Ten years ' overseas export of online gaming industry

Source: Internet
Author: User
Keywords Overseas market online games industry domestic net game industry game world view
Introduction: China's online game after 10 years of development, no longer rely on the agent to survive online games. The national net swims gradually became the main force of the net swims market, now, the Chinese manufacturer is more willing to put "the exportation" in the enterprise development more important position. At the beginning of 2009, some people put forward the slogan of "Holding a regiment to go to sea". And the sea can give Chinese online game manufacturers how much revenue? How much strength do we have to expend?  Below let us from the strength of a probe. 2008, the net swims to go to sea already early has the effect. China has a total of 15 online game Enterprises independently developed 33 online game works into the overseas market, covering more than 40 countries and regions, annual sales revenue of more than 100 million U.S. dollars, an increase of 28.6%.  Compared with the 18.38 billion yuan Chinese market income, the overseas market has more potential. Overseas market is in the past two years the domestic network game enterprise important channel. By the perfect time and space, Jinshan, net Dragon as the representative of the Online Games export army has exported domestic games to many parts of the world, including Southeast Asia, Hong Kong, Macao and Taiwan as the main output, the two years in Europe and the United States, Japan and South Korea market has been gradually opened. In 2008, a total of 15 Chinese online gaming companies independently developed 33 game products into the overseas market, to achieve sales revenue of 70.74 million U.S. dollars, up from 2007 growth of 28.6%.  The perfect time and space accounted for the total overseas market ratio of nearly 40%, to more than 27 million U.S. dollars.  The harvest of overseas markets makes people happy, but perfect time and space in the overseas market good news at the same time, got another not good news-net profit first negative. Sea star abroad frustrated perfect time and space, the industry's "sea Star", is also the 2009 "holding a regiment to go to sea" advocates.  Perfect time and space since the establishment of the focus on overseas market expansion, last year, but also in North America to open a branch, the desire for overseas markets is self-evident. Some insiders pointed out: "Although the ' overseas market ' has become the industry recognized development direction, but the overseas market is still a ' swaddling ' in the market, to foreign markets and cooperation mode of the single fully proved this point." According to the 2008-2009 online gaming Industry Report, the 2008 China online game market size of 20.78 billion yuan, compared to the more than 70 million U.S. dollar overseas market is very small. "Sea Star" perfect time and space earnings can be seen, last year Q4 total income of 18.3 million U.S. dollars, Q4 overseas income of 3.9 million U.S. dollars, accounting for about 21% of the total income ratio.  Although the proportion of overseas business has reached a high share, the domestic market remains its main source of income. Since the financial crisis broke out last year, the domestic online game giants have praised the "safe haven" theory, that is, online games in the financial crisis during the most severe period, still maintain high growth rate. However, it is possible to ensure that high growth rates are rooted in the stability of the domestic market. In the international market, the world Game Two giants Electronic Arts, dynamic View Blizzard in the financial crisis after the outbreak of Q4 earnings, respectively, showed losses of 640 million U.S. dollars and 740 dollars. The international market remains grim. And since the financial crisis, the most obvious impact for the "sea star" perfect time and space, net profit has been the first decline. Its fourth-quarter net profit of 124.8 million yuan, a decrease of 74 million yuan in the last quarter, the chain down 37.2%, down 14.7%.  According to the analysis, the game export blocked is the main factor leading to the decline of market share of the U.S. and Korea, while China's game revenue is mainly from the user supply, as long as the number of users does not fall, the Chinese online games market share will not fall. Online Games "International standards" there is a distance of 2D in China has a large audience groups, the 200,800-degree gaming Industry report shows that 2D game products concern 35.11%, "in Europe and the United States market can not see 2D game." "People in the industry have reached a consensus on this. It is understood, such as Jinshan "Swordsman World", as well as giants "journey" and other 2d games in the Southeast Asian market and some other Asian regions have a good market performance, but for the European and American market is lack of temptation.  And in the subject matter, the magic theme is the most acceptable game theme of Western players, while the domestic Chinese magic and Chinese martial arts theme occupy the top two Baidu, respectively occupy 54%, 18% of the share, accounted for the domestic game 70% of the share. Chinese online games have experienced agents, technology introduction, independent research and development of the stage, independent research and development of the game has become a player's focus on one of the main types of games. Data show that the 2008 online game players have more than 50% attention to domestic games, and once accounted for most of the share of the South Korean games less than 40% attention. It should be noted that although domestic games have developed rapidly in recent years, independent research and development of the number of games far more than Japan and South Korea, Europe and the United States, including the "Perfect World", "journey" and other masterpiece, but the overall quality is still to be improved, a large number of small and medium-sized manufacturers to develop games in the game worldview, content, characters and other aspects of  Without substantial innovation, except for the huge research and development costs of the game engine, some manufacturers only pay attention to short-term profits is the main factor of this type of game flooding, while Japan and South Korea, Europe and the United States, although the number of games are running down, the proportion of attention is not as usual, but is still the main boutique games, single game of profit and market influence is also higher.  In the game type, the game theme and the game quality and so on, the domestic net swims and the international market still has the not small disparity. Overseas "Chinese market" in foreign countries playing Chinese games in the majority of Chinese.  "said a data-research agency analyst. It is understood that the domestic online game products in the overseas market audience groups to Chinese, Chinese students or foreigners interested in Chinese culture composition. "The Chinese in the Southeast Asian market are the champions of domestic games. "Experts in the industry, because the Japanese, the United States and European players on the rich Chinese culture of the lack of background understanding of the game, coupled with domestic operators for overseas market operations, marketing experience, so the overseas promotion of Chinese online games enterprises are currently limited to the" Chinese market "or" Chinesefield. " Due to the lack of overseas culture, law, market understanding, as well as the lack of experience in overseas operations, many plans to "go to sea" China's online gaming enterprises can only "exclaiming". "Most of the Chinese online gaming enterprise design ideas are aimed at the Chinese market, for example, some enterprises after the discovery of their own development products for the map, many Chinese characters have been made into pictures, this gives the online games products in different regions of the text conversion, bring great inconvenience."  Industry analysts believe. The center of gravity is still in the domestic market. In 2008, China's online gaming market accounted for about 27% of the world's share, ranked second, the US topped 29%, and South Korea ranked third in 21%. In terms of the income composition of the three countries on the list, America's revenue comes mainly from game exports, while South Korea's exports and domestic operations are in tandem, and most of China's income comes from domestic operating income. In other words, the U.S. and South Korea's income is also a large part of the Chinese market.  Therefore, Eric analysis that in 2009 China is most likely to surpass the United States as the world's first big game. 2008 China's online game market size of 20.78 billion yuan, an increase of 52.2%. After 10 years of rapid development in the online gaming industry peaked in 07, although in the next 3-5 years, will also maintain more than 20% of the growth rate, but the overall development of the industry will tend to smooth.  Iris analysis that the future development of the online gaming industry will be diversified, multi-platform, market growth will be mainly from the user group to open up rather than the depth of the user excavation, is expected by 2009, the market scale of online games will reach 31.09 billion yuan, with tens of billions of increments. The domestic market is more attractive than the tens of 100 million of overseas markets. Previously, the Blue Harbor online, known as the third-generation gaming business representative, also expressed an emphasis on "billions of incremental market opportunities" at its press conference.  Tencent, Shanda, Jinshan and other enterprises have launched a variety of 2D, Chinese theme games to the "tens of millions of incremental market" sharpening. As a domestic game company executive said: "The game industry needs a global layout, and the real battlefield is still at home." ”
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