Web game before there are pursuers to intercept facing development crisis

Source: Internet
Author: User

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The Ministry of Culture "09 online games Market White paper" pointed out: the 2009 Web game market Size accounted for the overall game market size of 3.3%, the market size of 860 million yuan, the 2008 growth of 91.1%. The number of web games also grew rapidly from 263 at the end of 2008 to 516 at the end of 2009, pushing far more quickly than MMORPG games. At the same time, the development of the Web game also encountered the technology, product homogeneity, product promotion and other bottlenecks. Just relying on "fast" and "imitating" to launch a lot of homogenization games is not a normal market, and for businesses and industries, a lack of diversified products will ultimately make it difficult to achieve sustainable development.

Development and evolution of "cottage industry"

07 Web game in the domestic market, some enterprises in order to quickly occupy the market, with the "simplistic concept" quickly born a group of "strategy guessing", "Lake Martial arts" and other themes, play a simple game products. The 08 Web game market began to extend to the MMO model, followed by traditional games, take the traditional "play strange, upgrade" routines. By the year 2010, web games have gradually tilted to client-side gaming as users like. Web game developers began attacking the client market on gratuitous technology by highlighting the display of game images and special effects.

The current web game market has Shine with SNS community, client game. Web game began to locate the user group with the SNS community is basically consistent, but with the development of SNS community, the survival of the web game space is further squeezed, making web games face the need to reposition the user group embarrassing situation. The Web game market is beginning to tilt toward the client game. The technology demonstrates the characteristics of the client, which leads to the evolution of the web game into a "cottage industry".

The web game market itself is facing fierce competition. With the new forces continue to join, a lot of good performance of the game products are also facing a shrinking player group, the problem of reduced income. "Today's web game market looks low in the outside world, but blind access will be discarded by users," said a vice-president of the Web gaming platform. The introduction of each product will require a large amount of promotional fees, research and development costs, labor costs and so on spending inputs, if the product can not occupy the market will be with the return of the city and lose their money. At present, the trend of web game to client development is mainly due to the Sns,sns use of "stealing vegetables" "fishing" and other community games glued to the Office users, and also face the entry of foreign enterprises. After the client game, the Web game folder in the middle of the development is really a dilemma. ”

Before the pursuers have been intercepted

As early as the 07 domestic web game market began to rise, web games and SNS positioning is very consistent. Domestic SNS community in foreign mature mode of reference, to Happy Net, Renren, 51com and other communities as the representative of the enterprise has been formed in the domestic scale. Recently, Facebook is brewing to officially enter the mainland market this year. Facebook, the world's largest social networking site, has succeeded in overtaking Google as the most popular site in the United States, according to the latest report by Internet traffic monitoring agency Hitwise. Facebook alone has reached 7.07% of the total number of U.S. websites, surpassing Google's 7.03%. Facebook's successful experience in the U.S. is bound to hit the domestic SNS market. and survival in the "gap" in the Web game prospects are less optimistic.

Traditional online games in the domestic development of ten years, sophisticated technology, unique operating concept of the achievements of NetEase, Tencent, Shanda, long tour and other enterprises. According to various companies in the fourth quarter of 09 earnings, China listed online games industry camp has been basically formed, and show the stronger the situation. In addition to nine cities, the domestic eight online games listed companies in the fourth quarter of 09 revenue scale has reached 830 million U.S. dollars, of which the top three of Tencent, Shanda, NetEase three companies occupy a market share of 70%. The future of the game company three-legged situation will be formed, and other online gaming companies will further widening the gap. Without other factors, this pattern will not change in the short term. Web games want to launch a campaign against the client market, which is likely to be reactive.

Before the traditional client online squeeze, after the SNS community game interception. Web games Whether it is a detour SNS community or the traditional client game, the competition between enterprises will let them into a dilemma. Web game can now in the "gap" in the opening of their own space for growth? How to find a new breakthrough in development, this is the current web game operators need to solve the problem. With the growing number of Internet players in the future, domestic web game operators should jointly grasp the development opportunities, seek new development, go their own way, to open up new world!

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