Morketing每日监测4.26:Facebook与剑桥数据丑闻达成和解;拼多多发布2019年年报;快手今年内扩招一万人;
每日监测

Morketing每日监测4.26:Facebook与剑桥数据丑闻达成和解;拼多多发布2019年年报;快手今年内扩招一万人;

Rita Zeng · 2020-04-26 10:14

【摘要】每日营销监测

甲方


拼多多发布2019年年报:全年成交额10066亿元,年营收301.4亿元


拼多多发布2019年年报。年报显示,2019年,拼多多实现成交额10066亿元,平台年活跃买家数达5.852亿,实现年营收301.4亿元。截至2019年底,拼多多平台年活跃商家数超过510万,较上年同期的360万增长41.7%。

 

任天堂证实:约16万账户信息遭黑客入侵

 

任天堂正在禁用通过任天堂网络ID(NNID)登录任天堂账户的功能,原因是此前已有16万个账户遭到黑客攻击。任天堂表示,自4月初以来,通过我们的服务以外的其他一些手段非法获得的登录ID和密码被用于访问这些账户。昵称、出生日期、国家和电子邮件地址等信息可能在此次攻击事件中被获取,部分账户遭遇欺诈性购买。任天堂现在建议所有用户启用双因素验证。

 

亚马逊市值疫情期间飙升,诸多潜在风险被忽略


据外媒报道,在全球诸多科技巨头中,亚马逊被视为新型冠状病毒疫情爆发期间的最大赢家。与今年标准普尔500指数大幅下挫12%相比,亚马逊的股价跃升了30%。然而,在这场胜利背后却隐藏着诸多潜在风险,比如运营成本激增影响利润率、竞争对手变得更强大、员工队伍更不稳定等。


三位宝格丽代言人共同演绎,悬疑推理广告大片


这支是广告由品牌代言人 Lily Aldridge,Naomi Scott,Zendaya 共同演绎这支 MAI TROPPO 大片。视频中,大家都得知了“她来了”的消息,可“她”是谁并没有具体道明,直到最后三位品牌代言人说出了真相。


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地球一小时#今天,我有话要说#,这组海报令人心痛反思…


在“地球一小时”活动之际,长虹微博紧扣2020年“地球一小时”官方主题:“为地球发声”,将#今天,我有话要说#作为话题进行延展,希望以动物的口吻讲述自然的困境,引发人群的反思和共鸣。


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媒介

 

与剑桥数据丑闻达成和解,Facebook认罚50亿美元


据外媒报道,美国当地时间周五,Facebook发布官方消息,证实在对剑桥分析公司(Cambridge Analytica)滥用数据丑闻进行了漫长的调查后,联邦法院正式批准了该公司2019年7月与美国联邦贸易委员会(FTC)达成的和解协议,认罚50亿美元。

 

Facebook推出Messenger Rooms:加入视频会议大战

 

Facebook周五推出一款视频会议工具,并增加了流媒体直播功能,希望能充分利用新冠疫情引发的视频聊天需求激增,同时也能迈出整合旗下聊天产品的第一步。Facebook表示,这款视频会议工具名为Messenger Rooms,最多可以容纳50人参加会议,并将通过“磁贴”方式展示每个与会人员的视频——桌面端最多展示16人,移动端最多展示8人。

 

快手今年内扩招一万人,研发岗占比最高

 

2020年快手将扩大招聘规模,提供近1万社招岗位。该招聘面向社会人士,覆盖研发、产品、运营等多个岗位,其中研发类岗位招聘占比最高。此前脉脉平台上有认证为快手员工的用户称已拿到年终奖,2019年共拿到28个月工资。记者从快手求证获悉,年终奖已发放完毕,资源向绩优员工倾斜。

 

直播带货

 

董明珠直播首秀滑铁卢:22万人围观23万元成交

 

4月24日晚8点,格力电器董事长董明珠开启抖音直播带货。这是董明珠的直播首秀,但遭遇卡顿问题,几乎从头卡到尾。这场直播在线观看最高峰值21.63万人,上架38种商品,销售了258件,销售额23.25万元。

 

直播带货密集翻车,罗永浩微博致歉:感到非常愧疚

 

针对4月24日晚直播带货中发生的密集翻车事故,罗永浩在微博上表示,感到非常愧疚,并提出补偿措施。在这场直播活动中,几款商品在报价时出现失误。“尽管现场气氛非常好,但是由于幻灯片接连出现错误导致给我们的消费者带来困扰,为此我们感到非常愧疚。”

 

趋势

 

2019好莱坞电影盈亏榜公布,复联4最赚,黑凤凰最赔


4月25日,外媒公布了一年一度的好莱坞大片盈亏榜,其中最赚钱的10部电影中迪士尼占7部半,漫威(迪士尼)和索尼合作的《蜘蛛侠:英雄远征》暂算各一半。非迪士尼作品中,包括了索尼的《勇敢者游戏2:再战巅峰》、华纳的《小丑》。年度最赚钱的好莱坞大片是《复仇者联盟4》,最赔钱大片则是漫威漫改电影《X战警:黑凤凰》,李安执导的《双子杀手》位列赔钱榜第四名。

 

GWI:创建消费者洞察

 

我们对当今的消费者有多少了解?每月有超过70%的消费者在网上购买产品。网民平均拥有8个社交媒体账户,高于2012年的3个。千禧一代每天在社交媒体上花费2小时38分钟。在16-24岁的人群中有46%使用社交媒体进行产品研究。消费者平均每天花6个半小时使用互联网设备和服务。

 

这说明了什么?

 

随着现代消费者跨平台、跨设备和跨渠道变得更加分散,在网上花费的时间和金钱越来越多,品牌需要知道什么是有效的,什么时候有效,为什么有效。这使得数字空间对营销人员和研究人员来说变成了一个挑战,但它也打开了更多的机会。拥有上述洞察力并知道如何使用它们是在竞争中脱颖而出的唯一方法。只有你足够了解你的消费者,为他们提供他们期望的体验,并在关键时刻拥提供正确的信息,才能在竞争中脱颖而出。

 

海外

 

播客在流行:听众人数稳定,但广告预算和独立节目正在面临压力

 

The podcast industry has been on a crazy ride for the past month and a half.

 

As people spend more time at home, listeners are still gravitating toward their favorite programs, but they’re engaging at different times of day and through home devices such as smart speakers.

 

In the initial days of the pandemic, podcast listenership fell. Beginning the week of March 9, podcast downloads declined every week until the end of the month, and were down 4% at their lowest point, according to measurement provider Podtrac. Downloads began to level off during the second week of April and are now flat.

 

“We had a couple weeks of pretty bumpy numbers and strong effects on listenership,” said Hilary Ross, VP of podcast at agency Veritone One. “But it seems like things are becoming more stable.”

 

从媒体、数据和球迷的角度重新思考体育行业

 

Sports federations, leagues, clubs and athletes are fighting for their future. In a matter of weeks live sport evaporated due to COVID-19, with some events postponed and others officially concluded long before their planned end dates.

 

In Europe, where the pandemic arrived earlier than the United States, live sports video streaming dropped 91% by the last week of March, according to Conviva.

 

The absence of live games and active competitions has removed “the product” from sport fans’ lives. However, if from a monetization standpoint sport is a product, for its audiences it is definitely much more than that.

 

The advantage for the sport industry, compared to other verticals, is a religious-like attachment and passion for the different disciplines, leagues, clubs and athletes that can span the entire length of their fans’ lives.

 

百威英博首席营销官:新冠病毒期间,如何让广告界变得更好

 

Like others, the alcohol industry has been significantly disrupted by the coronavirus pandemic. With bars and restaurants largely shuttered, brands have to find new ways to get their products top-of-mind for a consumer who, well, maybe is still drinking quite a lot at home.

 

Shifts in consumer habits are changing the way alcohol brands are marketing to consumers. And doing so effectively, according to Anheuser-Busch’s U.S. CMO Marcel Marcondes, requires knowing exactly where the consumer’s head is at. Across its many brands, the marketing has changed, but the core message stays the same. Bud Light is helping bars while Natty Light is helping students. Michelob is staying true to its message by supporting gyms while Stella Artois is supporting restaurants.

 

Adweek talked with Marcondes about how the alcohol giant has shifted its ad strategy over the last several weeks—and how the pandemic is going to change the marketing world in the long run.

 

The following has been edited for length and clarity.

 

Adweek: How do you see the coronavirus pandemic changing marketing broadly, and how has it impacted Anheuser-Busch’s approach to marketing this year?

 

Marcel Marcondes: It’s a very interesting period in time. I have always been a big advocate of being people-centric, of really putting people first in everything we do so that we can make ourselves and our brands relevant to consumers, instead of trying to convince consumers to fit to what we do. In times like this, there is no other way to do marketing. Things are changing so fast, and people have so many relevant important needs, that the only way for you to really be relevant is by adding tangible value for people. So I’m a big believer that the world is going to be significantly different after this thing goes away. Marketing is going to get to a better place overall, because now there is no way out. Everybody has to focus on people and brands have to be extremely relevant for consumers if you want to have a chance.

 

隔离期间游戏流量上升了75%

 

The onset of online multiplayer games, online tournaments, livestreaming and community platforms has turned gaming into a social activity. According to Verizon, U.S. video game usage during peak hours has gone up 75% since the quarantine first went into effect.

 

As marketers adapt to the new reality and look to shift channel investments, gaming is one of the first channels they should consider.

 

To put the opportunity into perspective, consider that gaming is now a $139 billion a year (and growing) business, making it bigger than the NFL, NBA, MLB and the NHL combined. From an esports perspective, the $30 million prize pool for Dota 2: The International was almost three times larger than that of either the Super Bowl or the Masters Tournament.

 

It’s not just about playing video games anymore either. More time is spent watching gaming videos and streams on YouTube or Twitch than HBO, Netflix, ESPN and Hulu combined.

整理自互联网

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