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The hand swims into the Red Sea time, the big company unceasingly exerting force, the small company gathers the influx. Led to a sharp drop in the exposure of new products, the disappearance of demographic dividend, and the consequent expansion of the marketing costs of the operation increased dramatically. In this context, many domestic entrepreneurs, began to look overseas. I share this article, the introduction is the domestic hand tour company How to enter the overseas market Nuggets method and path. Hand tour in 2013 of the outbreak of growth, play crab technology, excellent game, such as the huge success of the company to see the hands of the huge market opportunities, more and more companies to join the hand tour industry, which led to the current domestic market volume of hand travel, fierce competition. The drop in exposure, the disappearance of the demographic dividend, and the consequent rise in the cost of operating channels and the sharp increase in marketing costs have all increased the threshold for gaming operations. In contrast, regardless of the user's pay habits, sharing spirit or market rules, hand tour overseas markets show a more favorable environment, which has become the domestic hand tour manufacturers out of the dilemma of a major breach. And, in recent years domestic-made page tour in overseas success, such as in Vietnam market, "Pinball Hall" monthly income peak breakthrough 2 million U.S. dollars, "Proud sword" reached 3 million U.S. dollars, these successful pioneers, but also to many hand Tour team brought hope and inspiration. Then can the hand tour manufacturer from the page swims the success factor to have a reference? What rhythm should the hand tour enter the overseas market of different regions? What kind of hand tour is more favored by overseas market? How to master the localization? I believe many hand tour manufacturers have such a question, with such a question, the author visited a lot of people in the industry , some revelations from their mouths may help uncover the secrets of China's successful voyage to the sea. First, the pace of travel into the overseas market and the timing of the current, the vast majority of the hands of the research and development team, have no overseas members to join, so the product on the overseas market targeted weaker. On this basis, the hand swims the area selection and rhythm is particularly important. At present, the industry more effective practices are as follows: The first step is to cut into Hong Kong and Macao Market, this market in the logic of thinking and cultural roots and the difference between the mainland and the least. The team can use the market to replenish the much-needed capital while making the product internationalized for the first time. After the success of Hong Kong, Macao, the second step into the Southeast Asian market, the market has a magnitude of 800 million U.S. dollars, and is at a high speed development period, and ideological and cultural awareness and the mainland is relatively close, localization work is relatively simple. The third step is to go to Canada or Australia to test water, and adapt to the adjustment of European and American culture, and finally achieve the strategic goal of developing global markets. In addition, the timing of the game's entry into overseas markets is also very important. Take the two games above for example. "Pinball Hall" when originally entered Malaysia, here is actually a very small market, it did a monthly income of 1 million dollars peak, suddenly attracted a large number of game manufacturers follow suit. But when we actually entered the market, we found that we could not do it. It turns out that this is becauseFor "Pinball Hall" at that time, coincided with the user from the Internet Café users to the timing of home users, the market also does not have any good Leisure page tour products. Another example comes from "Proud sword". Now, Vietnam's market is unusually hot and competitive, why? The cause is in the early 2012, "Proud Sword" revenue breakthrough 10 million, and the Vietnamese population is only 80 million, a product can be collected tens of millions, so that everyone think here is a treasure, and then flocked to. But later, even at the same level in the domestic immortal Road, the Dragon will enter, also did not achieve similar revenue scale. It is important to see the timing of the product entering the market. Second, what kind of hand tour is more favored by overseas markets? This is a matter of great concern to everyone. First of all, from the subject matter of the hand tour and play the law aspect to look, the domestic market performance better products can find out the shadow of foreign products, this is the domestic hand market is facing the biggest problem: the whole market is still in the stage of making money, and, because of the previous page tour in the business model of success, many hand tour also inherited a similar mentality, The result is that many games do not see the user's interaction, and do not see the transactions between users, and gradually evolved into only paid users to survive the game. Everyone is talking about how to dig a hole, how to turn the user into a universal pay. As everyone knows, such a hand tour, it is difficult to foothold overseas. MU and network overseas director Yang Wenfeng has made the difference between domestic and foreign users: first: Domestic users in the electronic products do not consume habits, and foreign users are willing to rational consumption; second: Domestic games focused on digging pits, foreign games focused on playing the law; Third: The domestic game gradually from multiplayer online game into a multiplayer single game, foreign games still focus on social and interactive. "When free users are no longer able to survive in the game, you will find that Chinese manufacturers are becoming more and more out of their voices overseas," he says. "The balance between free users and paid users" is a common consensus among more and more game makers. As the 2013 's most fiery hand tour, "My name is Mt" just on the line, many people in the industry on its operating team practice is very different, the market also has a lot of criticism of the voice. "The disorderly send runes to the outrageous degree, has greatly dampened the pay user's enthusiasm, delivers more than flushes". A batch of game experience when the player left a word, "this game will be run to death." Now, nearly a year later, "My name is Mt" or the best-selling list of the first. Looking back, in pay attention to the interests of free users, "My name is Mt" has a unique operating philosophy. Openly send runes, as far as possible to let the players do not spend money to feel the fun of the game, or even to raise the free players, slowly cultivate a good pay habit. These practices, in the more fastidious low ARPU value high pay rate, the pursuit of playing the law of overseas markets, more worthy of reference. Third, how to shake hands in overseas localization of the operation to promote? The so-called overseas market, is actually divided into Europe and America, Japan and South Korea, Southeast Asia, Russia and other regions, that is, everyThere are varying degrees of difference in the number of games to be released in the region. Because of the differences in cultural accumulation, the game in the localization of the changes need to focus on the direction is also different, this is also a lot of hand tour manufacturers difficult to grasp. Here we cite a relatively successful domestic hand tour case in Taiwan, with a view to bring some ideas. October 2013, "Fantasy Hero" in Taiwan monthly revenue to tens of millions. In the localization of the operation of the promotion, we observed that there are two points to do the comparison in place. One is the refinement of the operation. The establishment of personalized official website and the local authorities in Taiwan to reach a deep cooperation; products closely follow the user activity, accurate grasp of the rhythm, each new service, recruit senior players to serve as a guide, so that players help players, greatly improve the user experience. In the communication with Taiwanese players, the use of "line" and other Taiwan popular communication software to facilitate customer service work, but also to the traditional user psychological acceptance of higher. The other is using social networks. In combination with Taiwan's public sentiment to create more attractive game characteristics, the game icon designed to symbolize the feelings of both sides of the panda round, and the production of a series of panda theme ads, accurate placement on Facebook and other social platforms, to obtain a considerable conversion rate. It is worth mentioning that overseas channels are better than the domestic, and in terms of user access, channel costs must be more and more high, therefore, the use of social networking, social factors to reduce user access to cost is very necessary. For example, invite 5 friends, users can get the game currency and so on. For example, if a user gets a cost of 10 dollars, the user can pull a friend into the game, then the user's acquisition cost becomes a $, the new user pulls a user to come in, the cost is further reduced.
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