Inventory 09 Online games industry: Warcraft scourge of the web game show

Source: Internet
Author: User
Keywords Web games online gaming industry World of Warcraft Webgame
January 21 News, Cnzz today released a report on the 2009 online games industry inventory. The report shows 2009 years of rapid growth in online gaming, where web game development is the fastest and its users soar by 60.1% in 2009, although the traditional large online games, with a daily average of 23.5 million players, still dominate. In the online games operating mode, the time of the net game is again popular, the daily average on-line toll users reach 2.9613 million. The following is the full report: 2009 online gaming industry related data: The student group is still the industry pillar webgame Development of the 2009 domestic network game type is still dominated by the traditional large-scale network games. As of December 2009, about 23.5 million players are playing these games in various ways every day.  The average user online time and number of users of such games were significantly affected by the annual trend, with the best performance in August, which led to an annual average of about 32 and 19% per cent. In addition, the gradual rise of the web game has gradually won the vast number of game enthusiasts and the majority of users of all ages. About 6.42 million players every day enjoy the fun of web surfers from corners.  Web games in the past 2009 years has shown a good trend of rapid development, after a year of development, the number of users of such games compared to the beginning of the year increased by 60.1%. CNZZ analysts believe that the gaming experience of paid players will generally outweigh the online gaming experience of free gamers. Obviously, the higher the cost, the better the game entertainment experience can be obtained. Based on this, economic power was once the most able to quickly assess a player's overall strength in some games. At this point, however, charging by time is a fair amount to all players and a better guarantee of game quality. As a result, although the total number of players in the game is relatively minimal, the player spends the most time on the game, and the average daily game is nearly 67 minutes long, up from about 65% in the second game of the prop-charging model. And as you can see in the 2009 annual data, this figure in each month there is a slight increase in the trend, from the beginning of the year to the end of nearly 7 seconds per month to increase the speed, from here can be seen, the time charge mode this online game of the earliest charging way there is still a large market.  At the same time, the experience in the game, the balance between the player and the player in the game is the most important factor to retain the player and let them produce the consumption in the game. World of Warcraft after the scourge of war again backward 2009 as one of the most successful online games in China, "World of Warcraft" for many of the same game has brought too much impact and enlightenment. According to CNZZ data, in the "World of Warcraft" abnormal operation of the period, 31.3% of the original loyal gamers chose other large online games to continue the game, and participate in the new network of players accounted for 15.2%, the rest of the players chose to temporarily do not touch other online games.  In addition, about 35.6% of the total number of gamers at the same time selected Warcraft series of other online entertainment related games, to continue their journey in Azeroth, whether it is a platform to Wow or Warcraft dota map, can see the original "World of Warcraft" Warriors figure. Web game The first show of webgame to the prosperity of the 2009-year web game at the beginning of the webgame to the prosperity of the 2009-year first popular in the end of 2007, the beginning of the 2008 web game, which we often call "webgame" type of site,  In 2009 years slowly out of childish, to mature, but also to bring prosperity to the industry. CNZZ analysis that with some only need to install the rapid integration of the station system and set up a different type of site, the threshold of the development of web games is relatively high, whether in the technology development and product interface, and even later the promotion of the arrangement of work, web game sites need to involve producers considerable energy to be successful. Corresponding to this is, the Webgame convenient installation method and can quickly enter the game experience inherent advantages, a well-made webgame often can have a very high potential customer base. Social games and web games sticky very high web game development so far, to 4399.com as the representative of China's small game site still for the vast number of Internet users to provide the most simple happiness. 2009 years of the most popular SNS community sites on a variety of online fast entertainment games and even webgame for modular integration, according to incomplete statistics, more mainstream in the domestic more than 10 SNS integrated about 440 such games, of which more than 90% for the third party development. CNZZ analysis that the SNS community site has a variety of sites with relatively leading user viscosity advantages, and the integration of various online game modules will strengthen this advantage.  So far, in various types of sites, web games per capita daily browsing time up to about 390 seconds, after the video site. 2009 is an important year of the development of China's network games, with some webgame-oriented emerging network games into the history of a long and full of vitality of the traditional important market of the Internet, which has produced a great change in the traditional pattern of online game in China. Can imagine that the 2010 network game market will be a lively year.
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