Industry highlights monopolistic Trends online entrepreneurship needs to be cautious
Source: Internet
Author: User
KeywordsTencent Homogenization start-up companies online games industry entrepreneurial opportunities online games market
Strength show everything, online business is even more so. Nowadays many small enterprises, small teams because of insufficient strength, lack of innovation leads to new products can not be based on the market, resulting in a loss of enterprises repeatedly in the desperate situation. More than a lot of online games big guys have layout, the rapid combination of many factions, gradually formed the industry monopoly trend. Article: Zheng online games homogenization of serious product surplus the Ministry of Culture 09 "Online games Market white paper" reported that the online games homogenization products too serious, resulting in more than 70% enterprises at a loss. This shows a problem, a lot of online research and development enterprises lack of innovation, conditionings routines lead to a decline in the entire industry, even enterprises in the loss. The rush of haste dazzled their minds. One industry personage says. Today's enterprises, whether it is just entered or has been a long time, in order to catch the last bus to start a game, casually pull a few people to start a business, set up a new company, but did not think of their own products how to seize the market. Your family thinks so. Therefore, leading to the industry homogeneity product serious, the product serious surplus cannot occupy the market position. It can be seen that the main reason for homogenization of products is the mentality of some research and development companies, anxious to make a shortcut to earn the first bucket of gold. However, in particular, the 09 homogenization trend has become a popular, the old company to take the lead in the new game, the new company to follow the old products, many manufacturers of products expatiating, this is no doubt to pave the way for their own. Attitude impetuous impatient to get through many media reports are not difficult to see, the 09 online games industry is the most lively one year, job-hopping event is the industry's largest occurrence of the year, the net game brain drain start-up company is also the most year. Survey learned that today's online gaming enterprise pressure is too large, Gao company is not a few, online games talent in multiple factors led to the mentality of impetuous, looking for new entrepreneurial opportunities to make up for the hearts of discontent. Entrepreneurship is a good thing, but often some people overestimate themselves and think of their ability. How do you see rainbows without storms? A venture down to find their own loopholes, lack of ability to mention, more entrepreneurial talent is an armchair practical experience nothingness. A product to the market immediately by the industry eliminated, that is, soldiers for their own future has been overshadowed. The Empire layout of the big guys. 2010 of the snow still covers the Earth, the weather changes mutation. This year's online gaming industry is difficult to ponder, founded in 1999, the joint public facing losses, many companies to his eyeing. The video site nearly tens of millions of burning really can't resist the desperate situation of profit and loss. Acquisitions, mergers and acquisitions, capital injections, a grand online breath from cool six to Hunan satellite TV, from the CCTV to the present online is the entertainment empire of the rise of the layout. NetEase's fortunes, "Warcraft" "Burning Expedition" lifting the ban does give netease a new year to bring the first gift. After a succession of "StarCraft 2" listing more let NetEase red purple. "Qian Female Ghosts" and many other independent research and development products are also recognized by the vast numbers of netizens. The opportunities created will bring unpredictable storms to the online gaming industry.Tencent is also a burst of 3366 small platform to enter the small game market. The former and the Giant "Green Journey" became a marriage, now and layout into small games, this not only consolidates the first position of Tencent game, but also to the industry in the display of Tencent nearly 500 million user groups a huge foundation. Whether it is the Grand Empire layout or NetEase boutique route, as well as the rise of Tencent online games, are fully demonstrated by the monopoly of the game big guys trend. Online games industry is not the period of germination, nor is it the era of the internet three-stream industry. Therefore, we caution that the last bus is not easy to sit, entrepreneurial need to be cautious, game development needs to innovate.
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