Hot-Cool CEO Yong: Social games and E-commerce most promising
Source: Internet
Author: User
KeywordsE-commerce games the most promising
Yong, a social-game developer, said in an interview yesterday that two areas of social networking: social gaming and E-commerce were seen as the two most promising industries. It is understood that the introduction of hot cool social games in addition to China, has also penetrated Japan, Korea and other entertainment industry very developed overseas markets. And that's one of the most hot and cool thing to be proud of. Yong The reason why hot cool can win the Japanese market, it points out that hot cool was in the business of social gaming at the beginning of 2008, when no one knew about social games and he was just an application in SNS. After discovering that there is no clear business model for application, hot cool turns to play. Yong said that because the game can make money, there is a mature model in China, and online games in China and Korea are the world's leading. Aware of this, hot cool launched the "Sunshine Ranch", and immediately entered the Japanese market, and then successively entered the Russian, South Korea, the United States and other markets. Hot Cool as a Chinese company can succeed in other countries, Yong analysis, first, China in the online game industry far ahead of other countries. Second, as an online game, in the mode of operation, business model, talent accumulation and so on, China is better. Third, the bosses of China's online gaming industry started to look down on social games, and now every company wants to enter the industry. Yong points out that because of the soil, Chinese entrepreneurs understand social gaming more thoroughly. For example, the famous "Steal food", as well as hot new "Sunshine Town" to interact with friends as the principle. And the understanding of this is not only in China, but in the world is very leading. According to Yong, "Sunshine Town" to Japan after the popular throughout Japan, by Japan, known as the "Internet miracle." This social game than Japan's online games, stand-alone games more advanced, more in line with the concept of people's fast-paced, more in line with the needs of people in real life, only 2 or 3 times a day to use this game, and each use of the game is about 10 minutes. And that demand is what all men and women need. According to Yong, different game life cycle is not the same, good social game life cycle is 2-3 years. Now China's SNS market is in an awkward position, the old social games people have gradually become addicted. Yong points out, "social games to some extent with online games, and stand-alone games are not the same." After the launch of a stand-alone game. Online game is a very complete product, I described as a network game is a 18-year-old adult. Social games come out as a 1, 2-year-old baby. He is already born, he is a baby, so need to constantly improve, constantly guide users, and constantly collect user feedback, in the direction they want to go, and constantly add new features. But the main thing is constantly based on user feedback, so that users continue to go down this direction. "It is understood that Yong in addition to the creation of hot cool, is also a socialTo pay the site billion friends of the co-founder of the network. For the current depressed state of the Chinese SNS field, he is very have a say. Although no more SNS industry, but he chose a and SNS symbiosis industry--sns application, and one of the biggest SNS application is social game. Yong said that as a Chinese company, hot or cool in China, and spent a lot of energy in China, including China and all the platform to cooperate, but also continue to deepen these cooperation. At the same time, Yong also believe that SNS market will certainly rise. In its view, now SNS is only a little flat after the explosive growth, but also rely on a company like Hot cool with the savings of strength, the industry to do it. In addition, Yong says the world's top social gaming companies regard hot as rivals, and it is impossible to compete with them even if the Chinese market does poorly. Obviously, Yong is successful. If anyone wants to start a business and ask Yong for advice, what advice will Yong give? In response, Yong replied, "The barriers to entrepreneurship are still quite high, do not recommend a high-profile to do." Yong suggests: first, focus on a product. Any internet company is a product, the first to do their own products, products as far as possible to do a higher quality. Second, Yong has been bullish on two blocks of social networking: social gaming and E-commerce. such as the current group buy in Yong seems certain degree is a derivative of SNS, he does not attach directly to the SNS. Yong believes there will be a giant such as Zynga and hot-cool in this area. Social gaming and electronics are also seen by Yong as the two most promising industries. Yong believes that a strong team, especially those with experience in online gaming, should seize the market of social games, after all, the market has a clear business model, there is a very bright future. When asked "If you will choose what area of entrepreneurship," Yong firmly said: "I definitely choose SNS-related, or SNS, or social games, or SNS on E-commerce, I believe this market." "According to Yong, the hot-cool plan is to move into the world's mainstream market, sorted by GDP," he said. In addition, Yong said: "For new products, hot cool will uphold the principles of social games, adhering to the ' interaction with friends ', adhering to the High-quality game strategy. ”
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