How a Paid Content Site Launched a Lower-Cost Subscription Brand to Target a New Audience

See how the stock-photo subscription site Fotolia, which is aimed a design professionals and corporate users, launched a whole new subscription brand to target a new audience of small businesses and nonprofits. Business Development Manager Leo Tran tells Insider how they simplified pricing and licensing for small business, and how they're upselling large prospects to the parent-site's branded service

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BOB.tv Succeeds One Alliance at a Time. And No Cat Videos.

"BOB" stands for "Best Of Business" and BOB.tv was established to deliver premium knowledge content to industry practitioners. The company leverages a subscription-based learning platform, aggregating high-value content used by professionals to build skills and stay abreast of industry knowledge. In this case study, learn why Tony Lorenz, Founder & CEO of Bob.TV, decided to focus on video content and how he has grown was BOB.tv; via innovative partnerships with respected industry associations to deliver content to -- and beyond -- it's professional member base. Still in early-growth phase, BOB.tv has hit upon a unique, scalable model for success that we can all learn from.

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RFID Journal Makes 7 Figures By Mixing Paid Subscriptions, Live Events and Advertising

In this case study, Founder and Editor of RFID Journal, Mark Roberti, discusses how he played to his strength by creating a cornucopia of content around radio frequency identification (RFID) and then made more money by hosting industry-specific events. This is a great read for anyone interested in hybrid business models and managing multiple revenue streams. Of particular note is the journal's ability to convince 25% of its paying members to commit to a three-year subscription through the strength of its content, as well as the different options they offer advertisers.

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3D Avatar Chat Game Gets Users Engaged, Generates $40 Million Revenue Run Rate

Founded in 2004, it's taken less than 6 years for IMVU, a 3D avatar chat game and virtual world, to become profitable with a $40 million annual revenue run rate (i.e. estimated annual revenue). The 90-employee company gets a large chunk of that revenue by selling virtual currency to 50 million registered users, including subscribers and non-subscribers. This case study outlines how they do it.

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