The online gaming profit model will transform corporate advertising into a new goal

Source: Internet
Author: User
How many people are playing online games among the 90 million network users in China? The number is 30 million. A network like the role-playing World of Warcraft brings huge profits to online game operators and some negative effects of online games, which also brings headaches to the country.
In 2005, another new online game business model gradually emerged in China. Gaming operators no longer rely on gamers for a long period of time to make profits, but aimed at enterprise advertising, this marks the development of China's online games into a market segment.
An online game with 80 thousand online users in South Korea is expected to have more than 0.3 million online users in China, after fierce competition among several game operators in China, this game named "street basketball" fell into the Tiens century Information Technology (Shanghai) with the investment background of Shanghai Lianchuang Investment Management Co., Ltd) in the hands of the Company Limited, Zhu William, former Vice President of Shanda, served as the president of Tianlian Century Company. In December 20, William Zhu accepted an exclusive interview with The Financial Times, describing a new idea of online games.
Financial Times: players no longer have to pay for the length of online time for a game named "street basketball" from South Korea in the Tiens century, so what commercial value does free meals bring to online game operators?
Zhu William: I can tell you that a Fortune 500 company has signed a letter of intent with us. When there are more than 0.3 million online users of street basketball, the company will invest $1.5 million in advertising fees each month. For example, the sneakers, drinks, sports apparel, and so on that gamers need are all fields that advertisers are willing to launch. This is a new form of advertising. We get the benefits from advertisers, transfer costs from players to advertisers.
Financial Times: since it is an advertisement, there is a monitoring mechanism for advertisers to put advertisements. Who will evaluate the effectiveness of advertisements? What is the criterion for testing the profitability of online games based on advertisements?
Zhu William: for example, the Korean version of "street basketball", a backplane advertisement, offered a price of $60 thousand in 4 weeks, attracting many contestants. In addition to the number of online users, it is true that evaluation indicators similar to traditional advertising media are difficult to adapt to online games. However, we do not want to simply sell backplane advertisements for the Chinese version of street basketball. What we hope is a strategic cooperation in which customers can cooperate with us in all aspects. Our profit for this game is expected to be RMB 0.2 billion.
Financial Times: We have seen that the first-generation online game for role costumes is dying. Will the business prospects of online games for sports and leisure go beyond those for role costumes like World of Warcraft?
Zhu William: The Role of RPG (role-playing) games in online games is irreplaceable. The second and third generation RPG games will also appear. Currently, there are 90 million netizens in China, of which 30 million have played RPG games. Sports and Leisure Games aim at those who spend a lot of time playing games each month. China's online game operators will enter the market more subdivided in the next step, and the profit model of online games will also change dramatically, not just.
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