A big leap in the Chinese hand tour can overtake Europe and the United States?

Source: Internet
Author: User
Keywords China China
Recently, Newzoo released a data report on the Bigthree market in Asia, noting that in 2014, Chinese mobile gaming grew from $2.3 billion trillion in 2013 to $4.25 billion trillion, which is expected to overtake North America in 2015 as the world's second-largest hand market. In fact, the market's transcendence is only on the one hand, benefiting from the demographic dividend, China's gaming industry in the international market has always been ranked among the top, but really let the game observation is pleasantly surprised in this new wave of hand-swim wave, we see the game in the market is basically from Chinese local game manufacturers, rather than overseas foreign products. We all know that in the age of the internet, China has always been called a proxy for the king, from "Legends" to "World of Warcraft", and then to the emergence of Tencent after the CF, DNF, LOL, these products are agents from overseas, we can actually find that even though it was also born such as "Dahua West Tour", "Journey", "Tianlong Eight" Such products, but also just imitate the foreign classic products, and in the visibility, with the above agent of the product is not a heavyweight.  It can be said that from the television era to the era of the PC, and then to the era of PCs, China's gaming industry has been improving, but also has been with Europe and the United States, Japan and South Korea have a distance, why the hands of the times, China suddenly began to leap sharply, there is a faint beyond 1, into the threshold of low practitioners and many video games and Palm machine era, there is no so-called game industry in China, the real start of the Chinese game industry should be considered the PC era. But the PC era game, is not independent developers can bear, need a lot of manpower, material resources, financial resources, but to the hands of the times, the wind changed, appeared like flabby bird such personal whim with a very short time development of small games. In general, IOS, Android, art, planning, testing, 5 people, in 3-6 months, the amount of money invested about 1 million, a hand-travel products are done. Of course, now as the hand swims more and more heavier, higher quality and similar IP such input is more and more, but compared to the end of the hundreds of billions of investment, hand-travel is still small, so many of the industry practitioners, exaggerated figures are more than 10,000 of the domestic number of hand tour.  The quantity is many, also guaranteed the quality, 10,000 variety inside the probability to be low also may have so several good products. 2, TV, PC is backward, mobile phone is to start together whether it is the PC era, or more ancient red-white machine era, China's game industry are extremely backward, to raise a chestnut, 1994, was considered the first domestic PC game "Eagle Commando" was born, But at that time Blizzard has developed the popular in the current "Warcraft", and 1995 launched the "Warcraftⅱ (Warcraft Ⅱ)", but also sales of more than million. But in the hands of the industry, it can be said that China is starting with foreign countries at the same time, the birth of the 2012 months of water tens of millions of "twoWar, and so on, although in 2012 2013 years also appeared a lot of copy overseas game Hand tour case, but overall, in the hands of travel and overseas difference is not very far.  In 2014 years, China's hand tour began to go beyond the trend of overseas, whether it is playing or technical aspects are beginning to appear innovation. 3, the agency model is gradually no longer mainstream is due to many practitioners and in the beginning did not lag too much, the domestic game company's attitude to the product in the same situation as the intention of the study is greater than the agent. And since the research from which point of view is more than the agent can increase a company's core competencies. From the PC game era, relying on the success of the agent products have three companies, Shanda, nine cities, Tencent. The Grand agent "Legend", later is the acquisition of the "legend" of the developers, but what we can see is that Shanda has been flaunting its ability to operate since then, but in its own research and development, invested in the "0 of the world" or, that year's "Heroic Age" or no success, and by the "Heroic Age" the original class to build, The highly imitated "journey" has been a great success, and this is a good example of a company that relies on acting as a quick model. And the back of the nine city is a good example, the World of Warcraft lost after the collapse. Again, Tencent, in CF, DNF success, almost every year will be released CF is about to change agent news, to LOL, shortly after the product came out, Tencent directly acquired the LOL Developers Fist Company. We can not deny that, relying on the distribution of agents, but also the birth of such as China's hand tour, fun such as listed companies, but this and the same as the end of the core competitiveness.  Looking at the situation in Europe and the United States, the vast majority of App Annie's latest release of the U.S. iphone 20 data is the integration of research and operations, including EA, Supercell, King and other well-known companies. 4, pay attention to the research, even if we are divided into the so-called cost, the proceeds from the research of the hand will be larger than the agent. Also with App Annie's data, Gamelook once sorted out app Annie's data, and 7 games were released more than 2 years ago, Supercell's "tribal conflict" and "Island Surprise", King's "Candy Legend", big Fish's namesake gambling game, EA's "The Simpsons", GSN's gaming Gsncasino and DoubleDown's gaming game of the same name. There are also 5 games released more than a year, respectively, Machine Zone's "War games", King's "farm hero Legend" and "Pet Rescue", D3pa (Vindenans Dream Palace Branch) released the "Fan City", the Cie games racing rivals. Among them, the vast majority of the research and transport integration, and we look at the larger game manufacturers in fact also basically focus on theResearch and transportation integration. For example, NetEase's "Disorderly Fight West Tour", Snail's "Taiji Panda", swim "Tianlong eight 3D" and so on. Research and transport integration, the life of the hand travel will be longer, because of the user's habits, data, etc. are single-handedly, do not need to go through the intermediate steps, can be better version of the iteration and response to customers. We take the snail's "Taiji panda" as an example, this hand tour is a snail Black gold studio lasted 2 years, the cost of tens of millions to build the first action RPG hand tour. The cost of the game and the investment of time seem to be very unworthy. However, "Tai Chi Panda" on the shelves after the creation of the 1 consecutive months of the iphone, the ipad pay the first double table of the amazing results, and the two-version test opened after the debut of "Taiji Panda" on the iphone hit the 3rd, the ipad best-selling list 8th! Besides, we need to be aware that Among them, South Korea, Hong Kong, Macao and other regional agent gold has more than 25 million U.S. dollars, independent research and development brought about by diversification of income. This brings the most intuitive data, 2014, China's original client network game overseas export sales of real income amounted to 853 million U.S. dollars, year-on-year increase of 4.15%; the actual sales revenue of Chinese original web games overseas exports amounted to 950 million U.S. dollars, up 30.49% year-on-year; China's original mobile online games overseas exports of real sales revenue reached 1.273 billion U.S. dollars, an increase of 366.39%.  Hand Tour only 3 years or so time, has been in the export of a comprehensive beyond the end of the tour, the page tour, which is in addition to the life cycle and a most intuitive income. 5, the world are learning China's free model as a Chinese hand tour began to slowly into the world, we will see the business model of the game well. In the era of tourism, the main source of income abroad is the purchase of games and time consumption system, there is no so-called free mode. But in terms of hand travel, 90% of the iphone gaming revenue in North America comes from IAP (in app purchases, built-in billing), only 10% from paid downloads, ipad games revenue 92% from IAP revenue, and only 8% from paid download games. The IAP model began to shine around the world in the era of hand-travel, and there is no doubt that how to do better in IAP, the Chinese game makers are more experienced. I do not know if you remember last year's PopCap "Plant vs Zombies" toll, is a kind of prop mode of understanding is not deeply caused. To sum up, the hands of the era, is China's game manufacturers officially into the world of the beginning of the game industry, and Chinese game manufacturers in the self-learning capacity of the strong such as NetEase, swimming, perfect, snails and so will usher in another opportunity.
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