51.com Expand the line of business into the game market

Source: Internet
Author: User
Keywords Value-added services SNS casual games 51 new dance Dragon vibration
51.com spokesman Long Zhenwei revealed that the 2009 business focus is to start to new business type expansion, officially set up 51 games division, and launched two games, a "51 new dance" another for similar QQ games casual puzzle games,  To the current almost exclusive market Tencent QQ game again launched a challenge. In fact, Long Zhenwei said, the SNS industry is constantly trying to combine the game closely. Last July 1, the giant network announced $51 million in cash to buy 51.com25% Stakes. April 15 this year, 51.com again launched the "51 games" platform, once again strengthen the "community + game" strategy.  Before the giant injected money, 51.com50% 's income came from advertising, while the other two profit models were for personal value-added services and casual gaming. Experts say the 51.com revenue structure will change radically after gaining investment in giant networks, and the game will be 51. COM most of the revenue sources.  Obviously, the game has become SNS to solve the profit problem main outlet at present. According to the introduction, the current domestic SNS main income model is advertising and value-added services, such as happy Net main source of income is advertising, and QQ space and 51.com mainly rely on value-added services to obtain income. Long Zhenwei thinks, SNS advertisement differs from the traditional advertisement, although can see advertisement bit is not many, but the income scale has been quite considerable. QQ Space and 51.com is the SNS value-added service model representatives, with a huge user base, to develop virtual prop services for users, you can generate a steady stream of small pay, 51.com is in the vast user base on the launch of these two games. The current ratio of 51.com advertising revenue to value-added services is about 1:2.
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