Chapter 557: Mobile Game, Mobile Game! Three
readx;?“ Xiaolinzi, you friends are online, almost grabbing money! Sister Zhang, who was from other departments in the Tokyo branch, said with a smile. Pen, fun, pavilion www. biquge。 info>> Yawen bar__w·w'w'.-y-a-w·e·n=8=.=c=o=m
"Hehe, maybe!" Lin Qianjun smiled implicitly.
In fact, he is a reserved pride. "The Rose Girl" is indeed scumbag.
Lin Qianjun never expected that he was still a mess. Although, this awesome was not created by his own ability, but was made by passively carrying out the instructions of the boss.
The big prize being held by the partner online (Japan) company is still in full swing. I don't know if the comics, novels and music engaged in the big awards will make money in the future, but at least they are vigorous and earn a lot of traffic.
And now, the new business opened up by Xiaoyou online, mobile games, is amazing, not only earning users, traffic, but also making real money!
After the launch of "Rose Girl", whether it is the daily increase in downloads, the number of active players, or even the recharge amount of players, it has shown explosive growth.
Moreover, the spending power of players in Japan is also astonishing, with 10,000 players recharging every day, and the turnover brought by player recharge has exceeded 10 million yen.
As players retain, the daily turnover continues to skyrocket.
It can be said that mobile gamers in Japan are one of the groups with the strongest spending power. appearance
According to a later market research, there are 3ooo mobile game players in Japan, who have consumed more than 6ooo billion yen a year.
This means that the average Japanese mobile gamer spends more than 20,000 yen a year!
20,000 yen is so much per capita!
You can buy 1oo copies of comic magazines, you can buy a PC or a mobile phone. Yavin_8_w·w·w'.-y=a·w-e=n·8'.-c-o·m
According to this rule, it is assumed that the daily active players are maintained at 10,000. You can earn 200 million yen a year.
10,000 active players are expected to earn 200,000,000 yen a year.
If you have 1oo active players in the Japanese market, you can earn 2oo billion yen a year!
In the future, there will be some national-level mobile games in Japan, with tens of millions of users, and there is no doubt that the efficiency of grabbing money will reach hundreds of billions of yen a year!
Mobile games that earn tens of millions or hundreds of millions of turnover every month. In the later Japanese market, it was not a popular mobile game. This money-grabbing efficiency has indeed exceeded many people's predictions for the mobile game industry!
It is precisely for this reason that the largest market for mobile games in Asia. And the Japanese region. It accounts for half of the mobile game market in Asia.
In terms of the size of the mobile game market, it can be said that the Chinese market will not be as profitable as the Japanese mobile game market in a few years. Even by 2o15, the number of mobile game players in China is hundreds of millions. However, the mobile game market still does not reach the scale of the same period in Japan.
It's not that the number of mobile game players in China is not as good as in Japan. In fact, in the future, the number of mobile game players in China will be more than five times that of Japan. However, the current per capita spending level of Chinese gamers is only one-tenth of that of Japanese players.
It seems that the vast majority of players in mobile games in Japan are high-spending groups. However, China's mobile game market relies on a very small number of local tyrant players. The vast majority of mobile gamers, in fact, do not contribute much revenue. Even, there are quite a few players who don't recharge point cards at all.
So much so, in 14 years, 15 years. Although China's mobile game market continues to grow explosively, its revenue is only half of Japan's level in the same period, and its profit level is even lower.
Therefore, in the next few years, mobile games are the fastest market in the game industry, and Japan is the most profitable market in the world's mobile game industry.
If China's mobile game market wants to expand into the world's largest market, it will take time. Ya_>> bar>>w-w=w-.-y=
For the time being, the focus of the mobile game market is to seize the Japanese market. After all. If this opportunity is missed, there will be no more, and in a few years, Japanese mobile game manufacturers will complain that there is a surplus of games!
Now there is no question of excess. It's that the number of mobile phone users is growing rapidly, but there are still very few mobile games with playability.
After a few years of mobile games making money has become a well-known thing, countless mobile games have been launched, so this business is not so profitable.
"Congratulations to your company, "Rose Girl" is a big hit!" Son seemed in a very happy mood. Because, the operator of the mobile game "Rose Girl" is Xiaoyou Online (Japan) Company.
According to the account-sharing model, the small partner group company only takes 3o% as a share. In addition, 7o% of the revenue is owned by the partner online (Japan) company.
As for the small partner online (Japan) company, SoftBank also has 2o% equity.
Looking at the growth trend of "Rose Girl", the more Masayoshi Son feels that he has invested in his partner online (Japan) company, which is a very correct choice.
Investing in the small partner online (Japan) company, it is just that Son Masayoshi has a vague feeling that the mobile Internet is about to explode. In terms of mobile Internet, the partner company has a huge advantage in technology and research. After the investment partner group was rejected, it retreated to the next best thing, and investing in the partner online (Japan) company can be regarded as a gambling bet.
However, Son did not expect that he would see the target of the investment so quickly and begin to create amazing benefits.
Venture capital is essentially like lottery betting, with vague expectations at first. Because, the future is not yet determined, and the market is not yet too obvious and clear. By the time everything is certain and clear, then the market is gradually saturated and in surplus, and it is no longer so easy to eat meat.
Therefore, a lot of venture capitalists are investing because they feel that they are in the right direction and that they are a team that feels very reliable.
If you understand it clearly, what exactly is the investment. It's not venture capital, it's value investment after the company matures.
"It should be Mr. Sun, you are very discerning, and you can make bold bets before our new company has no results!" Wang Qinian said with a smile.
"This is your Wang Qinian's past achievements, so that I almost don't have to think and hesitate to know that investment should not be wrong!" Son Masayoshi smiled, "By the way, Wang Sang, what is your judgment on the mobile game market of "Rose Girl", and how much market space will this game have?" ”
"Personally, I think there will be at least a few million players in the Japanese market, and the annual revenue may reach more than 10 billion yen." Wang Qinian's more conservative estimate.
A game with a revenue of tens of billions of yen is equivalent to hundreds of millions of dollars in revenue a year. A movie of several hundred million dollars is already considered a very high box office.
And the game is characterized by popular games, not necessarily just to earn a year. If it is a game that takes the world by storm, or becomes a national game in a certain region, then it may have a long lifespan.
For example, Japan's "Mario Bros. series" is a world-class game. are among the most profitable games in the history of gaming. Such a game is not just a year, but a decades.
The "Lineage" series of online games, which was withdrawn in South Korea in the 9o, has become a national online game in South Korea. To this day, the Lineage series is still alive and well.
The "Rose Maiden" series of games, even if it is only popular for a year or two, can be profitable. Every extra year of popularity is equivalent to making an extra profit of a box office movie of hundreds of millions of dollars. This ability to continuously collect money makes the game industry more oily and watery than the film industry at this time.
Comparing the low research cost of mobile games, many film and television giants will be envious and jealous, feeling that they have chosen the wrong industry and should invest more capital in mobile games.
Of course, with the current popularity of the mobile game market, the profit earned by a popular mobile game is enough to develop ten higher-quality mobile games. Before the mobile game market is saturated, the companies that take the lead are enough to make amazing profits. In addition, the profits will be transformed into the scale advantage and market share of the mobile game market.
"Can you really make that much money?" Son couldn't help but feel surprised, "What's the secret of its success?" ”
"Based on our understanding of the mobile Internet exhibition channel, and optimistic about the mobile Internet in Japan!" Wang Qinian smiled and said, "After all, Japan now has the most widespread 3G network, and 4G is also beginning to be promoted online!" Touchscreen mobile phones, mobile phone payments and infrastructure have all kept up, and the per capita income level is also among the largest countries, with a population of more than 100 million. So, a huge gold mine for sure! ”
Son understood Wang's statement very well, but asked: "The Chinese market has a larger population, isn't it more marketable?" ”
"That's right, China's mobile Internet has a bigger pattern and greater potential. But...... In terms of mobile games, in addition to having a large number of consumer groups, the more important thing is the per capita consumption level of consumer groups! "Japanese gamers can spend 20,000 yen a year on average, but Chinese gamers may only spend 1ooo yen per person. In Japan, we can make a lot of money if we get 1oo million players, and we may need tens of millions of active players in the Chinese market to get the same level of revenue. In terms of profits, it may be even less. After all, the cost of serving 1oo people is much lower than serving 20 or 30 million people. ”
Son was silent when he heard this, knowing that this was the truth.
However, Wang Qinian did not say that in e-commerce and other fields, the level of Chinese consumers is actually no less than that of national consumers.
Just looking at mobile games, China's mobile Internet seems to be inferior to Japan's. However, in the field of e-commerce, eighty percent of e-commerce consumption was carried out on mobile phones, and nearly 4 trillion e-commerce online shopping consumption was made every year. The scale of mobile shopping in the Chinese market reaches 3 trillion yuan a year. That's more than the rest of the world combined.
This also illustrates a problem, the material consumption of the countries in the exhibition, such as mobile phones, home appliances, clothing, cosmetics, etc., is not much different from the consumers of the countries.
It's just that in terms of games, reading, software, etc., consumption will be a little lower.
Of course, when the countries in the exhibition reach a certain level, they will definitely catch up with consumption in all aspects. At that time, it was no longer a country in the exhibition, but a country in the true sense of the word. (To be continued.) )