June 10 News, the open Japanese social gaming market has great potential, at the opening of the Japanese IVs summit in the morning to introduce how to enter the Japanese social game Market of the Roundtable forum. This forum includes two international social gaming companies that have developed in Japan, Pikkle CEO David Collier and cool Japanese native and Mikaka, and TechCrunch reporter Serkan Toto and Techwave, who specializes in the Japanese market. Japan's two major platforms, Mixi, Dena and Gree, are open platforms, and many international game developers have already run social games on their platforms. The three major social networking platforms in Japan include two versions of Mobile and PC. According to reports, Mixi's model is more like Facebook, while Dena and Gree develop their own games, but their platforms are also open to third-party developers. The commercial value of the Japanese social gaming market ranks ahead in the world. According to David Collier, the current Mixi platform of the Sun Pasture game monthly average pay (ARPU value) of up to 47 U.S. dollars (about 300 yuan). This number ranks highest in the world. It is reported that Sunshine Ranch developers for the hot cool, in the four quarter of last year Mixi development platform after entering the Japanese market, is currently the Chinese social gaming companies to enter the Japanese market, one of the successful examples. The hot game is currently in the forefront of Japanese social networking Mixi, Mikaka said that novelty and different things are the most attractive places for Japanese users, Japanese users do not like a game played, but like a never experienced, from Japanese culture to see very "strange" game experience. The native said that, for example, stealing the important elements of the social game was not in line with Japanese traditional culture, but this "strange" attracted many Japanese users. At the same time, Japan is also a very "mobile" internet market. Mikaka explained the phenomenon from a cultural perspective, saying that the Japanese do not like what is done and that they prefer to have some imaginary space, so more social game traffic comes from smaller phones on the screen. It is understood that most Japanese mobile games use Falsh Lite technology and LBS technology. Mikaka said that if the mobile phone game in Japan, it is more important to pay attention to the design of this particular platform, because the Japanese users of the game quality and screen details are very focused. Because the Japanese like to "collect" the goods in the movement, and many games also use this user's demand, relies on the Japanese handset's lbs characteristic design, including Disney's one collection pet's handset game. It is understood that Japan's main paid users are many from the 30-year-old "game generation", these users have the conditions to play games and pay, and they are willing to spend to upgrade faster to "save time." (Edit Zhang Xing)
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