2014 Hand Tour four forecasts, user access to diverse channels

Source: Internet
Author: User
Keywords Mobile games mobile network games mobile games

If the hand tour industry 2014, many people will find that the rich company has become richer: the long-term occupation of the head position of the kign and Supercell have released a new game in 2014, and have entered the European and American region in the top 20 of the App Store income list, Machinezone, Bigfish and GungHo were also kept in the top 20 by a game released in 2012 or 2013.

In fact, if we compare the iphone revenue rankings of the 2013 and December 1, 2014 in the US, we can see that the share of 4 developers Top20 in the income list has grown from around One-third to 45%. Companies that have gained the edge through innovative hands have further consolidated their position, increasing their share of revenue through constant gameplay and content updates, combined with huge advertising and user-purchase costs.

While this trend does not seem to weaken in 2015, and may even be further enhanced, we can see that access to the hands of users has begun to diversify, geographical factors may create opportunities for small teams, these marketing contacts can not reach the corner of the small team may be the breakthrough point, The following is the foreign media for the 2015 hand tour industry four forecasts:

Users gain channel diversity small teams pursue alienation

For small, hand-moving teams with no money, marketing is already a difficult battleground because they lack the millions of-dollar level of advertising money. Viral spread of light games proved word-of-mouth and media attention to help push, a small team can not afford to buy ads through innovative ideas to climb the free list.

Some hand-tour teams are already experimenting with differentiated gameplay, such as Gamelook's previously reported "FunRun2", which has grown extremely quickly in the US iphone download list, has a new gameplay, and has not used paid advertising.

In the 2015, more developers will start to think about these types early in the game development, or even start creating unique ideas before they are developed. In addition, with the advent of new channels, familiarity with this trend will become one of the competitive advantages. Producthunt, for example, allows only members to release new products, and has become one of the key user access channels, but is not currently known to many people.

Platform operators free to open more data advertising technology continues to enhance

To gain exclusive content, large platform operators began to expand their tools to provide end-to-end functionality for developers. Apple, for example, announced in the WWDC Congress that it would launch a Itunesconnect analytics service in the future, which would slow developers ' reliance on THIRD-PARTY outsourcing services, while Amazon and Google offered free hand-travel data Analysis Services.

Facebook will benefit by providing more and more transparent advertising services, and it is likely that Facebook will launch its own dedicated service in the future.

Once the largest platform operators start to optimize the once paid products, the change in the marketing technology will accelerate, and the large SaaS companies will get the users directly through mergers and acquisitions. In addition, large consumer technology service companies (such as Yahoo) may acquire mobile advertising technology companies to enhance their position in the field of hand travel.

With China's big companies investing in European and American developers, the Chinese market will receive more attention

At the end of 2014, Tencent spent 10 million U.S. dollars to invest in dots developers, Alibaba 120 million U.S. dollars to buy kabam10% shares, China's domestic market for the content of the demand and the strategic impact on the European and American markets will allow the European and American game developers more and more attention to the Chinese game market.

According to the 2014Q3 Global game Investment Report released by Digicapital, the Asia-Pacific region will occupy 40% of global hand and online gaming revenues by 2017, and half of the top ten mergers and acquisitions in the third quarter of 2014 were attended by Chinese companies.

These strategic investments by Chinese companies may form new distribution channels, and large Chinese investors are likely to become new distributors, and European and American developers are likely to need a domestic proxy for China's income-sharing in order to enter the Chinese market. In 2014, such strategic investment in China grew by 93% to 3 billion dollars, and more and more European and American companies will begin to be interested in the Chinese market in the future.

The end of the tablet-exclusive gaming era and the rise of tablet phones

Flat sales slowed in 2014, at an annual rate of only 7.2%, compared with 52.5% in 2012, with two main factors: flat-panel cycles longer than predicted and the advent of tablet phones. The shift could have implications for rival developers, such as better hardware and game performance, and changes in player gameplay.

Also, the appearance of a tablet phone may also affect some studios that specialize in the development of flat-screen hands, and may also affect changes in the cycle of research and development, because individual hand travel must be adapted to different sizes of equipment, otherwise some hand travel can only be done on a flat-panel platform, as previously Superevilmegacorp "Vanity" (vainglory).

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