Catch fish net enable new domain name again exerting Force mobile game Field

Source: Internet
Author: User
Keywords Mobile games catching fish nets

Famous internet site-catch fish network recently bought and enabled the www.3gyou.cn domain name as its mobile games portal, then catch fish why will enable the new site?

All this stems from catching fish net to Chinese mobile phone game foreground optimistic, at present, catching fish and when the three websites such as music, air network, and so on, catching the fish will have a far-reaching impact on China's mobile phone game market, it is learned that 3gyou WAP, Web Parts will be parallel development, the current site to develop WAP domain, The development of the web domain will be done later.

Mobile gaming has been one of the most important mobile value-added services in the 2007 mobile value-added services used by Chinese mobile phone users, the use rate of mobile games is 52%, after SMS (62.9%), ringtones/Picture download business (61.9%). Since on the Internet, the game has become the most money the most user-viscous business, that in the mobile internet era there is no reason not to continue to glory.

There are a lot of reasons for the Chinese Hand tour:

First, the development is indeed very fast: 2008 Global mobile gaming market size of 5.4 billion U.S. dollars, an increase of 22.7%. China's mobile gaming market revenue scale of 1.3 billion yuan, an increase of 75.22%. 08 China Mobile phone game market size reached 1.365 billion yuan, mobile phone games active users up to 6.98 million households, of which mobile games users accounted for the total number of mobile gaming users have been close to 40%, the scale of 2.8 million households, has appeared online tens of thousands of mobile phone game. In the second quarter of 2009 years, China's mobile gaming market has reached 520 million yuan, compared with the previous quarter, a 39.5% increase. Some experts are predicting, "with the promotion of 3G, the next 3 years, mobile gaming will be a burst of growth, this growth is the order of magnitude of growth, at least 10 times times the size of the current." ”

Second, the potential is indeed great: from Japan, Korea mobile phone game development trends, Japan and South Korea mobile gaming revenue accounted for its value-added business of nearly 10% of the total revenue, but in our country this proportion is less than 1%. At present, China has more than 100 million of mobile internet users, a huge user base and the market gap with Japan and Korea, This means that China's mobile gaming market contains a huge "gold mine."

Third, the industry does very attentively: Nokia, Apple, Shanda, DXN, Electronic Arts and other areas of the leading enterprises have launched mobile gaming business, and actively layout mobile gaming market. Mobile internet companies, such as air networks, music and fish catching, are also consolidating their leading position in mobile gaming by strengthening technology research and development, integrating high-quality resources and expanding market channels. During a visit to Taiwan, chairman of China Mobile, Taiwan's ultimate action Technology officially launched 2 research and development of mobile phone games, and become China Mobile's first batch of mobile phone game products suppliers, the future will be launched 1 to 2 new games each month, will soon be launched in the poker type game "bucket landlord" and a variety of action puzzle games. China Unicom has also set up its own gaming company and is ready to customize the gaming platform on the iphone. China Telecom also early in the mobile game as its 3G focus on the development of the business, and "Tianyi" brand natural and game is not open relationship.

Four, the capital is really enthusiastic: 2004, a grand tens of millions of yuan to buy mobile phone game developers Digital Red, 2005 air network wholly-owned acquisition of mobile game development company Tianjin Mammoth, Friends of the century to 4.1 million U.S. dollars wholly acquired mobile game distributor Magma Digital; 2006, Handheld smart 1.8 million U.S. dollars to acquire Beijing AO Ka Unlimited company 51% of the Equity, Magic Dragon International acquisition of the top domestic mobile games developers Guangzhou Blue Software Technology Co., Ltd. 2009, the first video spent 168 million yuan to buy the Chinese brand mobile phone game development service provider Dragonjoyce, the official test water mobile gaming market, is said to be Dra700 million mobile phone active users, and these users will be 1.2 million per month to increase the speed.

V. The user face is indeed expanding: from 2009 mobile gaming users age distribution, mobile game users are still young people as the main body, 18-24-year-old users accounted for the total number of users 72.1%, but 25 years old and under 18 years old mobile game user groups with a certain growth compared to last year. Mobile gaming users have a 48.5% per cent monthly income between 1000~3000 dollars, up 6.7% from 2008. The income is higher than 2000 yuan in the middle and high income user group accounted for 22.7%, than 2008 accounted for a rise of 7.9%, income in 1000 yuan below the low-income group accounted for 45.2 %, representing a 8.6% reduction from 2008.

Japan and South Korea European experience can be used for reference

As an Up-and-comer in the global mobile gaming market, domestic operators can draw on the experience of the more mature mobile gaming industry in Japan, Korea and Europe, leading the industrial development and promoting the industrial value.

South Korea: Joint development of all sides

A large number of high-quality new games to achieve large-scale business development. In 2005, South Korean mobile operators began competing with video games in search of new sources of revenue, with SK Telecom and Ktfreetel jointly launching 3D mobile video games that match PCs and consoles. 2006, KTF United mobile phone game Enterprise Com2us offers free Open-beta version of mobile online multiplayer role playing "Theworldof Magic" service. The user can use the function of the handset game, hunt with other user, carry on the PvP duel, Carry on the game currency trade or chat. As of 2007, SK Telecom provided 280 mobile games with annual sales of 150 billion won; KTF offers 600 games with sales of about 100 billion won; LGT gaming business occupies 30% of all content businesses.

Combined with powerful game manufacturers, and jointly develop users of marketing. Since 2005, SK Telecom through the mobile phone dedicated game portal launched Nexon's "Rocky" game, and then has been a powerful game manufacturers jointly sell popular games, and is committed to both resources sharing and common development of users. Nexon, for example, opens a service menu on its gaming portal that can download SK Telecom's mobile games in web-to-phone form, and SK Telecom and Nexon jointly marketing kart enthusiasts ' favorite mobile wired and wireless interactive services.

Seek the support of government policy and get the corresponding resource tilt. Under the strong appeal of operators, the Korean government has been trying to promote the development of digital content industry including online games and mobile games, and the corresponding preferential policies and sufficient capital investment have spawned a large number of mobile game developers, which has promoted the benign development of the whole industry.

Japan: Multi-pronged overall promotion

A wide range of joint game manufacturers, gathering rich quality games. DoCoMo is a powerful i-appli (JAVA) feature platform, by increasing the total capacity of the software storage area and data saving area (cache) to twice times the existing 230K, attracts a large number of well-known game vendors to launch the corresponding mobile games on the platform. The compact version of Sega, Taito, Namco, Hudson and other arcade games has been moved to I-appli,pac-man, Spaceinvaders, SimCity and other video games.

Design reasonable tariff package, reduce user threshold. Japanese Mobile package service is very developed, through the adoption of a monthly flow policy, users pay a certain fee for one months, all games can be unlimited use. June 2004 Japan to take a monthly billing, mobile game users to rise rapidly to Sega, for example, its independent website "Hitokara" to create 2 million users of the success.

Promote the advanced custom terminal, enhance the user game perception. Japanese operators and Panasonic, NEC, sharp, such as a large number of well-known manufacturers to jointly promote advanced custom terminals, through the mobile phone function upgrades and wireless broadband network data load capacity to enhance the flow of the game to ensure the smooth, effectively enhance the user game perception. such as DoCoMo first introduced using 3G technology FOMA mobile phones, although the transmission rate is not as fast as the current computer network speed, but the image, data has been quite stable.

Europe: Introduction + digestion + innovation

Establish a reasonable business model to promote the healthy development of the industry. European operators initially used a closed data business model, and mobile game providers had to pay operators for online leasing, a cost that could not be borne by the emerging, weak mobile gaming providers. After that, European operators took an open business model of data business. If Vodafone launched the vodafonelive!, through a cooperative model to encourage the active participation of mobile game developers, but also the company directly into the Japanese mode–compatible mode of operation and game content, these initiatives have greatly promoted the development of European mobile gaming business.

Japan and South Korea to introduce high-end mobile phones, timely matching new push business. European operators at first and mobile phone manufacturers and there is no deep-seated cooperation and customization, but the general procurement relationship, which led to the launch of new business, the corresponding terminal production will often lag for a period of time, thus becoming a constraint bottleneck. Aware of this problem, European operators began to directly introduce Japan and South Korea's high-end mobile phones, breaking the traditional European mobile phone market for European handset manufacturers monopoly situation, effectively shorten the cycle of mobile gaming.

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