The ChinaJoy of 2011 was held last week. As an interactive entertainment show in Asia after the Tokyo video game show, ChinaJoy has always been a bellwether for China's gaming industry. Toward the ChinaJoy gongs, the industry thinks "glitz and bustle, bubble rampant", and this chinajoy, manufacturers have begun to rethink the transformation, perhaps the future of Chinese online games, not like the exhibition itself so confused. Before the exhibition began, the entire online gaming industry has already felt the cooling of the market heat. According to Analysys International before the publication of data, the first quarter of the game manufacturers have a strong promotional offensive, the user's pay needs are fully tapped, the second quarter of China's online game market size of 8.76 billion yuan, the chain growth of only 3.1%. Manufacturers are obviously feeling the most deeply about this. Entertainment Spring Network Technology Co., Ltd. CEO Chen Yu in his speech, said that the market growth of the slowdown, user growth into the platform period has become the current industry is facing the main problem. He revealed that the domestic large-scale online games life cycle of more than 2 years only about 30%. Under pressure, the theme of this year's ChinaJoy is change and transformation. The first to make online games industry of Shanda Company, in ChinaJoy during a breath launched nine games and a game platform products. This nine game covers multiplayer RPG games, action shooting, social networking, online literature adaptation and many other types. Shanda Game CEO Tan disclosed the company's "region-wide, full platform" strategy. While the Chinese market is slowing, Vietnam and Southeast Asian Games markets are still growing at a high rate, with similar cultural advantages making the region the next gold-panning site for Chinese online games makers. On the platform side, in addition to maintaining the input of the PC client game, Shanda is also ready to buy the iphone game development team, and launch its own "Light Games" studio Uugame, as well as mobile games open platform gamelive. "Shanda's PC games will also have the social and mobile attributes and release versions on different platforms." "Tan announced the next phase of the direction. The nine cities that lost in the proxy scramble for World of Warcraft, the most popular among Chinese players, also defined the strategic route for the development and operation of their mobile games. During the ChinaJoy, nine cities announced cooperation with China Unicom store, which opened the App Store social gaming channel and nine cities became the channel's strategic partner. Nine cities to buy the largest mobile gaming platform OpenFeint, the introduction of Japanese mobile phone social games, and Intel to jointly invest in American social game developers and other moves, all show the company's "mobile social" transition direction. Newspaper reporter Yang
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