Online game market analysis: pedal, two boats

xiaoxiao2021-03-05  31

In 2004, it was a madness of online game development. An endless new online game, constantly impact the game market. Game developers and agents are all the fruits of their victory from the Chinese online game market. How many people come, and how many people are depressed and angry ... I decided to succeed in the success of online games. There are many factors in - the connotation of the game itself, the in place of publicity planning, how to develop consumption objects, etc. In these factors, what kind of consumer market is especially important. China's current online game players is to be distributed in Internet cafes and families, how should these two consumer markets face? Game manufacturers should have a clear idea. In 2004, it was a madness of online game development. An endless new online game, constantly impact the game market. Game developers and agents are all the fruits of their victory from the Chinese online game market. How many people come, and how many people are depressed and angry ... I decided to succeed in the success of online games. There are many factors in - the connotation of the game itself, the in place of publicity planning, how to develop consumption objects, etc. In these factors, what kind of consumer market is especially important. China's current online game players is to be distributed in Internet cafes and families, how should these two consumer markets face? Game manufacturers should have a clear idea.

In 2004, it was a madness of online game development. An endless new online game, constantly impact the game market. Game developers and agents are all the fruits of their victory from this huge shake money tree from the Chinese online game market. How many people come, and how many people are depressed and angry ... I decided to succeed in the success of online games. There are many factors in - the connotation of the game itself, the in place of publicity planning, how to develop consumption objects, etc. In these factors, what kind of consumer market is especially important. China's current online game players is to be distributed in Internet cafes and families, how should these two consumer markets face? Game manufacturers should have a clear idea.

In 2004, it was a madness of online game development. An endless new online game, constantly impact the game market. Game developers and agents are all the fruits of their victory from this huge shake money tree from the Chinese online game market. How many people come, and how many people are depressed and angry ... I decided to succeed in the success of online games. There are many factors in - the connotation of the game itself, the in place of publicity planning, how to develop consumption objects, etc. In these factors, what kind of consumer market is especially important. China's current online game players is to be distributed in Internet cafes and families, how should these two consumer markets face? Game manufacturers should have a clear idea.

China's national conditions determines the importance of Internet cafes:

Internet cafes in the initial period of online game promotion, no good work. In the early days of the development of online games, China's Internet is not popular. Broadband users are more small, Internet cafes are promoting the Internet, strengthening people's understanding of the network, and guiding people to conduct Internet consumption, play a positive role. Due to the high income of online games, the promotion of online games has been strongly supported by Internet cafes. After two years of reorganization and development, Internet cafe industry has become a regular industry with a large scale. According to statistics, there are currently 200,000 Internet cafes in the country, and more than 80% of customers are in the Internet cafe. Who is the earliest, fastest into these Internet cafes, and pragmatically bring the interests of the Internet cafes to form a benefit alliance, who will win the charm of this competition.

In order to occupy the Internet cafe market as soon as possible, in order to take the Internet cafe, the gambok promotion is launched, and some vendors who are unique to expand the scope of the publicity to the Internet cafes of the 2,3 cities and even small counties. Since these smaller city information is relatively backward, there are not many projects, but also have a large number of potential players, grand, Netease, and Shenzhen networks, and large-scale manufacturers have turned their eyes to these "female land" to be reclamated. And the facts also prove that this is a bold and correct decision. Because there are not many game manufacturers who travel to these areas, the game products are relatively single, most of the players are mostly medium, mild players, these large manufacturers' products have quickly got a number of players and favorite. Unique and accurate positioning not only has a good performance of these manufacturers, but also cultivates a large number of faithful platform users. In 2005, more and more intense competition, I believe that there will be more game manufacturers to develop, small cities and even the online cafes market in the county! With the development of the economy, family users have gradually caught Internet cafes:

The development of online games is inseparable from the development of the Internet, and the Internet will further provide more space for online game development. my country's Internet is in a high-speed growth period. As the housing user access is increased, the family is gradually reflected in the status of an interactive entertainment terminal.

According to data released by the American Industry Group DSL Forum: In 2004, the Global DSL (DigitalSubscriberline) The number of access increased significantly by 77.8% over the end of the year, reaching 6.384 million households. Among them, China has increased to 19.15 million, 5 times the last year, has exceeded Japan, ranking first in the world. The "Fifth China Internet Development Statistics" released by China Internet Information Center (CNNIC) showed that the total number of online users in China was 94 million, an increase of 8.0% over the same period last year, with the number of people using broadband Internet access to 42.8 million.

With the increase of family broadband users, the distribution of online game players has improved over the past few years, and the distribution is also more extensive. The online game is also the process of expanding the age level of online game players. Online game players are extending by students-based teenagers to a broader age group, women's proportion is gradually expanding, online games terminal is being made by Internet cafes Transfer to home.

Because of this, major game manufacturers are also closely interacted with the development trend of the network. Faced with different age levels to introduce integrated online games, and cooperate with magazines to send clients, free client, and even accurately send it to the broadband community. Means to seize the family market. The importance of visible home market is increasing.

The dominant position of Internet cafes is not shaken in the short term:

No matter how we are optimistic about the number of home users, there is a fact that the number of home online players is still not online, the Internet cafe is currently the main position. There are even some online game players, there is a broadband at home, know about the Internet can't spend more money, still want to go online online games. The author interviewed a player who was playing "Huaxia Online" in the Internet cafe. If you answer: "We are in the Internet cafes, organize a large number of players to play the same game, although playing at home can also communicate with others through the Internet, But such a group of people playing with the same game in a Internet cafe is unparalleled. "Internet cafes, from its development, has made Chinese players have formed an inertia, and the supporters of the Internet cafes are not in a small number.

Internet cafe game atmosphere, perhaps the one aspect of the Internet cafe game user exceeds home game users, but its deeper problem is still on the age group of gamers. "2004 17173 China Network Game Market Survey" shows that the players below the age of 25 account for about 80% of China's online game players. Although the online game player has improved, the 25-year-old players aged 25-35 is only about 5% in two years. Young consumer groups, due to various factors such as families, their own situation, often choose to go to the Internet cafe to play games, so that the number of Internet cafe gaming groups is always higher than home game users. Internet cafes, two-hand family, market development diversification:

According to industry analysts, in the early days, if a online game does not carry out large-scale promotion, then the number of online people can reach five or six thousand people to achieve profit points, and the current situation is due to the funding of game development, game agents High investment in funds, as well as game propaganda costs, need to make the game's online number to 20,000 to get the same result, make the money to become a difficult goal. In the face of such a situation, major gamingants have made all the best to win more players as much as possible.

How to combine the game itself and the consumer group organic? How to put online cafe, family two hands, open up a diverse market? Today, this may become the industry and intend to enter the key topics thought about the various companies that intend to enter the game industry.

Author: 17173 Red evaluation group: thirteen

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