Analysis says the lower birth rate reduces the net user group

Source: Internet
Author: User
Keywords Online games birth rate
Analysis says China's birth rate will make it a good day for online gaming companies.  Zhangjingko was born in the 90 's "after 90" is about to step out of the university campus into society, but, due to the "90" after the decline in the birth rate of the population of the impact of the decline in age, has been reflected in the Chinese online gaming companies. In the 2010 Games industry annual meeting, including Tencent, NetEase, Shanda and other national online games giants, almost unanimous that 2010 is a difficult year. The report also shows that 2010 China's online game market size of 32.74 billion yuan, an increase of 21%, three consecutive years of slow growth, "online game market growth trend has been a foregone conclusion."  "The reason, in addition to the lack of quality games, more than the choice of netizens, more than 18 years of age game population decline is one of the core factors."  If the 7-year-olds are enrolled, the "90" population born in 1990 will enter the first grade of primary school before and after 1997 and begin employment or continue to study at the age of 18 in 2008. The author of the Ministry of Education on the website of the 13 data starting from 1997 (note: The current Ministry of Education available data, also happens to be from the beginning of 1997, some years of data are missing), in up to hundreds of kindergartens, secondary education, primary education, adult vocational education, higher education and other data,  The number of first-year students in primary school should be the closest to the real population growth figures in China.  According to the Ministry of Education, the number of first-year freshmen in primary school continued to decline for nine years in the ~2005 year of 1997, from 25741978 to 16945201, and the data remained at around 17 million for four years. As the main consumer of online games, the university students in China maintained a sustained growth from 2000 to 2009, reaching the current 21.45 million, but the growth rate has decreased from 36.1% in 2000 to 6.12% in 2009. College students are still only part of the 18~22岁 crowd.  This also means that if online gaming companies continue to maintain the current game development and operation model, there will be no doubt into the growth bottleneck.  Besides, there are increasingly strict real-name certification of online games, as well as video, microblogging, social networking sites, portals, Apple, Microsoft, Sony Nintendo and other adult network content and the rapid development of mobile Internet, to compete for the growth of "90 after" Internet time. For the user group to reduce, the current game company's countermeasures is undoubtedly to improve the contribution of the unit population and maintain a single game operating income. More typical, such as "World of Warcraft" series of boutique games for the representative model.  The development of quality online games is also including Sohu, Giants, such as the game company's common slogan, perfect time and space, Jinshan and other companies are issued overseas expansion program, Tencent, Shanda is a large platform for more flowering, network dragon and other companies to the mobile Internet transformation, are worthy of reference. So if you do not improve the "production per Mu", even if the total amount of large, online games crowd still maintain low growth,As a result of more and more game development companies to join and the game development of human costs, will also allow Chinese online games from the "Golden Decade" into the "silver decade" or even "black iron ten years." Put aside the online games, we try to describe a "90" people's Internet consumption path, that is, online games, network music, network video, search, news or literature reading, electronic shopping, catering, travel, you can see, including Ma's Taobao, E-commerce will gradually become a trend, and Ding lei,  Ma and Li and other people have also begun to layout electronic ticket business.  Similarly, according to the "27th China Internet Development Statistics Report" released by CNNIC, it can be seen that the network games, network music and even network video and other Low-cost network entertainment will enter a gentle growth period. In fact, thanks to sustained and strong labor supply and a small number of retirees to bring the demographic dividend, has been the rapid growth of China's economy, for the Chinese online gaming companies to add sufficient horsepower, but in the age of online games crowd growth slowed today, the net swims companies are looking for a good way out?
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