Average Revenue Per User
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Average Revenue Per User
Average revenue per user (ARPU), sometimes known as average revenue per unit, is a measure used primarily by consumer communications, digital media, and networking companies, defined as the total revenue divided by the number of subscribers. The term is used by companies that offer subscription services to clients for example, telephone carriers, Internet service providers, and hosts. It is a measure of the revenue generated by one customer phone, pager, etc., per unit time, typically per year or month. In mobile telephony, ARPU includes not only the revenues billed to the customer each month for usage but also the revenue generated from incoming calls, payable within the regulatory interconnection regime. Digital media and social media companies, which often rely on advertising revenue generated by users with free accounts, pay particularly close attention to their ARPU. Variations in ARPU reflect changes in the companies' ability to generate revenue and heavily impact their stoc ...
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Revenue
In accounting, revenue is the total amount of income generated by the sale of goods and services related to the primary operations of the business. Commercial revenue may also be referred to as sales or as turnover. Some companies receive revenue from interest, royalties, or other fees A fee is the price one pays as remuneration for rights or services. Fees usually allow for overhead (business), overhead, wages, costs, and Profit (accounting), markup. Traditionally, professionals in the United Kingdom (and previously the Repu .... This definition is based on International Accounting Standard, IAS 18. "Revenue" may refer to income in general, or it may refer to the amount, in a monetary unit, earned during a period of time, as in "Last year, Company X had revenue of $42 million". Profit (accounting), Profits or net income generally imply total revenue minus total expenses in a given period. In accountancy, accounting, in the balance statement, revenue is a subsection of the ...
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Value-added Services
A value-added service (VAS) is a popular telecommunications industry{{cite web, url=http://www.prweb.com/releases/2013/11/prweb11284640.htm, title=Global Mobile Value Added Services (VAS) Market: Worldwide Industry Share, Investment Trends, Growth, Size, Strategy And Forecast Research Report 2013, date=3 November 2013, work=PRWeb term for non-core services, or, in short, all services beyond standard voice calls and fax transmissions. However, it can be used in any service industry, for services available at little or no cost, to promotion (marketing), promote their primary business. In the telecommunications industry, on a conceptual level, value-added services ''add value'' to the Application_Enablement#Background, standard service offering, wikt:spur, spurring subscribers to use their phone more and allowing the operator to drive up their average revenue per user. For mobile phones, technologies like Short message service, SMS, Multimedia Messaging System, MMS and GPRS, data acce ...
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IPTV
Internet Protocol television (IPTV) is the delivery of television content over Internet Protocol (IP) networks. This is in contrast to delivery through traditional terrestrial, satellite, and cable television formats. Unlike downloaded media, IPTV offers the ability to stream the source media continuously. As a result, a client media player can begin playing the content (such as a TV channel) almost immediately. This is known as streaming media. Although IPTV uses the Internet protocol it is not limited to television streamed from the Internet (Internet television). IPTV is widely deployed in subscriber-based telecommunications networks with high-speed access channels into end-user premises via set-top boxes or other customer-premises equipment. IPTV is also used for media delivery around corporate and private networks. IPTV in the telecommunications arena is notable for its ongoing standardisation process (e.g., European Telecommunications Standards Institute). IPTV service ...
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Telenor
Telenor ASA ( or ) is a Norwegian majority state-owned multinational telecommunications company headquartered at Fornebu in Bærum, close to Oslo. It is one of the world's largest mobile telecommunications companies with operations worldwide, but focused in Scandinavia and Asia. It has extensive broadband and TV distribution operations in four Nordic countries, and a 10-year-old research and business line for machine-to-machine technology. Telenor owns networks in 8 countries.Global presence
- Telenor website. Retrieved October 23, 2017.
Telenor is listed on the Oslo Stock Exchange and had a market capitalization in November 2015 of
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Gross Margin
Gross margin is the difference between revenue and cost of goods sold (COGS), divided by revenue. Gross margin is expressed as a percentage. Generally, it is calculated as the selling price of an item, less the cost of goods sold (e. g. production or acquisition costs, not including indirect fixed costs like office expenses, rent, or administrative costs), then divided by the same selling price. "Gross margin" is often used interchangeably with "gross profit", however the terms are different: "gross ''profit''" is technically an absolute monetary amount and "gross ''margin''" is technically a percentage or ratio. Gross margin is a kind of profit margin, specifically a form of profit divided by net revenue, e. g., gross (profit) margin, operating (profit) margin, net (profit) margin, etc. Purpose The purpose of margins is "to determine the value of incremental sales, and to guide pricing and promotion decision."Farris, Paul W.; Neil T. Bendle; Phillip E. Pfeifer; David J. Reib ...
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Telephone Companies
A telephone company, also known as a telco, telephone service provider, or telecommunications operator, is a kind of communications service provider (CSP), more precisely a telecommunications service provider (TSP), that provides telecommunications services such as telephony and data communications access. Many telephone companies were at one time government agencies or privately owned but state-regulated monopolies. The government agencies are often referred to, primarily in Europe, as PTTs (postal, telegraph and telephone services). Telephone companies are common carriers, and in the United States are also called local exchange carriers. With the advent of mobile telephony, telephone companies now include wireless carriers, or mobile network operators. Most telephone companies now also function as internet service providers (ISPs), and the distinction between a telephone company and an ISP may disappear completely over time, as the current trend for supplier convergence in ...
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Free To Play
Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which requires a payment before using the game or service. It is also separate from freeware games, which are entirely costless. Free-to-play's model is sometimes derisively referred to as free-to-start due to not being entirely free. Free to play games have also been widely criticized as “pay-to-win”— that is, that players can generally pay to obtain competitive or power advantages over other players. There are several kinds of free-to-play business models. The most common is based on the freemium software model, in which users are granted access to a fully functional game but are incentivised to pay microtransactions to access additional content. Sometimes the content is entirely blocked without payment; other times it requires immense ...
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Game Developers Conference
The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and round Table, roundtables by industry professionals on game-related topics covering Video game programmer, programming, game design, design, audio, production, business and management, and visual arts. History Originally called the Computer Game Developers Conference, the first conference was organized in April 1988 by Chris Crawford (game designer), Chris Crawford in his San Jose, California-area living room. About twenty-seven designers attended, including Don Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim Brengle, Cliff Johnson (game designer), Cliff Johnson, Dave Menconi, and Carol and Ivan Manley. The second conference, held that same year at a Holiday Inn at Milpitas, California, Milpitas, attracted abou ...
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Subscription Business Model
The subscription business model is a business model in which a customer must pay a recurring price at regular intervals for access to a product or service. The model was pioneered by publishers of books and periodicals in the 17th century, and is now used by many businesses, websites and even pharmaceutical companies in partnership with the government. Subscriptions Rather than selling products individually, a subscription offers periodic (daily, weekly, bi-weekly, monthly, semi-annual, yearly/annual, or seasonal) use or access to a product or service, or, in the case of performance-oriented organizations such as opera companies, tickets to the entire run of some set number of (e.g., five to fifteen) scheduled performances for an entire season. Thus, a one-time sale of a product can become a recurring sale and can build brand loyalty. Industries that use this model include mail order book sales clubs and music sales clubs, private web mail providers, cable television, sate ...
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Games As A Service
In the video game industry, games as a service (GaaS) represents providing video games or game content on a continuing revenue model, similar to software as a service. Games as a service are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. This often leads to games that work under a GaaS model to be called "living games", "live games", or "live service games" since they continually change with these updates. History and forms The idea of games as a service began with the introduction of massively multiplayer online games (MMOs) like ''World of Warcraft'', where the game's subscription model approach assured continued revenues to the developer and publisher to create new content. Over time, new forms of offering continued GaaS revenues have come about. A ...
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