Chinese online gaming companies rely on large multiplayer games

Source: Internet
Author: User
Keywords Revenue games online game
July 14 News, SIG company recently published a report that China's online gaming industry has entered a relatively mature stage of development, while pointing out that most of the industry's revenue mainly relies on MMOGs (large multiplayer online game). The following is the main content of the report: As China's online gaming industry has entered a more mature stage of development, we believe that in the industry has content advantages of the enterprise will become the ultimate winner.  We recommend investing in NetEase and swimming because we have a lot of confidence in their game lineup. The following are the main online gaming companies rely on large multiplayer online games (MMOGs) to gain revenue and profits, but data from the China Internet Information Center show that MMOGs is facing competitive pressures from social games.  China currently has 92.1 million gamers active in MMOGs. At this point, the MMOGs company should focus its attention from the virtual props back to the game content. In this case, we recommend investing in NetEase and company shares, as the two companies have an advantage in the content of the game.  I think "Wrath of the Lich King", "StarCraft 2" and "Deer Ding" are the few games that can cause a stir in the market.  In the two quarter of the online gaming industry outlook, we expect NetEase and the tour will record a better quarter-on-quarter growth rate, Tencent game revenue will be flat, and perfect time and space and grand games this quarter revenue may appear a small decline.  We cut our goal of perfect space-time from 40 to $38. According to a cruise prospectus, the company's current focus is on MMOGs, not MMOGs, which is developed and operated by its parent company, Sohu. However, this does not mean that the excursion ignores the importance of the advantages of casual gaming. The strategy is to set up a variety of recreational games in its mmogs, such as the World Cup in "Tianlong eight".  Another example is the latest cartoon and comic genre game "Deer Ding" to add a lot of leisure elements. NetEase's game revenue mostly comes from MMOGs. The company's core games include self-developed "Dream West Tour", "Dahua West Tour 2", "Dahua West Tour 3" and Blizzard authorized "World of Warcraft".  According to our estimate, MMOGs accounted for 99% of the income of NetEase games, the remaining 1% came from "Crazy Stone", "Bubble Game" and "the Warring States". Giants are also gaining growth through MMOGs.  The company's game lineup mainly includes "journey", as well as this year launched the "Dragon Soul", "Fairy Road" and "of 3". Shanda also relies heavily on MMOGs, but has differentiated into advanced casual and web games, which currently account for 9% of the company's total game revenue. When the Grand game split, the game Tea court and the winger and other recreational games platform and game Platform Hao party to its parent company Shanda Network.  Shanda Gaming's casual gaming revenues fell in 2009 and were weaker than the company's MMOGs division. Tencent's game revenue channel is the most diverse. In Tencent quarterly 296 million dollar game revenue, we estimate that 35% of the mmog,46% comes from the advanced casual games, 18% from the mini casual games, and 1% from other games. It should be noted that the QQ pet has been classified as advanced casual games.  Social network gaming revenues (estimated at $23 million a quarter) are in the QQ space category and are not included in the game revenue. MMOGs has always been superior to other games in terms of revenue means. According to Tencent published data, the average first quarter of senior casual games per user income (ARPU) for 55 yuan, significantly lower than mmogs 90 yuan. The entire industry MMOGs a degree of ARPU reached 200-300 yuan, about 4 to 6 of the senior casual games.  Mini Casual games are ARPU even below advanced casual games. Unlike MMOGs or advanced casual games, web games do not require users to download client software. Players can play the game directly in the browser.  These games are usually based on flash technology, including large multiplayer games and social games. According to the number of users, the web game has developed into a larger part of the game industry. According to a report released by cnnic this May, web games have grown significantly. The number of Web gamers reached 105 million, accounting for 26.5% of the number of Chinese Internet users. Most of them are social gamers, a total of 92.1 million, accounting for 88% of the total number of web game players.
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