Lower than the market price 20%~30% Jiuxian net break the rules of the liquor industry game

After reaching a direct agreement with the Maotai liquor factory, a few days ago, the largest online wine sellers Jiuxian network with alcoholic drinks, Changyu, four special wine, etc. also signed a strategic agreement, the latter will be the highest level of agent price, to the Jiuxian net straight for its full range of products. Prior to this, Jiuxian network to take the goods channel rely on its chairman Shang do traditional liquor dealers accumulated resources. However, the Jiuxian net sales of the sharp rise, increased jiuxian network and suppliers bargaining chips. A year after the line, Jiuxian net almost achieved nearly 400% growth rate, from last year's annual sales of less than 100 million yuan to this year's sales ...

"Golden Road game World" suspected network MLM

Office Gold Road game world for some time, "The Golden Road game world" to "Entertainment also make money" as the slogan, in various forums to publish recruitment game promoter ads, causing a lot of netizens attention. But the online game, which takes a poll to get a return on investment, is suspected of a new kind of network MLM activity. Promotion of game recruitment agents according to the information provided by the people informed that the Golden Road network International Investment Co., Ltd. using the two-track promotion game recruitment agents, divided into seven levels: Puka, wooden card, copper card, silver card, gold, drill card. Input from 180 to 28800 yuan, income is also ...

Henry Kravis: Competition is not a zero-sum game

Kravis as long as you believe in your values, learning, and arrogance to fight, and enjoy sharing and feedback, your world will be better. As your alumni, I almost didn't graduate, and I just dropped out when I first entered Columbia University.  Compared to you, I didn't have that much work experience, but I wanted to be an entrepreneur. My career plan was to run errands on Wall Street, to be an analyst, to start working with investors and to rush into business. I came to Columbia Business School to strengthen my financial skills. But a lot of ...

93.6% of respondents think sexy marketing rampant games shopping most

The survey shows that games sites, video sites and shopping sites "sexy ads" most famous media culture researcher Neil in the book "The Disappearance of childhood," the young people's growing environment has let them completely lost their childhood. Many teenagers now have their own understanding of feelings and sexuality, and many of them are instilled in the media and advertisements. Li Yu, a teacher of the University of China, said that in Western countries, the use of "sexual" means to win commercial or political interests is still not allowed by mainstream values. "But in our country, this phenomenon is more common ...

Play in the win: the Enterprise to achieve the game strategy of the Seven steps

Recently, a mention of gaming can lead to some controversy. Everyone has their own point of view on the pros and cons of the game, some people are in favor of it, some people are skeptical, there are people to rave. The game refers to the enterprise that is in the background of non game strategy, and it is the generic term of motivating and rewarding for the business participation staff. In recent years, this fashionable term has been widely accepted, especially in enterprises, gaming is conducive to employee participation, behavioral incentives, as well as driving innovation. While gaming is theoretically straightforward, it's not easy to implement because you need to find a company that suits you and can meet business picks ...

2014 18 game mergers and acquisitions: The total amount is 19.6 billion yuan

The total amount of game mergers and acquisitions in 2014 was officially more than the whole of 2013, with the announcement of 960 million U.S. dollars to acquire the Funplus subsidiary by the A-share company. According to the previous Gamelook statistics, in 2013, a total of 20 listed companies to launch 22 related to the acquisition of online games, of which 14 for hand tour acquisition, involving the acquisition amount of 19.469 billion yuan, the total amount of mergers and acquisitions even more than the whole year of the 2013 hand tour market scale. 2014 Game market mergers and acquisitions more hot. According to Gamelook's statistics, this year 1 ...

NPD: New hardware devices continue to drive host gaming industry growth

Sina Science and technology news Beijing time of July 18, the latest data from the US market research firm NPD showed that U.S. host game hardware, software and accessories sales totaled 735 million U.S. dollars in June this year, up 24% per cent from June 2013. Separately, the biggest increase in hardware, the year-on-year growth of 106%, reached 292.7 million U.S. dollars. Software dropped 3% to $286.8 million over a year earlier. "Although the release of new hardware is the main reason for the growth of new host games, this year-on-year growth began in September 2013, more than XB released in November 2013 ...

Nearly 5,000 hand tour brewing into the new mobile phone games survive only 5%

Xinhua News agency reporter Kaoshaohua Liping "Domestic is currently research and development of mobile phone games are expected up to nearly 5,000, into the test about 3,000, and the total number of domestic mobile phone players more than 100 million people, on average, each hand can be amortized to the user less than 30,000 people." "The famous leisure game" fishing talent "research and development enterprise, touch control technology chief executive Chenhao Zhi said. Recently held in Shanghai, the 11th session of the "China International Digital Interactive Entertainment Exhibition (ChinaJoy)", State Press and publication SARFT deputy director Sun Shoushan said that the first half of this year, China Mobile online game market sales revenue has reached 25 ...

Chinese game users up to 500 million: more than half of the page tour users

The 2012 China Game Industry Report shows that Chinese game users have reached 500 million, with a page number of 271 million users, an increase of 33.4% per cent. According to the "2012 China Game Industry Report" Statistics, 2012 China's client network game users up to 140 million people, an increase of 12.5%, the number of Web game users 271 million people, increased by 33.4%, mobile game users 89 million, up 73.7%. In the network game user, the 19~22岁 user is most, accounts for 27.5%, Next is 23~25岁 user, accounts for 20.3%;

Mobile Internet output value of more than 130 billion: 2013 game value of up to 5 billion

Data show that in 2012, mobile internet users will be more than 500 million people, next year will surpass the Internet users, while mobile terminals and mobile apps are also rapidly increasing. This year, the entire industrial scale can exceed more than 130 billion of the output value of revenue. At the same time of rapid development, the industrial environment of mobile Internet is not very optimistic. The business model is not clear, the profit is difficult, the mobile advertisement income is weak, becomes the global common problem. Open platform into development trend open platform has been a hot topic in the field of mobile Internet. Recently, the chairman of Tencent board of Directors Ma said, for all mobile developers to build ...

The study says China's mobile gamers will reach 192 million this year.

The study says China's mobile gamers will reach 192 million this year. Sina Science and technology news Beijing time of July 6, the market research company Niko The latest report said that the number of Chinese mobile (micro-BO) gamers are expected to reach 192 million by the end of this year, which means that the number of Chinese mobile gamers is likely to exceed the number of PC gamers. The expected figure is part of Niko's expected data for the next five years of the China Mobile gaming market. Niko said that in the next five years ...

2016 Asia Pacific digital game size or up to 30.3 billion dollars

Sina Science and technology news Beijing Time March 29, research company Ovum in a report in Thursday, said the rapid popularity of smartphones, the 2016 Asia-Pacific digital gaming industry will be at least double, to 30.3 billion U.S. dollars. Ovum said that in the next four years, the Asia-Pacific region smartphone shipments will reach 18%, a higher than the global average of 2%, 2016 Asia-Pacific region digital gaming industry will reach 30.3 billion dollars; players will be more than 1 billion people, of whom about 900 million use mobile devices, or a single use of mobile devices, Or ...

Analysis says 2015 American social game market will exceed 5.5 billion dollars

American social game revenue forecasts the growth of social gaming users in the United States Beijing time February 22 Morning news, according to foreign media reported in Tuesday, according to the market research agency BI FDI, the latest published research reports that by 2015, the U.S. social game market will be larger than 5.5 billion U.S. dollars.  The agency also estimates that the U.S. social gaming market last year earned 2 billion dollars, including the use of social gaming on smartphones. The following are some of the main points of the report, the current BI FDI subscribers can also directly check ...

Virtual goods contribute 95% revenue to social game developers

According to foreign media reports, virtual goods sales have become the driving force behind the development of social games, according to industry insiders said the social gaming industry's 95% income currently relies on virtual goods sales. In Asia, virtual goods sales are now more than 5 billion dollars and are growing fast. In the United States, experts expect to reach $5 billion trillion in capacity over the next five years (another site estimates that American virtual goods have reached $1 billion trillion in 2009). Many people in the industry believe that virtual goods are bringing about the rapid development of social games, venture capitalists Jeremy Louis it as ...

Morning Hing Venture investment to play more games network (4 million U.S. dollars)

June 2007, the Morning Hing venture investment by NetEase former editor-in-chief Lee Colling founded more than 4 million U.S. dollars play Game network, this is more play the first round of venture capital.

Asiangroove Investment Sky Game Net (2 million USD)

March 29, 2006, Sky Game Net obtained from the Asian Groove HK Fund's 2 million dollar investment. Sky Game Network is the Dragon Xiang Sky (Beijing) Technology Co., Ltd., a new professional game website, its promotional materials said total users up to more than 9 million. It has already won the venture capital of SoftBank and the Nineth city.    To close to the player's data tools-"Sky treasure" has made a huge customer base. Asian Groove HK is an investment base established in Hong Kong by Asian Groove Plant.

Grand Acquisition Game Tea Court (100% shares)

December 8, 2005, the grand completion of the game with the gaming company's equity acquisition, to cash acquisition game Tea Court 100% Equity, the first acquisition has been completed in the acquisition transaction, the remainder of the purchase will be paid two times, the time is 2006 and 2007. Shanda CEO Chen claims, "after the acquisition of the winger Online gaming world, the acquisition of the game Tea Court consolidates the status of the Shanda in the Chinese casual gaming market." Winger and game tea court at the same time peak period of the total number of online users up to 500,000 people, Shanda thus has the largest chess game platform in China. ”...

CDC again invests in Gaming network (4 million USD; 11.5% equity)

August 2005, the Chinese network to Beijing to play with the company to increase capital. China net the total amount of the additional funds of nearly 4 million U.S. dollars, an increase of 11.5% of the stake, the proportion of shares increased to 48%, in addition to the larger capital operation is still brewing. This is the second time in China to Beijing to play with the company capital injections, the two sides of the first financing occurred in February 2004, the Chinese network with Beijing to play with the company injected capital of 33 million U.S. dollars, the company received 36.5% of the shares.

CDC invests in playing games (36.5% equity; 33 million yuan)

Chinese network to play a game network (www.17game.com) for 33 million yuan strategic investment, and strong together to spend 3 million U.S. dollars to introduce South Korea's famous network game "Blood Rivers and Lakes", officially launched on March 8. After the completion of this investment, the Chinese network will have to play a game net 36.5% shares. China Network is considering to continue to increase the share of playing game network, in improving the core competitiveness of the Chinese network to counter the competitive pressure of Sina, NetEase and Sohu, help to play the game network quickly become China's most influential game portal operation ...

China becomes game peripherals Max engine 1.4 billion dollar cake to be nurtured

Sitting on 500 million gamers, China has become the most potential market for gaming industry in the world, and it has become the most important power engine for game-related companies. "In the past year, the global game market growth rate of about 22%, but the Chinese market, this number reached 37%." "China has become one of the most important engines of the global gaming industry," said CMO Ehtisham Rabbani, of the 12th session of the China International Digital Interactive Entertainment Fair (hereinafter "Chinese Joy"). China Audiovisual and Publishing Association games 、...

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