Layout around seven points in 2015 video game industry can complete leopard change

In 2014, the video game started again in China and was considered as another major growth point for the game industry after the game, and as the largest screen in the family, the video game from the content to the hardware industry chain is even longer. The prospects are very imaginative.

The beautiful imagination of video games

In 2014, Microsoft, Sony, TV terminal manufacturers, the three major operators, third-party game halls, game CPs, and Internet predators 3BAT all began to rapidly deploy.

All sentiments released by the outside world are making such a judgment - the video game market is a promised land flowing with milk and honey.

According to industry insiders, the market capacity of video games over the next three to five years will exceed the number of mobile games reaching tens of billions of dollars. Compared with mobile games, the share of video games will be seven times higher.

However, the actual situation is that from the manipulation to the payment to the game content itself, there are still too many problems to be solved in the video game, and everything is still in the promised stage of “better tomorrow”.

In fact, the video game industry is still far from beautiful and gorgeous. It needs a leopard change. Just like a newly born leopard, the coat color hasn't formed yet. It needs a process of growing up and gradually revealing blemishes.

The true side of video games

In 2010, the intention was to create product differentiation and sell more hardware terminals. Video games began to have the first hardware test.

Soon, television manufacturers realized that pure hardware development was not feasible and instead turned to “hardware + content”. It is hoped that we can use the platform-based products that can be carried to win the market, and the road for the combination of software and hardware for video games will start.

At the time, the shadow of professional game CPs was barely visible in the industry, and its game content was mostly determined by television manufacturers through the customization of third-party companies to solve the problem of differences in selling points of end products.

The game category is also dominated by somatosensory games that focus on home fitness. Through the terminal to explain and add on-site experience, the user's habit of playing games on TV for the first time opened and successfully led a small wave of peripheral accessories sales.

In early 2014, TV makers began to invest more resources in video games because of the success of video game concepts.

However, although all TV terminal manufacturers have begun to tilt towards video games, they have not achieved immediate results.

Things are often so paradoxical. The concept can get more attention, really go to work, but found that the benefits are not as good as the concept.

However, at this time, the market development has no longer allowed anyone to hesitate. Whether it is riding a tiger or slamming the wind, the reality is that video games have to continue to go on.

After all, in addition to this, there is no matchable moving story on television screens. More importantly, after years of exploration and the influx of capital companies and Internet companies, the market profile of video games has gradually become clear.

However, the entire video game market in the first half of 2014 was still like a hot shave. Most of the driving forces still came from the terminal. Numerous professional game CPs are still waiting to see.

As a result, the overall industry pattern in 2014 was the endless emergence of third-party game halls. Fine-quality games are not the same as morning stars. Compared with mobile games, the gap can already be described in terms of astronomical numbers.

It is worth mentioning that after forbearing the long period of loneliness, the first CP video game that has been put into the game has already obtained a great first-mover advantage, such as the smi interaction of the chess and card games and the sports plus of the somatosensory category. However, more CPs are still watching or using some hand-carried mobile games to “take a pit”.

So what is the current industry reality of video games?

1. There are few games for TV development, and there are a lot of mobile games for mobile games. The user experience is poor, the retention rate is low, and the user activity rate is not high enough to meet the needs of game operations;

2, payment channels are not clean;

3, control standards are not uniform, hardware adaptation costs are too high;

4. Limited operational gaming terminals and lack of professional video game operations teams.

Video game industry leopard change before the seven-point preparation

The video game industry in 2014 was very difficult and exposed many problems. But in turn, this is actually a good thing, at least let the industry know where to go for example.

Industry leopard change is a painful thing, which means that past accumulated experience may be wrong, such as the endless game hall; and the entry of many capital and predators players also means that the industry began to accelerate, shuffle in the Inevitably.

In 2015, who can develop together with the industry and complete the leopard change together, and lay out around the following seven points. Development may be more secure.

1, the terminal's positioning: both the channel and the publisher. Indispensable. Terminals without exclusive premium content are not good terminals.

2. Quick payment: There is no future without payment. Who can solve this problem, or designing more humanity around the payment, will change the industry.

3, no quality is not CP: no fine game CP will no longer be the terminal stars to hold the moon. Here is a bold speculation that the future of fine games for television must be multiplayer interactive games with social attributes; preschool education with strong IP and multi-screen TV games.

4. A win-win platform: Mediocre and muddy halls will be eliminated. It does not mean that third-party operating platforms have no value. On the contrary, third-party platforms with good game operations capabilities will only become more and more powerful. In other words, the platform began to transform from massive and extensive to fine-scale promotion and operation capabilities in fine-quality games.

5. Big data push: The system automatically determines different hardware configurations in the background, and pushes the user's favorite game content through the backstage big data, so that the user can push the game accurately and improve the user's activity and retention.

6. A unified standard: The unification of hardware standards is the primary key to the outbreak of peripheral accessories for video games. The diversification of peripheral accessories and high entertainment is an important form of video games in the mobile game area.

7. Necessary promotion: Video games must not only be promoted online, offline promotion is also very important, and the novelty experience is an important element that TV games win users. O2O game promotion strategies for different types of games in different regions. Taking Skyworth as an example, it can be known from the active and active regions that the Guangdong region like Depuk, and the landlords in Sichuan are more popular. If it is possible to organize offline events for game preferences in their respective regions, there is no doubt that the game coverage It is appropriate and timely.

TV games are old and new, ancient is history, and fresh is gameplay. We look forward to playing a new world of video games in China through our constant trial and error.
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