Mobile games or will become a new bright spot in the cultural industry

Source: Internet
Author: User
Keywords Mobile games mobile network games mobile games

The E3 Electronic Entertainment show, held in Los Angeles this year, is the world's largest and most influential interactive entertainment trade show for computer and video games and related products.

With the mobile Internet becoming the mainstream of the digital age, mobile video games have become the new direction of the game industry. Statistics show that the largest share of the global gaming industry is the United States, Japan, China, the United Kingdom and South Korea. In these big countries of the game industry, the rapid development of mobile video games, is becoming a new bright spot of cultural industry, the future is expected to achieve greater growth.

South Korea-A specialized school for developing game developers

Korea video game Science High School is a special training for game developers. The school has set up game planning, game programming, game graphics, game music, game equipment, sports games six major professional, covering the arts and arts and other disciplines. "To learn any of these six majors can also be successful. The school principal, Ding Guanhao, said proudly.

Ding Guanhao used to be a college professor, and he started to come into contact with a game-loving student. But at that time, electronic games mainly rely on imports, "This is very unfortunate, this high value-added industry, South Korea should have its own place!" Ding Guanhao that entrepreneurship should be early, young people in the game has more ideas, should start from high school game education. To this end, he organized the Korea Electronic Games Society, and actively promote the education of electronic games, and in 2004 to create the Korean video game Science Senior High School.

Reporter in this school study plan to see, first year students to learn basic culture curriculum and Game Production Foundation, after, can according to individual interest to choose different professional direction. The school also set up a Youth Entrepreneurship center to guide students to develop electronic game entrepreneurship after graduation. South Korea's main game-making companies also signed a cooperation agreement with the school to provide students with internship opportunities to attract relevant talent.

South Korea's 2013 data show that in 2012, the Korean video game industry's intellectual property revenue amounted to 680 million U.S. dollars, radio, film and other "Korean" cultural industry 5.7 times times, accounting for the "Korean-flow" industry's proportion as high as 85%. South Korea's policy and financial community released in April this year, "game market trends and prospects," the report showed that the 2012 Korean games exports amounted to 2.639 billion U.S. dollars, accounting for the South Korean cultural industry exports of 57% of the total. Among them, online game exports ranked first, about 2.411 billion U.S. dollars, accounting for 91.4%, mobile game exports ranked second, for 169 million U.S. dollars, a surge of 402.1% than 2011.

With the mobile Internet becoming the mainstream of the digital age, mobile games have become the new direction of the game industry. Sales of mobile online gaming companies in South Korea are growing fast. In the Korean domestic game market, the share of mobile games has reached 1/7, to 1.2 trillion won (about 7 billion yuan), in the future, this proportion is expected to increase further. Main computer network game Nackson Company announced in July, the second half of this year will launch 13 kinds of mobile network games, officially into the mobile gaming market.

Industry insiders said that the direct income of Korean video games mainly through the point card, the application of the purchase of props and advertising these three ways to achieve. However, the Korean public's impression of video games is still relatively negative. Ding Guanhao that the Korean lack of "play" culture, young people do not have the right way of entertainment, can only be the most convenient video games attracted. Therefore, society should provide more diversified forms of entertainment for young people.

United States--set up a game industry chain with distribution as its core

With a large market as the guide, the United States has set up a distribution as the core of the game industry chain, distributors become the center of the chain. For game developers, to successfully develop a game, access to sufficient research and development funds is undoubtedly the premise, the game into the market can get good response is the key. U.S. distributors in the investment of a game, will be in advance according to the market game style and its development trend of the developer's game selection evaluation, the past performance of developers is also an important factor, only through the evaluation of developers to obtain funding support.

American distributors typically invest in prepaid royalties on developers, but the investment is injected in batches. The project manager is ready to oversee the game development process and provide funding for the development process. After the initial game, the developer is responsible for marketing, public relations and other post sales work, push to overseas market games also need to make local production.

This unique game development model, to ensure the United States gaming industry virtuous circle and continuous prosperity. On the one hand, a large number of game developers, including small development enterprises can be freed from operating pressure, and focus on game development, on the other hand, the issuer appears to be a huge market risk, but since all distributors will be simultaneously invested in multiple game development projects, once a project has been successful, Can enjoy high investment profits, high risk has brought higher returns.

In the 2008 international financial crisis, most of the U.S. industries were severely impacted, but the gaming industry maintained a strong double-digit growth. However, in recent years, the size of the US gaming industry has slipped from the peak of $21 billion trillion in 2008, falling by more than 10% a year.

But industry insiders believe that this is related to the US statistical approach to the gaming industry and does not explain the decline of the US gaming industry. Because the game industry in the United States is divided into two major categories: relying on the traditional sales of the real game industry, paid to download the digital game industry, digital gaming industry, the accuracy of sales statistics will inevitably have some discount. And with smartphones, tablets and the advent of new social gaming platforms, the share of PC games and mobile gaming has soared. The total size of the US gaming industry remains at $20 billion trillion.

Japan--The pattern of mobile gaming industry has changed dramatically

According to statistics, from July 2012 to June 2013, Japan's gaming industry's annual output value of 2.2 trillion yen (about 123.4 billion yuan), employs about 22,000 people. Sony handheld consoles and Nintendo consoles create a classic home gaming machine. However, the Japanese gaming industry has seen a marked decline in recent years, with growth of 9.1% per cent over the past 5 years, due to the lack of children. The global market share of Japanese gaming software also fell from 40% in 2001 to 15% in 2010.

On the other hand, the mobile phone for the end of social gaming growth. According to the Wild Economic Research Institute statistics, 2013 Japanese social game market size of 425.6 billion yen (about 23.9 billion yuan), an increase of 10%. Japanese mobile phone per user average income (ARPU value, used to measure the carrier's business income indicators) is 4-5 times the United States, is more than 20 times times China, the main contribution from mobile games. There are two main reasons for the rise of mobile games: first, the popularization of 4G high-speed network has enhanced the user experience of mobile gaming; the second is that the Japanese spend more time on the commute, which is suitable for playing mobile phones to pass the time.

and computer games need to spend a lot of time different, mobile games show a "short time" of the use of characteristics. User data from Dena, a Japanese social gaming company, show that mobile game users play 5-6 games a day, about 5-7 minutes at a time.

Unlike other markets, the Japanese mobile games are mainly for functional mobile phones, to web pages as a platform. With the popularity of smartphone app clients, the industrial pattern is changing dramatically. 2008, the development of a mobile phone web game only 10 million yen (about 560,000 yuan) and 3 weeks time, now to develop a high-quality app mobile game, need 50 million to 100 million yen (about 2.8 million yuan to 5.6 million yuan) and 9 months of time. To board the app list, you need at least 10 million yen a month for advertising. But the benefits will increase dramatically.

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