Four years later, China's online gaming market will reach 15.7 billion yuan

Source: Internet
Author: User
Keywords Venture
Tags advertising business business model classic company development domestic game entertainment
Market Review large role-playing games 2006, the real sales revenue for the large role-playing games market was 662 million US dollars (5.31 billion yuan), which grew 69.1% from 2005. IDC expects real sales to reach $196 million trillion (15.68 billion yuan) in 2011, and a five-year composite growth rate of 24.2% from 2006 to 2011. The growth of the online game market in the 2006 mainly benefited from the growth of some classic large role playing network games of mainstream manufacturers, such as: The legendary series, NetEase's West Tour series, nine City's "World of Warcraft", Shanghai Journey Company's "journey" and Jinshan large-scale role playing network game products. Due to the large role-playing network games are more similar to the characteristics of film blockbuster, so in the forecast period, large role playing network games occupy the position of the mainstream market. However, due to the rapid development of casual games, the growth rate of large-scale role-playing network games has been squeezed and dropped faster. Casual games in 2006, the casual gaming market real sales income of 153 million U.S. dollars (1.23 billion yuan), compared to 2005 growth of nearly 1 time times. 2006 Leisure game market than last year's growth, mainly because of Tencent and long travel network, such as casual gaming operators, the rise of the entire leisure game market contribution to the larger. The actual sales revenue for 2011 is expected to reach 1.09 billion U.S. dollars (8.75 billion yuan). During the forecast period, the growth of leisure games is faster, and the whole shows a rapid and steady growth trend. From 2006 to 2011, the compound growth rate was 48%. The development trend of the future China's network game after several years of rapid development, has formed a certain scale of industry, combined with the development of 2007, the future of China's online game development trends are as follows: 1. Free mode in the short term become mainstream, but the marketing model is still in the exploration from 2004 onwards, a number of games announced free operation, at the end of November 2005, the industry leader announced the "legend" and "Dream Country" to use free play games but the game of value-added services charging revenue model, followed by the legendary world On December 2 joined the free operation ranks, with the grand in a week announced three main game implementation free or partial free operation, set off the Chinese network game profit model reform climax. From the 2006 game products, only 16% of the game still use the charging mode. But for the young online gaming industry, the profit model is one of the themes that the game makers are constantly exploring. Free mode makes the past to the point of sale card or monthly card as the main source of income, gradually changed to sell virtual goods and value-added services. Consumers are still exploring whether they accept the approach or whether there are other ways. 2. The strong rise of the casual gaming market will soon enter the stage with the large multiplayer online role-playing game (MMORPG) potence from current market share, MMORPG is still the dominant market, however, the competition in the market is becoming more and more fierce, and the freshness of gamers is declining. Coupled with the limited time for office workers to play online games, MMORPG does not fit the needs of the user group. As a result, people began to call for more wholesome green games, players to follow the purpose of "team, courage, dignity" gradually changed to "relaxed, free, happy." In the 2006, the casual gaming market showed a strong rise. The market environment to the development of leisure games is also increasingly beneficial, the main manufacturers of the active promotion and the player's favor of casual games has achieved a good situation of leisure games. Industry leader Shanda has shown great strength in the field of leisure gaming, from the Grand Financial Bulletin of the third quarter of this year, we can see that the Grand Leisure game revenue exceeds 20% of net income, and with the company's business development in such fields as home entertainment platform, casual games will gradually become the main revenue of Shanda games. Other manufacturers such as NetEase, Jinshan, Optical Pass have joined the competition of casual games. And the main casual game QQ games online, the public, long tour and other manufacturers in 2005 years have good performance, of which long tour of the "Jin Band" is the long-term ranking of the domestic game popularity list. 3. The theme of leisure games is rich, the formation of various characteristics of the market segment 2006, the casual game market further refinement, the formation of music and leisure games, sports leisure games, competitive leisure games and other market segments, with distinct characteristics. However, the success of market segmentation, also makes casual game products more homogeneous, resulting in market segments of users dispersed. 4. Profit from the first echelon of the game to extend to the second echelon, future profits will gradually increase the number of companies, the scope of the competition will also expand in spite of the first echelon of the network companies, such as Shanda, NetEase, nine cities and other revenue are fluctuations in varying degrees, but the overall outlook for China's online gaming industry is still bullish, Profit of the company from the first echelon to the second echelon, in the past only the top five companies to make money history will be changed, the future to achieve profitable companies will gradually increase. Since 2006, long tour and the journey to become the online game market Dark Horse. Although the operation cost of the network game is very high, the challenge is big, at the same time the policy risk is still grim, but still have similar journey company's successor continuously enters the market, joins the competition ranks, and becomes the market share which continues to squeeze the first echelon. 5. The game trade deficit will gradually shrink, the number of domestic game exports will be a leap in the early development of online games, operators rely mainly on the introduction of foreign game products to operate the agency, so the game trade deficit is larger, there is a large number of funds in copyright and royalties into the way overseas. With the successful operation of Jinshan company in overseas market, more and more network game companies begin to enter overseas market, such as: Game snail company, long travel company, etc. Chinese network game companies to avoid domestic competitive edge, will look to overseas markets, is a milestone in the growth of China's online game market, with more and more domestic game exports, China's online game market will be more mature. 6. Online GamesThe media process accelerates, the advertisement becomes the new profit growth point the player accumulates to a certain scale, the universal promotion game free mode, the independent research and development ability comprehensive promotion, the unceasing deepening cooperation, the Chinese network game market These four latitude development, has spawned a media development road, the advertisement business also arises. Games and ads are cleverly combined to form a new form of advertising with games as a carrier. Placement game ads. The media process of online gaming is irreversible, and the current obstacle to sustainable growth is the lack of a mature advertising model and a strong advertising sales platform. 7. The content of the game will break through the limitations of the subject of violence, the future richer with the network game market intensified competition, operators began to work on the content of the game, from the previous single theme of violence, extended to China's domestic cultural themes, war themes, nautical themes, etc. The hindering factor of market development 1. Teenagers addicted to online games caused by the negative impact of many parents on the network game firmly opposed to the attitude, but also affect the education sector and other social forces against the rapid development of online games. Network game as one of the unique entertainment, with viscous characteristics, for immature, still lack self-control of young people, easy to lead to excessive addiction, the growth of young people have a negative impact. In recent years, there have been related negative events that have exposed the negative effects of online gaming as a form of entertainment. The government has introduced corresponding measures, such as: Anti-addiction system, leading the network game in the direction of healthy development. This also limits to some extent the fast development of the network game market. 2. The new business model is still in the process of exploration. Free online games to become a hot spot in the 2006, a number of online gaming companies have begun to implement the new business model free online. However, free online games through the sale of game props profit model still need time to test. After the user experience "free game Not free", whether still will favor this kind of business mode, in a short time is unable to draw the conclusion, and the game operator also can make corresponding adjustment according to the user's response, this will limit the rapid expansion of the network game market to some extent. 3. Large Multiplayer online role-playing games (MMORPG) are becoming increasingly homogeneous. With the development of the network game market, the homogeneity of the network game more and more serious, in addition to foreign fighting games, is the domestic Chinese cultural theme of the game. At present only the journey to the theme of the game, there are about 5. The homogeneity of online games will cause the interest of the game player to reduce, to some extent hinder the development of the game market. 4. Lack of online gaming talent. The talented person to the net swims the manufacturer, has been a bottleneck problem, whether is the plan, the fine Arts, the research and development, or the operation, all faced with the talented person lack question in varying degree. Frequent job-hopping is a common phenomenon in this industry. However, the current online game training and education market is still very immature, the educational institutions are mixed, educational curriculum is not standardized, it is difficult in the short term for the network game market cultureRaise a large number of suitable talents.
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