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Showing posts with label ecommerce. Show all posts
Showing posts with label ecommerce. Show all posts

Friday, December 2, 2011

Paypal's global mobile payments were 516% higher Y-o-Y on Black Friday 2011

"By using their mobile devices, shoppers have access to a “mall” in the palm of their hand, complete with millions of products and simple, secure payments, to find and buy the hottest holiday deals. An increasing number of shoppers turned to their mobile devices on Black Friday to shop wherever, whenever.
- eBay Mobile announced that shoppers in the U.S. purchased nearly two and a half times as many items via eBay Mobile this Black Friday when compared to 2010
- PayPal Mobile announced a six-fold (516%) increase in global mobile payment volume compared to 2010
- GSI Commerce announced a three-fold (254%) increase in U.S. mobile sales this Black Friday compared to 2010.
“Shoppers are increasingly choosing the convenience of mobile to find the best deals from wherever they are while avoiding big crowds and long lines,” said Steve Yankovich, vice president, Mobile, for eBay Inc. “The ability to simply pick up your phone or tablet and purchase what you want, when you want it, has become an attractive alternative to shoppers in record numbers this holiday season.”"
Source:  Press release from eBay, 26th November 2011

Friday, November 25, 2011

Online game Bigpoint generated revenues of over €2m in 4 days on sales of just one virtual item

"German online games publisher and developer Bigpoint made over 2 million euros of revenue this month on a single in-game item purchase.
The company's free-to-play MMO space shooter DarkOrbit, which launched in December 2006, has seen 66 million registered users in total over its five year life.
Earlier this month, BigPoint sold a special in-game item called 'The 10th Drone', which cost 1,000 euros to purchase, for a total of four days.
Simon Davis, producer on DarkOrbit, has now told Gamesbrief founder and Gamasutra contributor Nicholas Lovell that over 2,000 of these items were sold, meaning that over 2 million euros was spent on this single item over the course of four days."
Source:  Gamasutra, 23rd November 2011

Tuesday, November 15, 2011

The top 10 most popular purchases through mobile

"Jumptap’s study looked at the most popular mobile purchases. Here's the top 10:
1. Event tickets; daily deals: 38 percent of mobile device owners have made these purchases (tie)
3. Apparel or accessories: 36 percent
4. Travel; physical copies of books, video games or movies: 33 percent (tie)
6. Consumer electronics (TVs, etc., but excluding mobile phones): 32 percent
7. Flowers and gifts; toys: 30 percent (tie)
9. General services (photo printing, shipping services, etc.): 26 percent
10. Consumer packaged goods; sports and fitness: 25 percent (tie)"
Source:  Research from Jumptap and comScore, reported by AdWeek, 10th November 2011
Note - no country is stated, but I'm assuming that it's the US

Monday, October 24, 2011

The preferred sources for product & service information



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Source:  Data from NMIncite (Nielsen & McKinsey), reported in NielsenWire 14th October 2011
Note - I'm assuming that this is based on US consumers only

Wednesday, October 12, 2011

70% of mobile payment company Square's merchants did not previously accept credit cards

"Square is nixing a policy that prevented merchants from immediately receiving any profits exceeding $1,000 per week, looking to attract even bigger businesses and edge out rivals in the growing mobile payment market.
Square originally implemented this measure to prevent fraud, according to company CEO Keith Rabois. "Now that we've been commercially available for a year, we can now spot statistical anomalies," he explained.
Such an improvement stands to lure larger stores into Square's fold, since they won't have to wait up to one month to recoup their additional profits. At the moment, Square's base is mainly small businesses, 70 percent of which did not previously accept credit cards because of associated fees.
The San Francisco, Calif.-based company now boasts 800,000 merchants and processes $2 billion in payments, according to Rabois.
"In a year, we've been able to offer payment services to the equivalent of 10 percent of Visa and MasterCard's network," the CEO said."

Crowdsourcing site Kickstarter has had more than 1m funders



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Total Backers: 1,013,725
Repeat Backers: 166,823

Source:  Blog post from Kickstarter, 11th October 2011
(Lots more data in the blog post)

Tuesday, October 11, 2011

Asos' mobile sales rose 800% Y-o-Y in 2011

"Leading online fashion retailer Asos.com has launched its first apps for the Apple range of mobile devices, following strong sales growth via mobile devices.
The new service has been designed for iPhone, iPad and iPod Touch users, and along with the function to ‘save for later’ any item of interest sold by the trader, the app also includes a locator for local drop-off points for customers looking to return unwanted purchases.
Customer accounts are totally synchronised across all of the retailer’s platforms so whether they are using the new apps, the standard website or the mobile site all of their details will remain consistent.
James Hart, Asos E-commerce Director, said: Following year-on-year growth of over 800 per cent in mobile revenue, I’m delighted to release our iPad and iPhone shopping apps.
“We decided to take a considered approach to releasing these first apps, so that their foundations were rock-solid, thereby allowing us to now develop and improve the experiences at pace.”"

Monday, October 10, 2011

Apple achieved over 1m pre-orders of the iPhone 4S on the first day

"Apple® today announced pre-orders of its iPhone® 4S have topped one million in a single day, surpassing the previous single day pre-order record of 600,000 held by iPhone 4. iPhone 4S is the most amazing iPhone yet, packed with incredible new features including Apple’s dual-core A5 chip for blazing fast performance and stunning graphics; an all new camera with advanced optics; full 1080p HD resolution video recording; and Siri™, an intelligent assistant that helps you get things done just by asking."
Source:  Press release from Apple, 10th October 2011

Online coupons drive incremental business

"Online coupons and promotion codes drive incremental business: Offering coupons and deals generates new users and increases overall user spending. Active coupon users reported spending over $800 more per year with e-commerce merchants than less active coupon users ($1,850 versus $1,025). In addition, 74% of active coupon users indicated that they would be likely to try a new brand if they received a coupon or promotion code versus 54% of less active coupon users.
Online coupons and promotion codes positively influence the purchase cycle by reducing shopping cart abandonment, improving conversion rates and reinforcing positive feelings about brands. Additionally, 88% of respondents said that promo codes or coupons “close the deal” on their decision to make a purchase.
Reduced shopping cart abandonment: 60% of respondents indicated that if they received an online coupon or promotion code they would be more likely to reconsider purchasing a product that they had put in their shopping cart but had not bought.
Improved brand loyalty and reputation: 80% of respondents indicated that offering online coupons or promotion codes improves a company’s brand image, with an impressive 88% of respondents saying that they have positive feelings toward companies that offer coupons."
Source:  Research by Forrester Consulting for Whaleshark Media, reported in a press release, 5th October 2011

Thursday, October 6, 2011

Mobile accounts for 10% of ecommerce website visits

"Mobile now makes up ten per cent of ecommerce website visits, but converts at just half the rate of PC visitors, according to research by Screen Pages.
The study indicated that 80 per cent of all mobile web browsing occurs on Apple devices; namely iPhones and iPads.
It also suggested that smaller marketers and retailers are losing hundreds of thousands of pounds by failing to grasp the opportunities presented by mobile devices.
Based on Google Analytics date, the paper looked at over 1.5 million visitors to 30 websites, none of which had been fully optimised for mobile usage.
"The commercial message here is clear," said Roger Willcocks, director of Screen Pages."
Source:  Research by Screen Pages, reported by the IAB UK, 5th October 2011

Monday, October 3, 2011

A third of online home-traders in the UK take home over £10,000 per year

"The online parcel and delivery service Collect+ has discovered that the number of those earning money from online businesses has doubled in the last year.
The survey revealed that over a third of ‘e-pportunists’ take home over £10,000 per year,1 with over half of these traders having set up their businesses within the last year. Over 26 percent of e-pportunists are aged between 25 and 34 years of age, reflecting the current decline of the job market in certain sectors of industry and lower wages.
The findings suggest that many individuals are supplementing their existing incomes with online trading as a way of dealing with the increasing cost of living and difficult economic conditions. Almost a quarter of those surveyed revealed that the pressure of household bills had eased as a result of the income gained through online trading. As much as a third of surveyed consumers plan to abandon their day jobs and concentrate on e-businesses should the ventures become enough of a success – a sentiment shared by over 70% of the additional survey participants."
Source:  Press Release from Collect+, 2nd October 2011
Methodology:  A survey of 368 ‘e-pportunists’ through Startups.co.uk, on behalf of Collect+

Thursday, September 15, 2011

How email and social media influence purchase decisions

"Kantar Media Compete's study also found that nearly one in three consumers receive more than 20 emails from retailers in a week. And in good news for retailers relying on email, 89 percent of respondents at least occasionally click through to a retail site from an email or visit a retail site immediately after reading an email.
SMS, on the other hand, is still a largely untapped channel for brands to reach shoppers. During a typical week, three out of four consumers (72.2 percent) don't receive any text messages from retailers.
Do social networking sites influence purchase decisions? Yes. In fact, 35 percent of respondents say that Twitter feeds have been influential or extremely influential on purchase decisions, while 23.5 percent say that Facebook has been influential or extremely influential on purchase decisions."
Source:  Data from Kantar Compete, published in a press release, 13th September 2011
Note - All data is for the US only

Friday, September 2, 2011

There are more than 5m online sellers in China

"Zhang Qiaoli uses her spare bedroom for storing her stock of ladies' fashion-wear and photo shoots.
She is one of more than five million small online stores operating across China, some from small apartments or even college dormitories.
She buys dresses and accessories wholesale; using the website Taobao, she sells them on as the Kitty Lover range, at prices under $10.
Taobao is owned by Chinese e-commerce giant Alibaba and the brainchild of founder Jack Ma. It is a free-to-use online marketplace with some 800 million product lines - from food to clothes to technology.
It boasts 50 million unique visitors a day and is the top destination for three quarters of the country's online shoppers.
Running Kitty Lover allows Ms Zhang to work from home and take care of her baby son - though it's more than a hobby.
"Of course it's quite competitive, because there are hundreds of new stores opening every day on Taobao," says Ms Zhang."

Thursday, September 1, 2011

Tuesday, August 23, 2011

42% of American Millennials like to watch TV mainly online

"Millennials Consume 42 Percent of TV Online
Millennials [16-34s] appear to have substituted television and print media for the increased online activity and media consumption. Millennials watch significantly less TV than Non-Millennials; fewer Millennials report watching 20-plus hours/week (26 percent versus 49 percent). When they are not watching live TV, Millennials are much more likely to watch shows mainly on their laptops (42 percent versus 18 percent), with DVR (40 percent versus 36 percent), or On-Demand (26 percent versus 18 percent).
Millennials Seek Peer Affirmation & Advice
Perhaps because of their need to share and to find commonalities, 70 percent of Millennials reported feeling more excited when their friends agreed with them about where to shop, eat and play. Only 48 percent of older adults were as heavily influenced by their friends and colleagues. Additionally, Millennials gather information on products and services from more channels - more Millennials than Non-Millennials reported using a mobile device while shopping to research products (50 percent versus 21 percent)."
Source:  Research from “American Millennials: Deciphering the Enigma Generation.” by Barkley with Service Management Group and the Boston Consulting Group, quoted in a press release, 18th August 2011
Methodology:  "Based on a survey of more than 5,000 respondents and 3.9 million data points, the study provides new information on a range of digital and social media habits of American Millennials as well as their attitudes in the areas of cause marketing, grocery, restaurant, apparel and travel."
Note:  For this study Millennials are defined as 16-34s year olds

Tuesday, August 16, 2011

Heavy social media users tend to spend less money online



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Source:  Analysis by Nick Tabbal of Resonate Networks in Forbes, 14th August 2011
Note:

"Heavy Social Media Users: people who spend an average of 26% of their online time on Social Media
Medium Social Media Users: people who spend an average of 4.1% of their online time on Social Media
Light Social Media Users: people who spend an average of 0.42% on Social Media"

Wednesday, July 20, 2011

Kickstarter has funded 10,000 projects

"On July 6th, a project called Citizen is releasing a 7” record! from a band in Toledo, Ohio, was funded by 28 backers, becoming the 10,000th successfully funded project in Kickstarter history.
Ten thousand successful projects is a big milestone. Watching projects from every corner of the creative spectrum come to life has been a wonderful thing, and to see what they've accomplished in aggregate is remarkable. Congrats to Citizen and the 9,999 other projects that made their accomplishment possible!
To celebrate, let's take a look at a few other milestones that Kickstarter has reached since our two-year anniversary post in April.
Project Statistics (current as of 7/17/2011)
Launched Projects: 26,620
Successful Projects: 10,388
Unsuccessful Projects: 13,113
Live Projects: 3,119
Success Rate: 44%"
Note - see the full blog post for a breakdown by month, by category etc

Monday, July 18, 2011

Scottish microbrewer BrewDog raised over £500,000 in 2 days in an online share issue

"BrewDog, the Scottish microbrewer and pub operator, has raised over £500,000 via a share issue in two days as it looks to raise £2.2m to finance a new eco-brewery and open more bars across the country.
The company, which launched in 2007, has branded the latest investment opportunity Equity for Punks and will again offer members of the public the chance to buy shares in the company online — BrewDog has made 90,000 shares available to buy in £95 packages.
BrewDog raised £750,000 in five months through a similar investment project in 2009, although this fell far short of its target of £2.3m."
Source:  The Publican's Morning Advertiser, 18th July 2011
Note - See more about how to invest here