Futuristic Play by @Andrew_Chen

Analysis on viral marketing, freemium, and online ads

Or, jump to essay topics:
Viral marketing
Engagement and design
Freemium and ad monetization
Metrics and targeting
Media and games

New here? Try these links:

  1. Featured Essays
    50+ essays on viral marketing, gaming, and ads
  2. About this blog
    Bio, contact me, and more
  3. Never miss a new essay
    Receive updates by email or RSS feed or Twitter

Ad-based versus direct monetization: Which one is better for you?

Comments


Well, it turns out that Star Wars fanatics are easier to monetize, but are harder to find at scale!

More recession talk = More interest in direct monetization
There’s always discussion about the weaknesses of ad-based revenue models for consumer internet, and with recession chatter increasing every day, many companies are turning to freemium based models. Silicon Alley Insider recently wrote about this in an article called Revenue Crisis: Here Come The Pro Accounts. And of course, there is constantly discussion around the example of 37 Signals, who are notable critics of business models that give away product for free, described by the the Techcrunch article 37 Signals Drives Another Company To The Deadpool. Here’s another from Slate called A Radical Business Plan for Facebook: Charge people.

Direct monetization models versus indirect monetization
To restate the general argument in my own terms, there are basically two kinds of companies on the internet (and btw, I’ve discussed these two groupings of companies at my talk at Startonomics – you can check out the video here and the slides here):

  • Direct monetization, aka Advertisers: Direct monetizers charge money for their products, via subscription, ecommerce, virtual items, etc. They typically have a small, focused group of customers.
  • Indirect monetization, aka Publishers: Indirect monetizers don’t charge money to use their product and in fact, often give their product away. They chop their audiences into pieces (using content to differentitate between them) and sell the targeted audiences to companies who directly monetize them.

Now note that Direct monetizers and Indirect monetizers have very different problems:

  • Direct monetization: The biggest issue is cost per acquisition and limited size of their customer base.
  • Indirect monetization: The biggest issue is zero cost user acquisition and identifying user intent (via targeting)

And of course, the central issue is that direct monetization has the huge advantage that you can “make money as you go” and maintain a profitable trajectory at every point. This is great for the bootstrapped startup.

Compare this to the indirect monetization companies which often need to reach a very large critical mass, burning lots of capital along the way, until it gets large enough to sell their audience segments in large enough chunks to be interesting to advertisers.

From the venture capitalist’s point of view, the indirect monetization models are often able to produce larger exits, and thus the “go big” mantra holds here. The reason is that the indirect monetization methods are often appropriate for companies who have extremely horizontal audiences (like search, email, video, etc.) combined with viral growth.

From the VC’s perspective, the direct monetization models can often be less desirable because they may have a small customer base that can only be reached by expensive marketing techniques. As a result, there ends up being a smaller exit because the startup exhausts all their marketing channels to reach their customer base and may not be able to grow beyond that. This is why, although it may be highly profitable to build software for orthidontist offices, these companies often end up lifestyle businesses and not venture-returns businesses.

Which one are you?
I want to stop here and ask, which method best suits your company? I’ve found that there are several Web 2.0 companies floating out there that should probably charge for their product because they are niche products, but instead they are opting to go free and ad-supported. This may be a mistake. Similarly, there are products out there with wide audience appeal that may generate more revenues as indirect monetization models (for example, much of digital content).

Both strategies work: Compare MySpace versus World of Warcraft
Ultimately, this is an optimization of two variables simultaneously. One variable is the size of the audience, and the other is the revenue potential.

The tension is that:

  • Size of audience is determined by breadth of appeal
  • Revenue potential is driven on intent and passion of audience

Oftentimes, of course, these two variables are at odds. It’s the rare product that EVERYONE will pay for, and often you have to choose between monetizing a small group of fanatics at high rates, or monetizing a huge group of casual users at low rates.

The two corners of this model, of course, are MySpace and World of Warcraft.

  • MySpace is an amazing indirect monetizer - they have a HUGE audience, but but make very little money off of each user. Even with 10s of millions of uniques, they make cents per user per month. But this all adds up to nearly $1B in revenue per year. Note that the first version of MySpace was relatively cheap to build (hey, it’s just a website!)
  • World of Warcraft is an amazing direct monetizer - they have a much smaller audience (<15M subscribers) but make a ton of money off of each user. They charge a $15/month, and even with their much smaller audience they make nearly $1B in revenue per year. Note that the first version of WoW was quite expensive (into the 10s of millions!)

The point is that both strategies work – the question is, what can you learn from each of these to figure out which model works best for you?

Written by Andrew Chen

November 3rd, 2008 at 8:00 am

Posted in Uncategorized

  • The MySpace vs. WoW is an awesome visualization of this principle...

    I think it is very important to note that although advertising might slow down into the recession, I don't believe internet use will, which means this is still a very good time to grow a service that will utilize that indirect method.
  • The difficulty with indirect, of course, is that although you can grow a service during a recession, it may take too long to break even! And thus you need investment, but people seem to be squeamish these days.
  • "Buy low, sell high" I'm a huge believer that those who are able to invest
    and grow during this time will seriously benefit from their contrarian
    actions...thoughts?
  • I've been thinking about this issue. Working with an Angel fund, I get to see smaller deals pass by, and to tell you the truth, I'm quite drawn to cash internet businesses which just scale over time as their sector / niche / internet usage grows.

    The WOW vs. MYSpace example is a very good one, btw, especially in showing initial costs. And the whole recession talk, well, that'll just get companies to be more creative in generating revenue, which I'm looking forward to.
  • I think there are plenty of amazing companies that are direct monetization plays that serve audiences that are BIG ENOUGH to be venture returns-possible, and are also defensible enough that they won't get out-hustled on the user acquisition side.

    You definitely need a defensible advantage, or a network effect in how you monetize, and then you can have a stable position as a direct monetizer. (Netflix and WoW are both great examples here)
  • I love how you point out how the monetization method really has to fit the product, audience and the company's goals. Talking about Facebook, Twitter et. al. really neglects the wide range of companies creating value for users in their own way, each trying to figure out the right way to provide services, sell products, gain users and make money in their own way.

    I wonder if a big part of the attraction towards indirect monetization is that people are unsure how to set prices? Indirect monetization, especially advertising-based, comes through a largely passive acceptance of market rates, whereas direct monetization requires companies to set (and justify) the prices for their products and services. Are we scared to set prices?
  • I think your point on deferring price-setting is a HUGE one...

    Generally, for startups, it's hard enough to get customers to come to your door, much less figure out how to make money. By separating out the problem into two steps: 1) get eyeballs, 2) make money, that lets you entertain indirect monetization methods and focus 100% on the immediate problem on hand.

    Obviously, this strategy doesn't work for everyone. After all, there are plenty of businesses that NEED to charge to survive - pretending that everything can be free and subsidized by advertising neglects the fact that a health ad marketplace needs both buyers and sellers. Not everyone can be a seller and give their product away!
  • Solid point: that's two pretty big steps. There's a reason we do things the easy way first: it makes sense, and people (users, investors, seller, buyers, advertisers, entrepreneurs) are used to the model of activity.

    Do the steps have to be sequential (instead of simultaneous)? Separating the two also leads to a lot of effort spent creating products and services that people don't really value (i.e. that they wouldn't pay for). Isn't the problem on hand to solve real people's problems? To create things they want?

    Setting prices is like setting a bar for what you're creating: if someone wouldn't pay for it, is it really that valuable?

    In any case, indirect monetization isn't a new business model, and it's been the base of huge industries for many, many years, and will continue to always be a valuable method for monetizing things people want. But it's not the only way.
  • A recession is a worst period for start-ups. You don't get investment and as a result you don't grow
blog comments powered by Disqus