Aerial network buys big-cap network: "Pan-game" strategy emerges

Source: Internet
Author: User
Keywords Mobile games web games game fields air networks new games
This reporter Shijuan December 15 20:00, the Air network nasdaq:kong announced the acquisition of a wholly-owned internet gaming company large-cap network.  Through this acquisition, the air network will fully enter the Internet gaming market area, and in the future to try mobile games and Internet games cross-platform integration strategy to form a "mobile game + Internet Game" new business model. According to the Chinese Economic Times reporter understand that the acquisition of the upper limit of 80 million U.S. dollars, the air network will be a large network in 2010 by the United States accounting standards after the after-tax profit basis.  Trading in the air network shares mainly, cash supplemented by the way, shares and cash ratio of 62.42% and 37.58% respectively.  "To the world to export a Chinese culture of the international level of the game," a long time did not appear in front of the media network President and CEO Lei said the mind. Lei's emboldened aerial network has a long-standing interest in the game market.  2002, the Air network launched the first WAP version of the mobile phone game "win Bao Zhonghua", the layout of mobile phone game market; In 2003, the Air network and "hero" together, the launch of the same name WAP mobile phone game "Hero", the initial attempt at the domestic game and film "cross-border grafting" Subsequently, the air network to mobile phone games as the core, on the one hand, the acquisition of the Tianjin Mammoth, Xiamen new heat and other domestic well-known original mobile phone game research and development company under the command; On the other hand, vigorously develop channel resources, in addition to expanding existing channels,  Also built its own ko.cn mobile phone game supermarket platform, and with Nokia's online channels to expand, and in the traditional channel to strengthen the terminal and distribution channels in the operation. 2006, the Air network launched the first mobile games "different countries online", 2007 again exerting force mobile phone games, launched a large client mobile games "day robbery online"; into the 2009, the Air network game revenue to achieve rapid growth in the third quarter of 2009 revenue has exceeded 8 million U.S. dollars  , single game and mobile gaming business balanced development. With the development of the air network in the mobile gaming market, Lei began to think about the "Pan game" strategy.  As a result, there is an aerial network to buy a large network. The big-cap network has its own advantages: its independent research and development of the first 3D online games "Kung Fu World", as early as in 2007, successfully entered the United States, Canada, Japan, Korea, Malaysia, Singapore, Hong Kong, Macao and other international mature online games market, and in Taiwan has set a single monthly income of more than NT $100 million revenue success.  In addition, the latest launch of the new 3D online games "dragon" in the domestic just online on a wide range of attention, not only for one consecutive months as the domestic game professional website 17173 Download List Championship, but also in overseas access to more than 40 countries operating agent. Lei said that the "carefully fit diversification strategy is the future development strategy of the Air network, the air network already has three lines of business, namely traditional value-added services, mobile games, kong.net wireless internet portalHouseholds。 Through this acquisition, we want to extend the game strategy to the Internet gaming domain. The future of the air network will continue in mobile games and large internet 3D online games, web game to invest more research and development power, and the use of large network in the overseas game market to expand the advantages of the international game market to speed up the layout. "For this acquisition, Analysys International analyst Yuyi that the aerial network chooses the big network to enter the net swims the market, may obtain its research and development technology, the team as well as the foreign channel and the user, but has the independent research and Development troop's large network, because lacks the operation strength, difficult crosses the listed capital threshold, gives oneself to find a good buyer is a good  It can also be used to layout the mobile gaming market.  Why the game? A set of data can explain the deep reason why the Internet was bought by the network: In 2008, the actual sales revenue of China's online games amounted to RMB 18.38 billion, which grew by 76.6% in 2007, and brought direct income of 47.84 billion yuan to telecom and IT industry. At the same time, last year, a total of 15 online gaming companies independently developed 33 of online game works into the overseas market, to achieve revenue of 70.74 million U.S. dollars.  The game that goes overseas, has used the Chinese cultural element massively. Lei told reporters, "It is time to export China's culture and technology products to the world, the game as a combination of Chinese culture and the product of Chinese science and technology, should be China to the world to export Chinese ideas and values of the carrier."  "In Lei's view, the" Kung Fu World "and" the Dragon "have a deep Chinese brand. The experience of neighboring South Korea also provides a sample of Lei's present judgments and expectations. After the Asian financial turmoil in 1997, South Korea formally established the policy of "cultural statehood" in 1998, in which "network games", as a new cultural carrier of the network era, were naturally incorporated into the development strategy and medium and long term development plan of Korea's cultural industry. Subsequently, in 2002, Korea's cultural industry market size reached 15.7 billion U.S. dollars.  Among them, the game size accounted for nearly 20% of the cultural market share, plus the game-related surrounding or neighboring industries "cartoon", "film", "Comics" and "animation", a total of the Korean culture market nearly 60% of the share. "At this stage, the original Chinese online games is to achieve the world to export ' Chinese culture and technology ' one of the key products."  "Lei said. "China online game Market Trend forecast 2009-2012" recently released by Analysys International shows that China's online gaming market will reach 26 billion yuan in 2009 and grow by 42.1% in the chain. However, Yuyi that China's online gaming market in 2009 in the product quantity and quality of the overall rise in the same time, the market competition is increasingly fierce, and policy tightening for the development of online games market has brought a lot of uncertainty. These uncertainties also exist for the aerial network.
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