Hi Martin!
Thank you for accepting my comments on your question ?More marketing
related questions PART 2?
http://answers.google.com/answers/threadview?id=329360#a
I am reposting the information below for your convenience.
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The Direct Marketing Association (The DMA) Unveils New Response Rates Study
According to "The DMA's 2003 Response Rate Study:
Media Response Rates (%)
E-Mail 0.99
DRTV 0.27
Inserts 1.46
Direct Mail 1.61
Dimensional Mail 3.46
Radio 0.38
Catalog 2.32
Telephone 5.73
Coupons 2.78
Newspaper 0.14
FSIs 0.09
Magazine 0.13
DMA: October 13, 2003
http://www.the-dma.org/cgi/dispnewsstand?article=1570
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?Pre-printed or labeled direct mailings usually achieve a response
rate between one and two percent.?
Mark It Promotions
http://www.markitpromotions.com/handwritemarkit.htm
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Response rates are affected by products, offers, customer
incentives, quality of mailing list, mail piece/package design, and
delivery time of the mailing. Many industry experts suggest 1% is
successful.?
A+ Mailing Solutions
http://www.aplusmailingsolutions.com/FAQs.html
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Catalogs receive a 2.53 percent response rate.
According to a study from the Direct Marketing Association (The DMA),
?catalogs that were mailed to a company's in-house customer file
resulted in a 4.08 percent response rate, while catalogs mailed to
prospects received a 1.62 percent response rate.?
?Overall, catalogs received a 2.53 percent response.?
Direct Marketing Association: June 2003
http://www.the-dma.org/cgi/dispnewsstand?article=1230
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By 2008, DFC Intelligence forecasts that there will be 198 million
people playing online.
?In the new report, The Online Game Market 2003, DFC Intelligence
forecasts that the worldwide online game market will grow from $875
million in 2002 to over $5 billion in 2008. It is expected that this
growth will be driven not only by PC-based subscription services, but
also the rapidly growing number of video game console systems that can
go online. By 2008, DFC Intelligence forecasts that the installed
base of online-capable video game systems will be over 100 million
worldwide.?
(..)
?The report forecasts that the usage of online games will reach 35
billion hours by 2008, an increase of 450% from 2002. By 2008, DFC
Intelligence forecasts that there will be 198 million people playing
online. These users should be divided fairly equally between North
America, Asia and Europe.?
DFC Intelligence: June 25, 2003
http://www.dfcint.com/news/prjune252003.html
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From a Press Release dated January 7, 2004:
?It is estimated that 60 percent of Americans, or 145 million people,
play computer games, of one type or another.?
Host Approval
http://www.hostapproval.com/press_releases/717.html
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April 2004
?The Entertainment Software Association boasts that of the 292 million
people in this country, about half play computer games.?
http://www.computeruser.com/articles/2304,12,80,1,0401,04.html
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The only conversion rate figure I found for television commercials is a 1.2%.
?We know of people getting an $0.08 cost per click--it can be
done. At $0.08 per click, selling one $20 tape to every 200th
visitor will generate positive cash flow on a gross revenue
basis. Bring your conversion rate up to the 1.2% you get from
TV, and you should be generating solid ROI.?
http://www.o-a.com/archive/1998/August/0099.html
Best regards,
Bobbie7 |