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Insight Analysis: Is An Advertising-Based Internet Really Feasible?

Insight Analysis: Is An Advertising-Based Internet Really Feasible?

The truth may be difficult to bear, even unthinkable. But could it be the case that an advertising-based model of the internet simply does not work? This is certainly the contention made by analysts at McKinsey Quarterly in their new report, Can Broadband Save Internet Media?.

The report claims that, ‘despite brutal evidence to the contrary’, websites are now lucky to earn $3.50 per thousand page views. Nevertheless, “the faithful still cling to the hope that some new technology or user trend will prove the ad-based model workable after all,” say the authors.

McKinsey says that the latest wave of optimism is directed at emerging broadband technologies and the ‘richer’ multimedia services that they will enable. It says that proponents of the ad-based web are hoping that broadband will provide a sufficient boost to page views to make the cost per thousand-based (CPT) model profitable. “Alas, it just won’t happen,” concludes the report.

The online entertainment sector is set to benefit most from broadband technologies, which will allow films and animations to be viewed online. Screen Digest forecasts that online films and entertainment will generate $2.9 billion in revenue in the western world by 2005. Feature films will comprise the bulk of this at £882 million.

Online movies and entertainment revenue 2005 forecasts 
  Revenues 
  Europe (Em)  Western World ($m) 
Total western world   2,900
Total western Europe 541  
     
Flash animation and simple games 76 298
Short film content 39 189
Large multiplayer online games 163 921
Fuzzy media’ content 57 568
Feature film 207 882
Source: Screen Digest, May 2002   

Another set of forecasts, from Informa Media Group, predict that internet gaming revenues in the UK will reach $292 million by 2005, derived from 3.6 million players.

UK Internet Gaming Revenue/Player Forecasts 
               
  2000  2001  2002  2003  2004  2005  2006 
Game revenues ($ million) 11 29 72 145 229 292 361
Game players (million) 0.2 0.5 1.1 2.0 2.9 3.6 4.2
Source: Informa Media Group, May 2002 

However, even the online entertainment sector will struggle to make increases in ad revenue sufficient to meet rising production costs, according to McKinsey. It says that only a very small number of businesses which are built around ad sales – those with inherently low content, marketing or delivery costs or with a strong attraction to a specific niche audience – will be able to survive on advertising-based model. For the rest of the internet media, the implications are clear says McKinsey: “Forget about supporting yourself with advertising revenues.”

Struggling web companies look to broadband Indeed, the outlook from web-reliant companies is not rosy. As GartnerG2 notes, Net giants such as Yahoo!, DoubleClick and AOL Time Warner are not feeling particularly optimistic about the outlook for their revenues.

GartnerG2 says that Net advertising revenue is set to pick up in Q3 this year, but ‘pick up’ doesn’t necessarily mean that it will reach self-sufficient levels. Notably, Gartner says that broadband growth to fuel this recovery (see Online Advertising Will Pick Up In Q3, Says GartnerG2).

It forecasts that 20% of US households will have broadband by 2003, compared to 10% currently. Broadband access speeds will enable faster downloads of rich-media ads. AdRelevance says that the average growth rate of rich-media ads from Q2-Q3 2001 was 317%; this is likely to rise as bandwidth increases. The high price of rich-media ads should have a positive knock-on effect for the recovery of online advertising spend.

So goes the theory. McKinsey for one remains unconvinced. Even by 2004, online’s share of total adspend in the US will only reach 3.8%, according to forecasts from eMarketer; in 2001 it accounted for 2.9% and this year is expected to reach 3.1%.

Nevertheless, broadband users definitely spend more time online, according to McKinsey’s research. In fact, they spend 57% more time accessing online entertainment than do narrowband (dial-up) users. However, according to the research it is only certain entertainment categories which benefit from these increase; namely – music, ‘casual’ games, TV promotions and reward or contest games.

For sites in these categories, the adoption of broadband should increase the size of the market and so boost advertising revenue per user.

Share of 2005 forecast revenues 
         
  Broadband (%)  Narrowband (%)  Total revenue ($ million)  Increase in revenue per user 
Streaming music 69 31 46 32
Casual games 41 59 250 25
TV promotions 15 85 170 5
Reward and contest games 11 89 288 6
Source: McKinsey Quarterly, May 2002         

However, an increase in ad revenues is not the end of the story, says McKinsey.

“As usage and revenues go up, however, the number of unique visitors needed for entertainment sites to break even doesn’t come down significantly, for two reasons. First, the penetration of broadband is projected to top out at 50% of all internet users. Although this is a good bump from the current penetration rate of 20%, it means that only 30% of internet users will be increasing their usage substantially, so the effect on overall revenues will be too small to save already low-margin ad models. Second, increases in variable costs associated with attracting and serving more users Â- notably costs for marketing, sales, content production, and streaming Â- will reduce any bottom-line gains,” says the report.

Non ad-based models Despite this rather grim assessment, McKinsey notes that the arrival of broadband is leading to the development of business models that do not depend on advertising. In the online entertainment sector, it cites three particular example: selling and delivering non-interactive digital entertainment; expanding the market for fee-based online gaming and marketing offline entertainment.

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