A brief description of the online stories of Tang June and Me

Source: Internet
Author: User
Keywords Players online games we now
Tags community community games company development different enterprises game game company

According to reliable sources, the network chairman of the joint tour and Xinhua group president and CEO Tang June suddenly announced that they have invested in the network of online games enterprises will be listed in the Nasdaq within 3 months. Things suddenly, so that the joint Travel Network CEO Leung sigh unceasingly. He wrote in his microblog: "The reason why I have been so busy for the last six months is that we are going to be listing on the Nasdaq board in a 3-month period," he said today. This must be a big news in the industry. Fortunately, with the experience of the Hong Kong Gem and the motherboard, Nasdaq is relatively adept. ”

Also the "Professional manager" identity let Leung and Tang June have a lot of common language and philosophy, but also because Leung's wife at Microsoft 8 years of work experience to make them a more subtle tacit understanding. Based on this, when from the Grand Tang June and Leung again sat together, to be a China's best online game company became their unanimous proposal.

Later, analysts said, is Leung let Tang June back to it, the former 10 years of online gaming experience in China and no one.

In fact, Leung started a crackling game company in Hong Kong in 2000 and has been successfully listed. In addition, Leung as China's Taiwan region World of Warcraft operator of the company's shareholders, Singapore Iahgames Greater China director of the status of the general manager is not known. He was also president of the Shanghai Light, and later invited to join the Hao side of the online chief executive, the helm of the light and Hao side of the two experience to make Leung "professional manager" identity in people's minds deep-rooted. Now, two years of quiet Leung and tang June hand in the game industry again, rocking to become the founder of a new game company.

From the beginning of 2008, more than 10 people to the current team size of more than 200 people, founded only two years of joint travel growth quickly, the original office space has been unable to carry the continuous expansion of the staff of the Joint tour, in May 2010, the joint tour to the Shanghai Hongqiao football stadium near the garden Square office. Sitting in the upcoming online games "counter days" of the posters, Leung accepted the "Huaxia Times" reporter's interview.

"Huaxia Times": The Innovation of Chinese online games, change faster and faster, from the web game to the community game only spent two years, how do you see the market?

Leung: It's a vibrant market, from the start of the online game, to the 2005 leisure Games, to 2007 of the Web game, and then to the 2009 community Games, is a fast-growing market, but also a young and opportunity market, the industry there are a large number of young enterprises, have been growing rapidly through one or two games, which gives us a space for development.

"Huaxia Times": You have 10 years of experience, this 10 the biggest change in the Chinese market?

Leung: Before, we agent game, can only copy the game content, but can not make suitable for China's changes. But now, China's online games are the world's largest market, we have a certain degree of understanding of the game, at the same time already have their own voice and communication skills, especially such as Tang always experience overseas, and foreigners communicate more smoothly, so that we can make products suitable for the Chinese market changes.

In addition, we have to respect the copyright of overseas products, this is to let overseas gaming companies the most worried about, respect for intellectual property rights, respect for copyright, willing to share profit is the Chinese game market to a deeper development of the foundation.

Huaxia times: What's missing from this market?

Leung: China's online games are often simply to explore historical themes and literary themes, but based on the one-sided understanding of the name, rather than digging deep into the connotation. For example, "World of Warcraft" is the construction of a new universe, creators of the world outlook, values and other cultures in the inside, they spent 10 years to create this work. This is worth learning, and what we need now is to dig deeper into the cultural connotations behind the names on some very good subjects.

Huaxia times: Where do you think the next phase of online gaming will develop?

Leung: In the coming year, community games will still exist, but it's not a good business model and I understand that the market share of an American community game is falling. Because the community game only pays attention to the human relations, lacks the game sex, but also strengthens the community game the continuity and the correlation. In the next 3-5 years, the Chinese game in both content and technology will be improved, we want our company to occupy a leadership position.

"Huaxia Times": Now the Chinese online games market and overseas market profit model is also different, many people said to return to the previous time charging mode, what do you think of this?

Leung: China is now basically free mode, but different from the foreign time billing model. Now people in the industry are considering new models or going back to the time billing model, but it takes a long time to prepare. This requires the quality of the game is very good, players like in the inside do not calculate time, like to spend time to delve.

Another feature is the special pursuit of Chinese players. There are statistics, 20% of the players are through money to buy equipment to quickly improve their level of playing the game, there is a professional name called "Renminbi players." So now the Chinese game makers are in order to meet the player's showing off psychology and research and development of the game, but lost the original intention to create the game, from the enjoyment of the process into a dazzling technology.

Chinese players play games with foreign players in a different mindset, foreign companies do not understand the needs of Chinese players, so the agent is connected between the players and developers important bridge.

"Huaxia Times": You and Tang June are professional managers, you do online games, and other enterprises what is the difference?

Leung: We're all better at management, and we're doing a good job of strategic analysis. We have 3-5 years of planning before the company has done, now is a pragmatic game, both culturally and technically must be promoted. At the same time he is a good spiritual leader, he is now the market spokesperson of the joint-travel network.

Link

Online game Enterprise Billboard

According to the Ministry of Culture published in the "2009 China online game Market white paper" data show that the 2009 Chinese online game market revenue scale reached 25.8 billion yuan. According to the online game listed companies reported that 9 listed companies 2009 years of online gaming revenue (on-line game operations + overseas authorized income) accounted for the entire industry revenue of 80.1%.

Among them, Tencent topped the list with 20.9% of the market share, the 2009 game income reached 5.39 billion yuan, Shanda to 18.6% of the market share in the second, game income reached 4.8 billion yuan, NetEase 2009 game income of 3.37 billion yuan, accounting for the overall market size of 13.1% ranked third. The total market share of the top three companies accounts for 52.6% of the total online gaming market.

2009 Market top three rankings have changed: Tencent game revenue than 2008 growth of 131.6%, the first time to replace Shanda to become the first online game market share, and the grand ranked second, NetEase ranked third. Perfect time and space, swimming, giants, nine cities, Jinshan, Network Dragon ranked fourth to Nineth in the market share ranking respectively.

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