Video site into the field of gaming potential users suitable for marketing

Source: Internet
Author: User
Keywords Video sites game areas cut speed network

Intermediary transaction SEO diagnosis Taobao guest Cloud host technology Hall

Fast Pedestrian Network November 14 News with the rapid development of the Internet, as a cultural and creative industry, "game industry" has now penetrated many industries. In the profitability of a slight lack of video industry, with the increase in copyright costs, in the past two years there have been some of the site transformation flagship game.

It is reported that today, PPS, popular, fast sowing, thunder, and other client video platform has been through the web game, and cool 6 due to the Royal group, the relevant sources revealed that the company has formed a specialized research and development team. Sohu, Sina, Tencent, NetEase and other portal video has game business.

Video site into the game field one to two years advertising revenue is still the core

In fact, video, games, SNS, anime, blogs, micro bo These things are overlap, and overlap between the degree can be a guide. "The speed net is talking to an insider," the insider said. In the anonymity of the people in the line, the video site can be seen as a media platform to watch the type of video to circle a number of potential users, do the marketing.

  

Video site into the game field (Speed network map)

In the speed NET exclusive interview Thunder Network brand promotion Director Chen, she for the two years of video industry This phenomenon that: the development of video industry, mainly based on the development of user needs. At present, some video companies wading games, more or test water, that is, two of users demand overlapping the size of the expansion of business and business benefits can be achieved.

From the next one to two years, the main profit model of video business is still in 3 directions: advertising revenue is still the core; Secondly, the infiltration into the upstream of the content to become a strong issuer, thereby obtaining more content distribution benefits; Charging users is the mainstream trend of the whole industry, but the scale is still relatively limited.

The Thunder network crosses into the game domain, Chen said, the game and the video industry is the different business model and the profit pattern, therefore two industry relations, more is the cooperation, but is not the integration. "Do focus on things, this is the corporate style of thunder." Chen said that the current video site brand positioning is different, so the business ductility will be a difference.

Cross-platform gaming into industry trends client video platform has more advantages

"One of the biggest trends in 2011 years is Cross-platform gaming. That is, the ability to continue the gaming experience between mobile devices, televisions, PCs, social media, gaming consoles, and many other platforms. As these technologies evolve into our lives, cross-platform gaming experiences will be more relevant and continuous. "He predicted it when he interviewed Lio Jinsong, vice president of the popular network.

  

Popular network Vice President Lio Jinsong (Speed network with map)

In Lio Jinsong's view, the client video platform is now stepping into the game's field more, because the client has inherent users. For video site to do the game through transport, Lio Jinsong that each has its own advantages, and in the user overlap, regardless of film or video games are used for leisure, entertainment, the user is consistent in demand.

Video platform into the game field, more is the user's characteristics combined, Lio Jinsong said, the Web page belongs to the light use, so no client video site to do the game is difficult to do.

Several industry-leading video sites have cut into the gaming arena, setting up a team to develop some of the cost and risk of small but profitable leisure web games. Senior observer of the Internet, Speed road network column editor Ding, the main reason is that the current video site, although the user is huge, but its huge user volume and huge traffic has not brought enough benefits, through the introduction of web games on the one hand can increase site revenue, on the other hand can increase user viscosity and loyalty, Allows users to spend more time in the merchant's website.

The domestic video website has been taking the free route, this also causes the industry user stickiness not High "locust" characteristic. So through the combination of games and video, as long as the matching point, you can make the user viscosity doubled. As long as there is a user, can be based on the existing size and impact through other value-added services to make substantial profits. Renren through its own platform to the glutinous rice network to success, strange arts rely on Baidu to move to the first echelon of the video industry, through the FireWire rely on Tencent to become the boss of the online gaming industry, and video web site in the future with the game to gain users, enhance user viscosity, in order to introduce a variety of Can better develop its platform potential, create more value. (Wang Pei)

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