EA China general manager Li Tianjian: Game is a mainstream entertainment industry

Source: Internet
Author: User
Keywords District general manager China entertainment industry

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Fast road network January 18 News this afternoon, when the fifth session of the Mobile Games Summit, awards, which was hosted by CNTV and China Network television, Li Tianjian said that if from a cultural industry, the game in various cultural industries is that the income has not been like the past, Not a small number of people play the product.

  

EA China general manager Li Tianjian (Speed road network shooting)

Li Tianjian, for example, says the iphone is not a game brand. Products designed specifically for games are not a game brand, and 75% of iphone revenue is in the game. All the remaining applications include good weather, music, work, sports, tourism, entertainment plus all the income is 25%. On the iphone platform, game revenue is 75%. Although this is not a game platform, everyone on the iphone for a long time to play the game, people do not feel strange, I think a year ago we put this idea of the people are shocked, now said that the iphone is a game platform.

According to the data of the Le Net survey, China Mobile internet change trend is very obvious. In 2008, 18 to 24-year-old consumers accounted for 60%, 25-30-year-old people accounted for 20%. As the user age increases, the user does not play because of age, and as the age increases, the game has become mainstream. So the first, the game is a mainstream entertainment. 25% entertainment consumption is played on the game.

Three low crowd, is in the past we have been talking about mobile phone game crowd. Li Tianjian said that EA has done a lot of user surveys, investigating a lot of Chinese users, for white-collar users, we are very different, white-collar users need first is casual games, the second is (APG), the third is the car. In addition, sports games, white-collar users in their users are willing to pay is the fourth place, white-collar users and traditional 3D user needs are different.

Li Tianjian pointed out that, first, the game is a mainstream entertainment industry. Second, mainstream consumers are consuming branded products. Third, brand products can help increase your income and help your brand grow. (Wang Pei)

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