Shanda Games Zhang: Slow commercialization process has seen results

Source: Internet
Author: User
Keywords Grand Games
Grand Game CEO Zhang

"Http://www.aliyun.com/zixun/aggregation/6149.html" >techweb reported November 27 news, Shanda Games today released the third quarter as of September 30, 2012, unaudited results showed that the third quarter of the game to reduce the commercialization of the Games has been a certain effect, the average monthly active users (MAU) on the chain growth of 6.2%.

Financial results show that the third quarter of the grand game net revenue of 1.081 billion yuan (170 million U.S. dollars), compared with the same period last year, 1.353 billion yuan fell 20%, net profit of 254 million yuan (40 million U.S. dollars), compared with the same period last year 343 million Yuan Year-on-year decline 28%, Earnings per share exceed Wall Street analyst expectations.

Zhang, CEO of Shanda, said: "We continue our strategy of improving gameplay to extend the game lifecycle, while launching a series of new initiatives that will help improve the user experience." Driven by these initiatives, the monthly number of active users increased by 6.2% over the last quarter. ”

Zhang said that in the long run, with the injection of more new users, the game mix of grand games and the rich product line will show sustainable growth.

The results also showed that the grand game Q3 monthly ARPU value (the average monthly contribution of every paid user in this quarter) rose 6%, Shanda said, the third quarter ARPU growth is mainly due to the average monthly number of paid users drop, does not represent a single player ARPU value rise. In addition, the Q3 Shanda games China regional game average monthly pay user (MPU) is 3.5 million, down 7.9% from the last quarter. MPU's fall in the third quarter was mainly due to the introduction of more free features and gameplay by some game releases, which turned some low-end paid users into free users.

Zhang said the slowdown in the commercialization process would lead to temporary revenue fluctuations, but Shanda believed that slowing the commercialization process would help extend the game's life cycle, helping to achieve longer-term, healthier sustainable development. (Chuck)

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