騰訊的全球增長切入點(diǎn)
????騰訊還曾與韓國游戲開發(fā)商SmileGate合作,將游戲《穿越火線》(SmileGate)引入了中國市場;它目前也在與韓國的主要移動(dòng)游戲生產(chǎn)商CJ Games合作,將該公司旗下的游戲本地化。國外的游戲發(fā)行商們開始大量涌向騰訊,因?yàn)樵隍v訊分銷的移動(dòng)游戲中,絕大部分都在中國應(yīng)用商店的免費(fèi)下載區(qū)占據(jù)了榜單前列。 ????王波表示,騰訊借助自身廣泛的移動(dòng)和互聯(lián)網(wǎng)用戶網(wǎng)絡(luò),在中國大陸市場積極推廣游戲業(yè)務(wù),并在游戲運(yùn)營方面積累了大量成功的經(jīng)驗(yàn),這有助于確保騰訊能夠根據(jù)本地市場的偏好對游戲進(jìn)行調(diào)整。此外,騰訊還提供日常的運(yùn)營支持和基于云端的服務(wù)器托管服務(wù),因而能夠在所有平臺上保證迅速、無縫銜接的可靠游戲性能。 ????“微信和移動(dòng)QQ均擁有高度活躍的用戶基礎(chǔ),這些用戶精力旺盛,十分樂于嘗試新鮮事物,”王波說道,“根據(jù)我們的統(tǒng)計(jì),出于微信和移動(dòng)QQ本身所具有的社交元素使然,玩家參與游戲的活躍度要高出10%至15%。” ????玩家僅需完成一次登錄操作,便可登入騰訊集團(tuán)旗下的不同產(chǎn)品,移動(dòng)QQ和微信便是其中的兩大平臺,同時(shí)也是中國大陸地區(qū)的兩款主流社交平臺。騰訊為每一款游戲都在移動(dòng)QQ和微信上創(chuàng)建了入口。開發(fā)商也能利用游戲內(nèi)置的付費(fèi)系統(tǒng)和騰訊對用戶行為的分析及見解,改善旗下游戲的操作體驗(yàn),從而取得成功。王波還補(bǔ)充介紹說,騰訊對合作方知識產(chǎn)權(quán)在新市場積極采取保護(hù)措施,本身也是一筆寶貴的資產(chǎn)。 ????“中國的整體游戲市場在(付費(fèi))玩家人數(shù)和營收這兩方面的增長均超出了預(yù)期,其中2013年的營收達(dá)到了137億美元,實(shí)現(xiàn)了35%的年同比增長,”沃曼介紹說,“游戲在應(yīng)用商店整體營收中所占份額的增長,已經(jīng)超出了市場預(yù)期。在2013年第四季度,游戲營收在各類應(yīng)用商店中所占份額約在80%左右,而在2012年時(shí)還只有65%。不僅如此,據(jù)游戲公司King、SuperCell和GungHo的公開報(bào)告證實(shí),一流的移動(dòng)游戲在應(yīng)用商店整體營收中所占比例同樣超出了市場預(yù)測?!?/p> ????近年來,西方國家見證了免費(fèi)游戲商業(yè)模式的成長,而這一概念最早其實(shí)源自亞洲市場,被用于打擊盜版和將游戲推向網(wǎng)吧里的游戲玩家。因此,騰訊在中國大陸市場的免費(fèi)網(wǎng)絡(luò)游戲開發(fā)領(lǐng)域中積累了10多年的經(jīng)驗(yàn),如今則將這些經(jīng)驗(yàn)靈活應(yīng)用到了移動(dòng)領(lǐng)域。王波認(rèn)為,向玩家免費(fèi)提供游戲能夠降低用戶加入游戲的門檻,從而加速了市場的增長。 ????美國游戲公司Riot Games開發(fā)的《英雄聯(lián)盟》(League of Legends)在中國大陸地區(qū)乃至全世界都擁有超高人氣。騰訊先是獲得了這款游戲在中國大陸地區(qū)的代理權(quán),幾年之后,又在2011年2月,以4億美元的價(jià)格收購了這家位于美國加利福尼亞州圣莫妮卡的獨(dú)立游戲開發(fā)商?!队⑿勐?lián)盟》受益于電子競技游戲業(yè)的蓬勃發(fā)展,如今已成為中國大陸地區(qū)以及世界其他地區(qū)玩家甚眾的大型“游戲”。 ????2012年6月,騰訊出資近3.3億美元,買入了美國紐約的獨(dú)立游戲開發(fā)商Epic Games48.4%的少數(shù)股東股份。這家開發(fā)商擁有享譽(yù)業(yè)內(nèi)的虛擬引擎4(Unreal Engine 4)技術(shù),能為全球各大開發(fā)商開發(fā)的大型游戲提供技術(shù)支持,譬如索尼(Sony)的《HellBlade》、萬代南夢宮(Bandai Namco)的《鐵拳》(Tekken 7)和Deep Silver的《死亡島2》(Dead Island 2)。 |
???Tencent has also partnered with Korean developer SmileGate to bring CrossFire to China, and it is working with leading Korean mobile game maker CJ Games to localize its games as well. International game publishers are flocking to Tencent because the majority of mobile games distributed by the company have topped the charts in AppStore’s free download category in China. ????Wang said Tencent actively promotes games in China on its extensive mobile and Internet user network and has proven experience in operating games, which helps ensure that games are adjusted to suit local tastes. In addition, Tencent provides day-to-day operational support and a cloud-based hosted service to enable quick, seamless and reliable game performances across all platforms. ????“Weixin and Mobile QQ both have highly active user bases who are energetic and willing to try new things,” said Wang. “According to our statistics, because of the social elements of WeChat and Mobile QQ, gamers are 10% to 15% more active in game play.” ????Gamers can use a single sign-in to log in to different Tencent products like Mobile QQ and WeChat, the two leading social communications platforms in China. Tencent localizes access to Mobile QQ and WeChat for each game. Developers can also take advantage of in-game payment systems and Tencent analysis of user behaviors and insights to help improve their game’s experience and success. Wang added that Tencent’s aggressive protection for its partners’ intellectual property in a new market is a valuable asset. ????“The total Chinese games market grew even more than expected in terms of (paying) gamers as well as revenue, reaching $13.7 billion in 2013, a 35% year-on-year growth rate,” said Warman. “The share of total app store revenues taken by games has increased more than expected. In the last quarter of 2013, the share of game revenues in the app stores was around 80%, compared to only 65% in 2012. Further, the top-tier mobile games grossed a higher share of the total app store revenues than anticipated, confirmed by public reports of King, SuperCell and GungHo.” ????While the West has seen growth in the free-to-play business model in recent years, the concept originated in Asia as a way to combat piracy as well as a way to deliver games to consumers who played at PC cafes. As a result, Tencent has over 10 years of experience in developing free-to-play online games in China and has now translated that knowledge to the mobile space. Wang believes offering games at no cost lowers the entry barrier for users to start playing, and in return it fuels the growth of the market. ????One of the most popular free-to-play games in China, as well as the rest of the world, is Riot Games’ League of Legends. Tencent first licensed the game for China and then a few years later acquired the Santa Monica, Calif.-based independent developer in February 2011 for $400 million. The game, which thrives of eSports, has become a huge spectator “sport” in China, as well as throughout the rest of the world. ????In June 2012, Tencent purchased a 48.4% minority stake in Cary, N.C.-based independent developer Epic Games for approximately $330 million. The developer is best known for its Unreal Engine 4 technology, which powers big games around the globe from companies like Sony (HellBlade), Bandai Namco (Tekken 7) and Deep Silver (Dead Island 2). |
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