Domestic net game has accounted for 80% of overseas games basically out

Source: Internet
Author: User
Keywords Game industry game products domestic games domestic game
From the rise of 2008 to the 2009 "Happy Enclosure", domestic games continue to maintain the momentum of rapid growth last year, has become the preferred player.  According to the recently released "2009 Game Market Research Report" shows that domestic games will continue to indomitable this year, lead, to the original dominant domestic market overseas game PK out. Revenue ahead according to the report, the online gaming industry last year operating income of more than 24 billion yuan, including domestic games accounted for more than 80% of revenue. 10 domestic net swims the leading enterprise, only in last year's third quarter revenue is nearly 5.5 billion yuan. Among them, Tencent network exceeds grand 1.272 billion yuan, contribution value reaches 1.528 billion yuan. NetEase and perfect time and space to get the third fourth place, for 775 million yuan and 590 million yuan.  Plus Sohu Swim 468 million yuan-these 5 also occupy the top 10 of domestic games 80%.  In addition, the old portal network Sohu, also with the help of online games "Tianlong Eight" "transformation", its game products revenue for the first time beyond the portal advertising revenue, and by virtue of its gaming department Sohu tour in the United States last year on the Nasdaq listing, to become the 8th overseas listed Chinese games enterprises. Many players are chasing the popularity of domestic games, the number of players is also growing. According to the China Internet Information Center (CNNIC), as of the end of 2008, China's Internet users have been close to 300 million, internet penetration rate of 22.6%.  In Internet users, the proportion of online gaming is 62.8%, an increase of 3.5% compared with 2007. China online games 37.1% of paid users ARPU value (ie: average monthly income per user) between 61 and 100 yuan. 28.6% of users ARPU more than 200 yuan, belong to the high consumption group. They chose the "2009 most popular Top ten online games", "Dream West Tour" "Tianlong Eight" and "Journey" and 7 are domestic online games. In the "2009 China top ten 2D online games" category, domestic online games are accounted for 9.  and has always been a foreign game strengths of the "2009 China top ten 3D online games", this year, the first 8 domestic games successfully on the list. Expect more innovation at the end of 2009, the seventh session of the Chinese games industry held in Beijing, the Great Hall of the world, revealed that excluding animation, cartoon revenue, 2009 national game industry output value is expected to exceed 71 billion yuan, of which the network game has accounted for the entire game industry output value of more than 35.2%,  The number of online gaming enterprises has more than 750. Dazzling earnings data behind, reflects not only the capital of the push, the player's support, there are hidden dangers. Although there are many products, but, there are a lot of game manufacturers opportunistic, only the successful online game of the source code and pictures on the line, to the Shanzhai "March" market, its short-term utilitarian exposed. In view of this "cottage wind" phenomenon, grand launch of the "18 plan", Giant Network and Sohu tour is the main push "win in the Giants" "Treasure Plan", the aim is to find innovative "grassroots" online business start-up team, supplemented by financial resources, packaging and other support to promote new works. Therefore, in this sense, 2010 will be the year of online games innovation, there are more young even grassroots players are expected to realize the dream, but also enhance the domestic game and the player group needs of the close combination of the possibility.
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