Suppose you do a game, 20 people team size, product quality medium, their own operation does not have enough strength or funds, so the product agent out, so that the monthly water 7 million or 8 million. So we start counting:
The first step, the current distribution of the proportion of 64, 55, 46. We press 55, 8 million water, 4 million revenue.
The second step is to pay the channel fee and channel tax. Payment channel fees are high and low, from Alipay 2% to 360 RMB 20% or even the higher proportion of recharge, according to the average 10% estimated. The income after deducting the channel fee is 3.6 million. The tax is roughly 5.5%. The final income is 3.4 million.
The third step, the agent divided into two times deduction tax. Ordinary quality products, up to and agents 55 open. Developers can earn 1.7 million. Plus two tax deduction, the developer's final revenue is 1.6 million.
The fourth step, deduct the enterprise income tax, calculates the profit. Usually the enterprise income tax is 25%, the High-tech Enterprise is 10%. We count the lower limit. Enterprise actual more than 1.4 million. Cost, the development team of 20 people, plus peripheral support, the overall cost of the company at the bottom of Beijing also to 300,000. Eventually, profits are 1 million.
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Add some more:
In the example just cited, the marketing and promotional costs that the distributor would need to spend each month were between 100 and 4 million, corresponding to different product charges and promotion period. After the deduction is divided, the profit is not much. But the overall operation, if the brand, user resources can accumulate, plus the hands of good products more, certainly can make money.
The cost of the distributor is mainly the operation and the market. A large part of it is advertising. Advertising and reality ads based on mobile platforms. The former, such as some advertising companies based on the iOS platform, is an important source of access to users. Advertisers themselves have a lot of operating costs, many do not make money or even have a loss. As for the reality of advertising, these advertisers are almost all industry, there is no lack of game this business, customers in short, the more the better. The scale is big, certainly has earns.
For channels, because the operating costs are not proportional to the size of the user, the smaller the channel, the less profit. For large channels, almost net profit, but its establishment of user groups and maintenance of user groups is very high, belong to the first user to make money, a very long-term business, can not be measured by month. does not consider the payment method, only considers the user source, the unicom moves and so on is also one channel. Their model is to provide communication services and access to telephone and value-added costs, the game is part of, but not all. Therefore, they are very strict on the dark buckle, because it will involve some supervision and the impact of user complaints.
In short, each link can not be counted as profiteering, the basic scale effect, the larger the scale, the greater the likelihood of profitability and scale. But the most vulnerable developers, because the cost is almost unchanged, and the higher the flow of profits higher. So the developer's imagination is the biggest, especially when the market situation is variable. On the contrary, other links are head-on scale pk, no nouveau riche possibility.
This year, a large number of acquisitions and backdoor are the CP side, based on this. Developers being bought or listed in the short term will make more money than the game itself. Shareholders downwind operation, can also make money. Happy。 Losing money, nature is that part of the acquisition of the developers after the development of the game are encountered Waterloo, but still cover the stock of shareholders.
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