Electronic Payment "dabbling" online games into the game industry development Accelerator

Source: Internet
Author: User
Keywords Industry electronic payment online payment recharge

Intermediary transaction SEO diagnosis Taobao guest Cloud host technology Hall

"The most depressing thing about playing the game is playing to the most enjoyable time," clicks, the account has no money. The easiest way to do this is to switch the interface, recharge the game account via online payment, fix it in a minute, and continue fighting. "When their" perfect World "game account display points are about to be exhausted, the game player Wang directly through the fast-money electronic payment tools to recharge 100 yuan, this way let Xiao Wang free from the renewal of the game to interrupt the trouble. And a year ago, he chose to save the game temporarily, turn off the computer, and go to the street to buy some cards to recharge.

After using the game point card method to recharge, the electronic payment method for the game account recharge has been more and more gamers have adopted.

China's online gaming market is 12.8 billion yuan in 2007, according to the latest survey data published by Analysys International. From 2007 to 2017, China's online gaming market is expected to grow by 11% per cent a year. China will be an important market for future global online games.

The rapid growth of the game market to some extent to promote the game industry to pay the way change. As in other industries, the gaming industry must also address the problem of online payment by users. The game enterprise pays the efficiency, the payment experience promotion is the key which wins the user.

Survey shows that 2008 China's online game users will be close to 110 million households, about 15% of gamers choose Online payment method to recharge the account. The current popular "World of Warcraft", "Dream West Tour", "Dahua West Tour", "Bubble Game", "Swordsman Love", "Seal God", "The Odd Man", "Miracle", "Heroes", "Celestial biography" and other more than 10 games, have opened the online payment method.

"Online payment is not only easy to operate, but the price paid on the Internet will generally be cheaper than the equivalent of other forms of payment." In addition, payment enterprises and game companies are also constantly introducing a series such as the integration of the game, send preferential gift packages and other activities. "Game player Wang is obviously very advocating online payment method."

It is noteworthy that with the game online recharge method of popular, the audience also appeared a preference subdivision, the knowledge level of people more like online payment methods. According to the 2007 Network game user Behavior survey data show that 40% of college diploma users often use online payment method to recharge the game. Experts believe that the family and group of gamers will lead to a significant increase in the number of game users, online game payment will also enter the mature stage.

In fact, with the rapid development of online games and the important driving force to promote the development of e-commerce and online payment, the online game market has become another key promotion field of payment enterprises.

In this regard, the Third-party payment enterprises have done a lot of work and tried to establish a new industrial chain. According to the reporter understands, the fast money already with many industry swims the enterprise to carry on the extensive cooperation, basically formed covers the game industry chain entire line the stereoscopic structure. Partners covering the joint public, Jinshan, Hao Fang, perfect time and space, Net Dragon, Sohu and other online games operators, 5173 and other game props trading network and China Card network, such as game card sales platform.

Quick Money CEO Guoguang in an interview, said, strengthen the horizontal joint between industries, can form a greater competitiveness and scale effect, not only help to open up Third-party electronic payment platform of their own business new space, but also help to enhance the game industry profit space, become the game industry development accelerator.

Jing Lingbo, director of the E-Commerce Research Institute of Cass, believes that with the rapid development of electronic payment industry, more and more enterprises enter the field. June 2005 ago, the domestic enterprises engaged in online payment business but about 10, and now there are forty or fifty. For the same industry, homogeneous competition, the payment enterprises in the trade need to improve their innovation ability, provide differentiated value-added services, get rid of the passive situation of single payment business.

Related Article

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.