Multi-layer structure of a living map of trend culture and circles of interest
Circle of interest penetration is a North Star indicator for business
Bondee's love equation with local circles: Long-termism + Doing the right little things + Sincerity + Commitment + Altruism before self-interest
Circle targeting and cooperation methods during different penetration rates
Calculation of ACG circle permeability
Definition of Class A Users: Users in the 15-25 age group who watch animation.
Definition of Class G Users: those in the 15-25 age group who watch gaming videos
用户规模
单位(万)
泰国
印尼
菲律宾
越南
Malaysia 佂
新加坡
东南亚六国之和
A
最小值
239
697
431
615
157
20
2,160
G
最小值
497
1,665
897
944
307
39
4,349
Percentage of 15-25 year olds who also consume
去重
最小值
593
1,964
1,067
1,321
382
49
5,375
最大值
823
3,128
1,636
2,290
499
63
8,439
国家
人口规模
人均GDP
人类发展指数
15-25周岁人口
互联网渗透率
ACG人口
MAU
DAU
重点圈层
月和率遥安
印尼一
2.755 亿
4,788.00 USD
0.694
5010
1964W-3128W
0
0
0
泰国三
7170万
6,909.96 USD
0.8
1030
593W-923W
0
0
0
菲律宾》
1.156 亿
3,498.51 USD
0.699
2244
1067W-1636W
0
0
0
马来西亚
3394万
11,993.19 USD
0.81
617
0
0
0
新加坡に
563.7万
82,807.63 USD
0.938
78
0
0
0
越南国
9819万
4,163.51 USD
0.726
2101
1321W-2290W
0
0
0
泰国
印尼
菲律宾
越南
马来西亚
新加坡
东南亚六国之和
15-25岁人[
(万)
1030
5010
2244
2101
617
78
11,080
整体移动互联|
网渗透率
15-25岁移动互耼;
关网用户(万)
742
3146
1463
1431
496
64
7,341
以15-25岁移动互联
勿用户数量
作为基础i
进行预估,
也是以下比位
列的分母
ACG比例
ACG
ACG用户规模(万)
499
1856
982
1183
342
44
4,907
看动画比例
A类用户
动画用户规模(万)
239
697
431
615
157
20
2,160
(看动画)
其中消费游戏视频的
比例
C类用户
看漫画比例
(看漫画)
漫画用户规模(万)
246
944
353
577
158
20
2,298
玩手游比例
65.1%
手游用户规模 (万)
528
1752
944
984
323
41
4,573
游戏视频田
玩手游占所有游戏的
比例
游戏中消费游戏视频
的比例
看游戏视频的用户规
模(万)
497
1,665
897
944
307
39
4,349
游戏视频与A的
用户规模比
2.08
2.39
2.08
1.53
1.95
1.95
2.01
同时消费A和游戏视频
的比例
去重后的A和游戏视频用户
需要被去重的用户规
模(万)
144
398
261
238
83
11
A和游戏视频用户规模
(万)
AKA明年的天花板
593
1,964
1,067
1,321
382
49
5,375
Assuming that A has been infiltrated, the tour alone
戏视频能做到的规模上
353
1,268
635
706
224
29
3,215
1.48
1.82
1.47
1.15
1.42
1.42
1.49
A中玩手游的比例
看游戏视频/玩手游
A中的游戏视频用户
A中看游戏视频的规模
(万)
AKA A类用户能做的
深度
213
533
322
465
124
16
1,673
Cap: Estimated at 100% mobile internet penetration for 15-25 year olds
泰国
印尼
菲律宾
越南
马来西亚
新加坡
东南亚六国之和
15-25岁人口 (万)
1030
5010
2244
2101
617
78
11,080
整体移动互联网渗透率
####
####
####
####
####
Mobile Internet users aged 15-25 (million)
1030
5010
2244
2101
617
78
11,080
Estimates based on the number of mobile internet users aged 15-25, which is also the denominator for the following ratios
ACG
ACG比例
82.7%
ACG用户规模 (万)
693
2956
1506
1738
426
54
7,372
A类用户
(看动画)
看动画比例
动画用户规模 (万)
333
1110
661
903
196
25
3,228
C类用户
(看漫画)
看漫画比例
漫画用户规模(万)
342
1503
541
847
197
25
3,454
G类用户
(玩手游)
玩手游比例
手游用户规模 (万)
733
2791
1447
1445
401
51
6,869
G类用户
(看G-UGC)
玩手游占所有游戏的比例
游戏中消费游戏视频的比例
Size of users who watch gaming videos (million)
690
2,651
1,375
1,386
381
48
6,533
游戏视频与A的用户规模比
2.08
2.39
2.08
1.53
1.95
1.95
2.02
去重后的A和游戏视频用户
同时消费A和游戏视频的比
例
Size of users to be de-duplicated (million)
200
633
401
0
78
10
A and game foo frequency user size (million)
AKA明年的天花板
823
3,128
1,636
2,290
499
63
8,439
Assuming that A has been penetrated, the upper limit of the size that can be achieved by gameplay videos alone
491
2,018
974
1,386
303
38
5,211
Assuming that A has been penetrated, the upper limit of the scale that can be achieved with gameplay videos alone / A
的规模上限
1.48
1.82
1.47
1.53
1.55
1.55
1.61
A中的游戏视频用户
A中玩手游的比例
看游戏视频/玩手游
95.9%
Size of gaming videos watched in A (million)
AKAA类用户能做的深度
295
849
494
683
155
20
2,495
名&利
Reducing the cost of information asymmetry
Reduced production costs for users
Reduce search costs for users
Production infrastructure
Consumer infrastructure
Loneliness and the consumption of companion information
Bondee's Platform Economics in Three Phases
Concept definition.
P: Platform side, in this case specifically the Bondee platform
B: Business side, in this case traffic owners, advertisers, paid business customers
b: Producers, in this case providers, producers and organizers of content, activities and information.
C: The consumer side, here referred to as consumers with high demand, which can be transformed into b
c: the consumer side, in this case the average consumer, which is the majority.
After the consumer demand is formed, it will pass the production demand through the consumer side to the production side, and then optimize the demand to form the diversity, professionalism and timeliness of the supply side.
Through the early platform subsidy & product mechanism, 㩰 the first wave of initial traffic.
And based on the C-end consumption, complete the construction of consumption infrastructure. (b) Cold start program on production relations (1)
Cost Measurement of Producing the American System
Cost Conclusion.
Monthly operating costs top out at around USD (maximum).
Cold start operating costs top out at around USD.
Based on actual implementation, the actual spend incurred per month is expected to be around one-tenth of the maximum cost, i.e., possibly $5,000 and $2,000.
Public and private sector transportation
organizational safeguards
Business Unit OKR Deconstruction
Objectives
Key results
A living map of local trends and interest circles ( Bondee)
KR1: Indonesia, Jakarta/Bandung Twin Cities 10 AOIs of Interest, 50 POIs of Interest Information Upturned
KR2: Thailand, Bangkok 5 AOIs of interest, 20 POIs of interest with upturned information
KR3: Singapore/Malaysia/Philippines, 5 AOIs of interest, 20 POIs of interest with information upturned
KR4: Other (Taiwan, Hong Kong and Macau Traditional Chinese), explore the possibility of doing this in Traditional Chinese regions
KR1: A group of tempo-carriers, 1 private domain operating community per region, with at least 100 core organizers in each community.
并完成组织者的分级制度;
A group of like-minded buddies (Buddy ) who can play together.
KR2: a group of people who consume, each S-level organizer covers a population range greater than or equal to 1K, A-level organizers greater than etc.
ÜÜ 100; radiate secondary consumer crowd more than ;ü
An operational system that binds these people together (Find)
KR1:激励制度
KR2:服务体系
An operational team (Teams) that can achieve the above goals to win the battle