▲ The survey results show that 56% of people think that when they shop through mobile electronic devices, they mainly buy virtual goods, such as paying phone bills or recharging the game currency.
As mobile devices thrive, the global market for virtual goods will surpass $20 billion trillion in 2015 years, according to the Data research Center. In fact, the biggest market is the United States, because the data show that the United States, the cost of gamers has always been much less than the Asian people, is now growing rapidly.
Bonnie He, the chief research analyst at inside receptacle, the US social networking site monitoring company, claims that revenues from virtual goods (including games, mobile apps, and so on) are expected to grow by 36% this year, to $3 billion trillion, and double within two years, relative to the shrinking sales of traditional video-game products, Reached 6 billion dollars. The Asian market has surpassed 10 billion dollars.
At present, many Asian game giants will aim at the United States as the next virtual commodity target market, to invest heavily in the U.S. market, which is clearly a "threat" to us local virtual commodity companies.
A survey of mobile user online shopping
Cnit-research, China's It research center, had earlier conducted a survey of mobile users online (mostly via mobile online), and the survey found that 56% of people believed that when they shopped through mobile electronic devices, they mainly bought virtual goods, such as paying phone bills or recharging the game currency. 32% of mobile users said they would buy physical goods, and 12% of users were mainly used to "Browse the information and chat about the relevant web pages and not buy the actual goods".
Those who buy more virtual goods of mobile customers, more than half of users like to go shopping through Taobao wireless, in addition, the mobile phone is the second highest in Beijing, the use of the volume of 10%.
With the increasingly wide range of mobile E-commerce services, available for purchase of virtual goods more diverse, such as mobile video, games, reading, location services and other content are constantly refurbished, expanding. Experts predict that this consumer group will be more and more large-scale, the overall market size will continue to expand.
What is a virtual product?
As a modern man, you are no longer in touch with virtual goods. They refer to the electronic Commerce market digital products and services, with no physical nature, is published online when the default can not choose the logistics and transport of goods, can be virtual currency or real money transactions traded virtual goods or virtual social services. Virtual goods mainly include computer software, stock quotes and financial information, news, books, magazines, music images, TV programs, search, some products in online games and on-line services.
It's funny to say, the earliest entry into our lives, is also the most common virtual goods, it should be for mobile phone recharge card-in fact, the existence of the card is a waste of resources, because its content can be completely virtualized, that card is just to let the first contact with virtual goods in the heart of a down-to-earth.
But the real earliest virtual product, according to industry legends, was a few lines of code created by a program developer from a South Korean game developer 10 years ago. Since then, people have started to create more digital objects for games and social media--such as the smiles we like to send on MSN, the various weapons in the role-playing game. In the end, these things become a global, more than 15 billion dollars worth of business.
Asian game makers actively go to America to "dig gold"
In the United States, more and more social gamers like Zynga are supporting a rapidly expanding online gaming industry. Most of those virtual goods are not expensive, many are even free to download and use. The way they make money is either to accumulate popularity and to turn more and more non gamers into players. But in Asia, through the active imitation and adoption of this business model, the online gaming industry is growing, businesses have also launched a unique Asian "free value-added" game, that is, the purchase of free, but in the game with an optional purchase.
Asia's online gaming giants are thriving as more smartphones and tablets enter the hands of Asian users. Game makers in China, Japan and South Korea have also targeted Western markets, most notably by the growing popularity of Western-style social-networking leisure games like Facebook. Recently, the president of a US digital commodity intelligence agency, the Super Data Research center, has publicly admitted this, saying he also said that more generational games gave American players a reason to spend. Since last year, temporary players in the United States have increased the rate of change to virtual goods buyers by nearly one-fold.
Japan, for example, is releasing its mobile gaming company, which is based on "superhero superheroes" and "Transformers", and is aggressively expanding the "Dream Treasure Valley" of their social and gaming networks to the U.S. market. Another Japanese company, Gree, has bought two mobile game developers in San Francisco and has spent heavily recruiting American users.
South Korean company Nackson, which is preparing to launch the 3D version of the epic, also wants to be a "heavyweight player" in the US market, which is a natural focus of the US market as early as December 2011.
Companies such as Gree and longitudinal tours are aggressively "digging up gold" in the US, directly making some online gaming companies such as Zynga in the United States hit a lot. "Zynga is in trouble, both in how to make money from mobile games, to reduce operating losses, and how to save on shares that have fallen sharply since the beginning of the year," according to U.S. media reports. "Some game research analysts advise: to maintain the sales of virtual goods, you need to constantly renovate patterns, such as constantly design new games or in the existing game to introduce fresh elements, so that users have the desire to buy." One expert also pointed out: "The" free value-added "game business model, whether in Asia or anywhere else will continue, it is not a temporary wind. ”