Analyst: Chinese online games users will not be able to maintain rapid growth

Source: Internet
Author: User
Keywords Fast growth analyst online games
China's online gaming industry has grown rapidly over the past few years, but the growth rate of the industry has slowed, the online edition of Forbes magazine said today. China's online gaming industry grew just 8.8% per cent in the second quarter of this year, down from about 30% a year earlier, according to data from the consultancy.  Forbes interviewed Zhaoxu, an analyst at Eric Consulting.  The following is the main content of the interview: Forbes: In the past many years, China's online gaming industry has maintained double-digit growth, whether this will continue? Zhaoxu: You can look at the industry from a number of angles. From a technical point of view, China lags behind other countries. Marketing level is in the average line. The company's understanding of the user is relatively weak.  Therefore, the main reason for the growth of this industry is the increase in the number of games players. However, the number of Chinese online gamers is no longer growing fast. China's population has grown from 400 million to over 1 billion in a short period of time. About 10 ago, the online games industry has got a good chance, many children grow up to be able to play the age of online games.  The demand is very strong, and the game companies do not have to consider the content more. At present, this batch of players have time to play online games has gradually grown and married children, face a lot of pressure. It takes time to play games, but they don't have time. For example, my husband likes to play games, but he doesn't have any time. Even if the online ads do a good job, people do not have time to play. The increase in the number of young players cannot compensate for the decline in the number of players in the previous generation.  So growth in this sector will slow.  Forbes: Which companies will stand out from the industry? Zhaoxu: We need to divide the first, second and third line companies. The third-tier online gaming company mainly imitates others ' games. If you develop a game cost 500,000 yuan, I can also spend 500,000 yuan to imitate you. It doesn't take much money. Second-tier games companies will consider their brands and whether they are willing to spend money to build influence.  First-line companies have their own games and a whole set of products.  Forbes: Which companies in the Chinese market are more likely to succeed? Zhaoxu: Companies that can integrate online games with other types of entertainment content and platforms will have better performance, but no one knows the best way to achieve this goal. Disney has been successful, but the starting point for Chinese companies is very different. Shanda has invested a lot and is still trying. Will they succeed?  It's not impossible. Forbes: The perfect space-time and other companies are talking about investing in movies.  What is the prospect of this aspect? Zhaoxu: The company's total revenue is currently about 20 billion yuan, while the film industry's revenue is relatively small. I'm not saying that online gaming companies can't make money from movies, but the film business is relatively small.  It's just a way for online gaming companies to wrap games and other content together.  Forbes: Shanda and other companies to open up literature business, this will achieve what effect? Zhaoxu: Whether any literary product succeeds will depend on how the product is packaged, and its value is not just the literary product itself. AsIt is only through one-time sales to make money, then this product will fail. The greatest value of literary products is that it is an intangible asset. The real question is how you integrate the literature into the product chain. How to create more value from other products from the beginning of literary products. So for grand, I can only say now that they are trying to do that, that is, integration. They are ahead of other companies.
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