The awkward game facing the Chinese online games industry lacks the characteristic homogeneity strong

Source: Internet
Author: User
Keywords Online

Recently, China's first listed IT company in the United States to apply for bankruptcy protection, founded in 1996 as one of the early Chinese web portal, only three years in the first hit the Chinese concept of the Internet stock landing http://www.aliyun.com/zixun/ Aggregation/35223.html "> Nasdaq market, while in February 2000, with the global capital markets mad about the internet boom, the Chinese net price rose to 220.31 U.S. dollars, market capitalisation of more than 5 billion U.S. dollars.

However, people familiar with the matter said that with the rise of the internet, such as Sina, NetEase and so on, coupled with the Internet industry itself in the forefront of the times, but also to have a strong sense of innovation, the lack of core business innovation advantages of the Chinese network to this step is also expected of many people.

And the Chinese network has a similar experience is the joint tour, and they are in different places are linked to swim in no products have been listed, in August 2011, 60% of the shares of the network transferred to Dahua construction, backdoor landed on Nasdaq. However, as a result of the lack of products listed in the United States share price repeatedly hovering on the edge of 1 of dollars, so far repeatedly received the Nasdaq exit warning. Tang June is taking the opportunity to quit polishing stock. Tang June polished shares of the most fundamental reason may be linked to the network launched the "Warring states" and "Thunder" market response cold impact.

China Network and the development of the joint tour is not only the current IT industry common to encounter an embarrassing problem, but also the development of domestic online games an embarrassment, for most of the game companies, listed as their only goal, but also as a measure of their success is an important sign.

Of course the listing brings more than honor, but also benefits. Although after 11 years of development, but still do not get rid of their own defects, large enterprises rely on agents to live, small enterprises to rely on the cottage to shorten the cost of a short period of time, but this approach is tantamount to their own set a yoke, always wandering in the dilemma of the predicament. At the same time, more companies want to use the power of capital to quickly improve the company's strength, the acquisition of more companies and businesses. However, in the real money after the discovery of their own missing things there are too much, whether in management, or operational promotion.

Of course, on the one hand, for most of the online game enterprises, if not rapid expansion of their own, the future is not to be acquired is eliminated, if it can be listed in the short term, with the help of capital standard management, expansion of strength, more flexible acquisition and mergers, so can greatly expand their space.

The other side and to fundamentally change the expansion of the online game enterprises, but also from products, online games as a creative business needs is to understand the product and the psychological needs of players understand. At present, the word "innovation" is too simplistic, and the manufacturer uses it as a slogan or gimmick in a new tour release. But we need to inject unique cultural elements into the game, not only the so-called initiative can solve everything, "World of Warcraft", "StarCraft" and other online success I think not only with a simple word, to cover a successful online games need to have the characteristics of the culture and they should be presented to the players of the macro world bar.

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