NET Swims company 2010 quarterly earnings show, each big swims the company performance growth pace slows, most company's growth rate only single-digit level, even some enterprises appear "negative growth". A number of Nasdaq-listed Chinese online gaming stocks fell sharply in the first quarter, investors sold, the plate shares also a large area of break phenomenon. This shows that China's online gaming industry after the last few years as much as 40% of the profit after the crazy, 2010 has entered a weak phase, the future of China's online game market will be concentrated in the 2~3 of large operators in control. The shares also plunged after the company announced a passable quarterly result. Perfect time and space in the first quarter of quarter-on-quarter growth than the market expectations, the reduction of the two-quarter revenue and profit forecasts, allowing investors to sell a lot of perfect time and space stocks, a day plunged 25%. The day after the Kingsoft software earnings release, the shares fell 11.9% sharply. A number of companies below the issue price statistics show that, although the domestic companies listed on the Nasdaq over 140 companies, as of Thursday, nearly 20 companies share prices break or close to a break, the decline significantly exceeded the Nasdaq Composite Index. Among them, the net swims class company stock price is even creates this year low, several companies break. Shanda games, Giants network are listed in the break company. Reason: Game products homogenization of serious once high growth of the online games stocks why fall into the situation? Wei, chief financial officer of Shanda Games, said business growth in the first quarter was the slowest in the year, while the four quarter was the fastest growth. But the industry believes that this is not the reason, in addition to the global economy and the market environment bad factors, such companies in the future performance growth prospects is also a big reason for the stock sell-off. Looking from the enterprise itself, these games companies are faced with product aging, player loss and subsequent product unsuccessful and other issues, but also face increasingly serious game product homogeneity. From the industry, after several years of high-speed growth, the online games industry has basically completed its own "enclosure movement", in a relatively fixed market share, the performance of more than 40% of the high growth period has passed. The scale of China's online gaming market will be further controlled by 2~3 's large operators, the consultancy predicts. (Edit Zhang Xing)
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