The national original net swims 7 years leading market
Source: Internet
Author: User
KeywordsOnline
Reporters from January 10 at the closing of Xi ' an 2011 China games industry Annual meeting learned: 2011 China game Market continued to maintain rapid growth, including the PC network game market, mobile phone network game market, PC game market, such as the actual game sales revenue of 44.61 billion yuan, an increase of 34% than in 2010. Among them, the national original PC net game revenue amounted to 27.15 billion yuan, an increase of 40.7%, accounting for the PC games market real sales revenue of 63.4%, for 7 consecutive years to occupy market share dominant position. According to the "2011 China Game Industry Report" ("Report") published by the Working Committee on Game Publications of the Chinese Publishers Association, the actual sales revenue of China's PC online gaming market reached 42.85 billion yuan last year, which grew by 32.4% compared with 2010; Mobile phone network game market continues to maintain growth momentum, the actual sales revenue of 1.7 billion yuan, an increase of 86.8%; by the business model innovation, PC game Market 2011 Real sales revenue rose 301.3%, to 61 million yuan. Out of the mode of change, foreign direct set up a subsidiary of the report said that in 2011, a total of 34 Chinese enterprises independently developed 131 PC network games into the overseas market, to achieve sales revenue of 360 million U.S. dollars, up from 2010 growth of 56.5%. With the rapid rise in the agency threshold, Chinese companies have set up overseas subsidiaries to operate the company's games independently, instead of granting authorization as the only overseas export model. Tencent, Shanda, nine cities and other Chinese online gaming companies in South Korea to establish a subsidiary. Tencent South Korean subsidiary on the web game through the "seven-male hegemony" officially sounded its local direct operation in South Korea's horn; Shanda Games (Weibo) is also considering future strengthening of overseas operations and the establishment of operating companies in Europe. Chinese game enterprises through the overseas subsidiaries of the operation of the era of online games officially opened. At the same time, the emergence of web games, open up foreign markets more and more. Domestic research and development enterprises, overseas operators, overseas export intermediary agency enterprises, web game overseas market expansion has formed four models: Self-built company, independent operation, product licensing, agent operation, research and sales, joint operations, overseas investment, subsidiary operations. The emergence of mobile internet, small manufacturers have new opportunities according to the analysis, the strong performance of domestic games not only benefited from the improvement of the quality of the game, but also benefited from the rise of mobile internet. "The report" pointed out that compared with the past, the current domestic game research and development time is longer, more investment, the client game market presents a "masterpiece" trend. Swimming in the "Deer Ding kee" on the cumulative investment of nearly 80 million U.S. dollars, more than 400 research and development personnel, time-consuming 4 years of creation. Giant also invested more than 400 people's elite research and development team, lasted 2 years to create "Journey 2". Large role-playing client-side network games now generally require more than 2 years of research and development, with hundreds of research and development team, the client network game market has become a "masterpiece" betweenof competition. At the same time, the rise of mobile internet has also made mobile terminal games such as smartphones and tablet computers a chance to develop. Tencent, Baidu, Renren (micro-blog), NetEase, 360 and other Internet Enterprise platform open, so that small and medium-sized game developers to benefit, to the smaller manufacturers to enter the market to bring new opportunities. It is said that only Tencent platform to apply for access to the Internet application has been over million, to web game-oriented game of all kinds of close to thousands. Many game companies in the open platform monthly income has reached millions of dollars. The stock price falls, the wind stops, the domestic game faces many difficulties "the report" also pointed out that the future development of the Chinese gaming industry is facing many obstacles. Among them, the cost increases, the wind investment worry and the capital operation immaturity suppressed the game enterprise's innovation ability. Shanda, Perfect and other Chinese gaming companies, as the game business growth slowed, the number of new products on the line slowed, at the same time, the global capital market downturn and some foreign short companies malicious short, the stock price fell all the way. Although the game companies have a lot of cash reserves, the capital market is not recognized. Shanda plans the management to buy back the shares and retire the city by privatization. The report says that since the second half of 2011, regular VCs have not invested in gaming companies at all, and large gaming companies, once the main investors, have slowed down their investment. To this end, more game development companies in order to survive, have to choose to reduce innovation elements, compression test environment in order to quickly online, generate revenue, or abandon existing development projects to a shorter input-output cycle of the web game. This restricts the innovation ability of the enterprise to some extent. It is reported that today's online game single player average login cost compared with 5 years ago, rose at least 5 times times. The high cost of human and operating costs, so that more small and medium-sized companies to survive challenges. Although "The current game enterprise only 5% profit" speech is too pessimistic, but the small and medium-sized enterprises have become the usual difficulties. The report says that after years of accumulating, Chinese games are entering a period of energy release that is thick with thin hair. Although the lack of quality game products and development technology, but the market size, user size has reached the forefront of the international. Domestic national games are gradually occupying most of the domestic game market. However, the creative power of game works and commercialization mode is insufficient, and the homogeneity is serious. Therefore, the implementation of boutique strategy should be a game company's top priority. And from the national strategy, to help enterprises improve the level of science and technology, and further enhance economic value, through the establishment of industry standards is the future direction.
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