space for people to realize social interaction on the Internet. This kind of spatial environment, which is mediated by dialogue and exchange between a certain **, e-mail or newsgroup on the Internet, is named "virtual community" because people use sociological research on communities and make judgments based on the characteristics of the network itself.
Although many scholars at home and abroad have studied this new thing and social phenomenon, it seems that there is still a lack of empirical support for a clear definition of "virtual community". John Hagel and Arthur Armstrong (in their book The Internet Interest, first highlighted the virtuality of virtual communities, and then argued that a "virtual community" is a place where people can communicate around a certain interest or need; It is believed that it creates social and commercial value in the best way through the network. At the heart of this view lies in:
A virtual community is made up of people with common interests and needs, and they can use the Internet to share a sense of community with like-minded strangers. And a similar point of view is Ether Dyson. In her book "Design for Life in the Digital Age", she first acknowledges the existence of communities in the online world, arguing that "in the online world, a community means a unit where people live, work and play".
In China, some scholars believe that a virtual community is an online virtual world with a clear theme positioning, great interaction between residents and the community, frequent exchanges between residents, and a balance between the nature of the community and information. It is also believed that the virtual community is a network builder who uses the characteristics of network communication to provide netizens with a space for online communication, generally using BBS, mailing lists or newsgroups, the World Wide Web**, and real-time chat and other network communication methods as a medium to provide netizens with an online environment for dialogue, communication and communication services. And all that.
Although the above definitions of virtual communities are different, their commonalities are: First, they affirm that virtual communities exist objectively. It is considered to be a space where people rely on network technology to communicate around some topics of common interest.
The second is to recognize that virtual communities are the product and result of people's interactive behaviors. Third, it is believed that virtual communities can provide services that meet the "alternative needs" of people in the real world, and give birth to new interpersonal relationships and expand new living and living spaces for human beings. From this, we believe that the basic meaning of a virtual community is:
It is a new type of living and living space built by people with common interests and needs, using the characteristics of network communication to meet their own needs through online social interaction.
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Virtual community: A group of people who communicate with each other mainly through computer networks, who have a certain degree of understanding of each other, share a certain degree of knowledge and information, and care for each other to a large extent as if they were friends. The earliest definition of a virtual community was given by Rheingole, who defined it as "a group of people who communicate with each other primarily through a computer network, who have some degree of knowledge of each other, share some level of knowledge and information, and care for each other to a large extent as if they were friends."
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Virtual community, also known as online community or electronic community, as the counterpart of the Gao Mohan community in the virtual laughing world, the virtual community provides a meeting place for network users with the same hobbies, experience or similar professional business, so that they can communicate and share experiences with each other.
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