China's gaming market has had a huge growth in the past year, with both PS4 hosts and Xbox One hosts landing, a huge growth in the mobile gaming market, and market potential for further expansion. That is to say, there are some things that are worth knowing in the six big trends that emerge in this market. There is a positive side to the negative side of these trends, and we're going to take a simple break down the six trends.
1, mobile game has made great growth, but the profit has not increased
Despite a slight slowdown in the second half of this year, China's mobile gaming market is still showing growing momentum. The China Mobile gaming market grew at a rate of 72.8% in the third quarter of this year, albeit slightly less than a year earlier, but the rate of growth is still staggering. And with new companies, new products and new services coming in next year, the China Mobile gaming market will expand further.
That is to say, there is still plenty of room for the market to raise revenue. It is reported that most of the most popular mobile games in China (with a ratio of more than 92%) are losing money. Although the number of smartphone users in China is twice times the number of broadband PC users, PC game revenue is still higher than the mobile game revenue a big cut. This is not to say that the market now has any difficulties or problems, but some developers need to find a way to reverse their unfortunate encounter.
2, the game host has landed in China, but did not bring too much response
The Xbox one host has been sold in China this year, ending the 10-year-long game-host gap in mainland China. Sony's PS4 will also be available early next year. The mainframe makers finally set foot on the land of millions of gamers after many years.
While the Chinese market has brought huge potential markets to host manufacturers, the vast majority of Chinese players do not care about game consoles. This is mainly because the sale of games software is still restricted in China, which is as annoying as a regional lock, preventing games like Grand Theft Auto 5 from entering the Chinese market. So far, the Xbox one host has only 100,000 initial sales in China, including bookings. While Microsoft recently made a 80-dollar discount on its Xbox One host, it did not improve its cold reception. Although the game host has landed in China, they have failed to move the Chinese players ' attention away from the computer.
3, the electronic athletics has developed but still lacks the outstanding electric campaign hand
China's e-sports industry has made great strides in 2014, and the tournament ratings and participation rates have been improved. In addition, in some games, the competition team also began to show their dominance, such as this year in Seattle's "Turret 2" (Dota 2) World Championships, they won the championship.
However, in other games, China's power campaign hand is still hard to win. For example, at the second championship of the League of Heroes (League of Legends), the most popular Chinese player, a Chinese power-competing team was completely defeated in the final by a Korean electric competition team. After that, China's "League of Heroes" electric competition team in the introduction of South Korea's best electric competition in the number of the record, including the world champion this year, to try to reverse the situation.
4, streaming media and E-commerce hook, but only a few people can make a lot of money from it
Streaming media services have set off a wave of excitement around the world this year, and China has also hitched a ride. When older people are still confused about why anyone wants to watch other people play video games, some of China's most popular streaming media video providers have already received millions of of videos. But one of China's unique trends this year is that these providers are hooking up their streaming video with E-commerce. These popular video providers have also opened an electronic store on Taobao, selling PCs peripherals, snacks and even clothing to those watching their videos. Video streaming may be a global fad this year, but most Western video makers are earning money by subscription fees and player donations, and only Chinese streaming players make ends meet by selling cookies.
And among all this type of video providers, there are indeed some who have made a fortune, such as Misaya, the original "League of Heroes", whose electronic stores are said to have earned 1.5 million of billions of dollars a year. However, this does not mean that every person can have such a return. Only those who understand the game video and know how to sell themselves correctly can benefit from it.
5, virtual reality came to China, but still do not know when to let players really experience it
Virtual reality technology in this year's mammoth, in addition to the first public Oculus Rift display, there are recently Samsung's VR head-wearing display, Sony's "Dream God" project and so on. ANTVR, a local hardware start-up, also unveiled its own virtual reality project in Kickstarter, which wants to build a higher level with companies that develop virtual reality technology. This is only the tip of the iceberg for Chinese companies to develop virtual reality products, and another Chinese company named Depth-vr is also working on technology development in this area.
However, these are only for the moment, and no company has officially launched their products. There are only a handful of trial prototypes and some high-profile technical demonstrations, and few software can run on these virtual reality hardware. Chinese hardware start-ups are trying to create an immersive virtual reality gaming experience, but it will take a long time to really experience it.
6, import PC game Break free mode limit, but still difficult to match with the popular game already
Analysts have already said they want to succeed in the Chinese game market, either by introducing free games or by becoming the second blizzard. Since the vast majority of gaming companies do not become the second blizzard, or to develop a long popular game like World of Warcraft, so when overseas vendors develop games into the Chinese market, they tend to change the game mode of operation to free operation, hoping to attract a large number of Chinese players.
But this year, some overseas games have broken the limits of this business model, while also reaping success. In the case of Guild Wars 2 (Guild Wars 2), the game was sold in China this year with the same prepaid purchase model as it did when it was sold in the rest of the world, compared to 500,000 of the game's bookings. "" (Final fantasy XIV) is another overseas online game that China imports this year, and it is also monetization in the form of subscription fees. The mantra that foreign developers must change the game mode to a free model to succeed in China has been lifted.
Nonetheless, free games are still the "dynasty" of China's PC gaming market. "The League of Heroes", "Crossing the Line of Fire" (Crossfire) and "Dungeons and Warriors" (Dungeon & Fighter) are the three most popular PC games of the year in China, and all three games are run in free mode. This may not be a coincidence, but all three games in China are issued by Tencent agent.
Will these trends change in 2015? Maybe, but it depends on the content of the PC game. At least for now, they are still as usual.