131. Mobile Games
However, Jin Xiao can only think about investing in scenic spots and other things. He bought the mahogany furniture before and spent more than half of the money he saved for a long time. Two million a day seems to be a lot, but in fact only 60 million a month. But it has only been more than two months since he got the system. Among them, he can only "earn" one million a day for more than a month, so it seems to be a lot, but in fact it is not much.
If he wants to invest in scenic spots, he probably will be almost the same as upgrading his system to two levels.
Recently, he has been thinking about investment. The main purpose is to expand his industry and explain to his parents how much money he has come from after returning home.
Otherwise, if there is only one travel agency, how can you make tens of millions of dollars in property at will?
He must make himself look like a big boss, with many industries under his name. It doesn’t matter whether these industries make money or not. Of course, it’s better to make money. It doesn’t matter if you can’t make money. It’s just a concealment.
In fact, he knows a good money-making project.
Mobile games.
Mobile games are actually a very large industry, with a scale of hundreds or hundreds of billions of yuan. Although the quality is uneven and there has been a downward trend in recent years, it must be admitted that mobile games are no less than computer games.
Of course, in 2018 years, affected by the version number, the domestic game market has indeed encountered the strongest "cold air"; the number of mobile game users has dropped from the peak of 613 million in February to 527 million; nearly 90% of the market value of 58 listed game companies has fallen in Q3, with a maximum drop of nearly 60%. I don’t know how many game companies have fallen quietly under multiple pressures...
In 2018, after the mobile game market entered a freezing period, the domestic survival signal weakened a lot. First of all, the shortage of new products caused by the freezing of the version number approval, and the industry's recession also caused the game stock price to drop to freezing point, and there were few game capital cases; at the same time, it was accompanied by Tengxun, and Netyi's stronger market squeeze. Aurora Big Data previously released the "2018 Mobile Game Industry Annual Research Report", which made a more accurate data inventory of the overall situation of the mobile game market in the past year.
From the overall market perspective, since the Spring Festival last year, the penetration rate of the mobile game industry and the user scale have been declining month by month, and have only brought back some users' attention during the summer.
In addition to the phenomenon of traffic and user scale reaching the peak, the game market has also been troubled by another problem this year: from April to the end of October 2018, no domestic online game approved for approval was announced. As of the end of October 2018, the number of domestic online games approved was only 20.5% of that in 2017, and the number of domestic online games in mobile was only 23.3% of that in 2017. Although some new games that have obtained the version number are still available, as time goes by, there is not much of these "surplus food" left.
At the same time, the fluctuations in the capital market are also more intuitive. According to a report released by the data statistics agency Digi-capital earlier, the total value of the game market has plummeted from a record $17.1 billion in 2017 to $1.1 billion in 2018, a drop of more than 90%. A report provided by Gamma Data, another data statistics agency, shows that since December 31, 2017, there have been only 6 new domestic listed game companies.
In 2018, the mobile game market has been experiencing the four tests of "short traffic, shortage of users, shortage of products, shortage of funds". Whether it can bottom out and rebound is still unknown.
The vitality of the top 10 games on the top 10 has declined, and the new products are only "Stimulating Battlefield" have risen, with mau nearly 100 million.
For example, the overall domestic mobile game market is in a downturn, the market penetration rate of top mobile game products has been declining since this year compared with last year. On the one hand, it is becoming increasingly difficult to acquire new game users; on the other hand, old games are also facing problems such as life cycle and user retention.
According to the report of Aurora Big Data, as of October this year, the top 10 mobile game apps with penetration rates include "Honor of Kings", "Stimulating Battlefield", "Happy Fighting Landlord", "Mini World", "Happy Mahjong Complete Works", tapap, "JJ Landlord", "Cross Fire: Gunfighting King" and "Greedy Snake Battle". Among them, the only ones that have increased significantly is "Stimulating Battlefield" which was launched this year.
In the past year, the penetration rate of "Honor of Kings" has dropped from nearly 25% to 17.36%, but it still stabilized its first position; "Stimulation Battlefield" follows closely, ranking second with a penetration rate of 13.07%; "Happy Cure" ranks third, but the penetration rate has also dropped to 11.13%. Only these three leading products in the market have reached more than 10%.
Nowadays, the showdown between "Chicken Eating" games is no longer a highlight. Currently, the market penetration rate of only two "Chicken Eating" mobile games are Tencent. On the contrary, the competition between "Stimulus Battlefield" and "Honor of Kings" has attracted more attention. The current penetration gap between the two is less than 4%. "Stimulus Battlefield" has been rising since the outbreak of the beginning of this year. Currently, its mau exceeds 90 million, and dau is close to 20 million. On the other hand, three years after its launch, it inevitably entered a state of volatility and decline, but dau still remains at nearly 60 million, and mau also reaches 160 million. Such a user base still has an absolute advantage in the mobile game market. It can be seen that there is still a long way to go to cross the mountain of "Honor of Kings".
Among the top 10 mobile games with penetration rates, nine out of ten old products are available. However, compared with the same list released by Aurora Big Data in December last year, tapap is worth noting. It currently ranks 8th with a penetration rate of 2.86%, dau is nearly 2 million, and mau is over 10 million. Since this year, tapap has greater room for play, and as a content distribution platform, it has risen significantly in the player market.
Of course, in this report released by Aurora Big Data, the domestic mobile game market giant Tencent.com is still the key analysis object. In the past, it can be seen that the top products of these two companies have crushed the mobile game market, occupying most of the top 10 best-selling positions for a long time, and occasionally forming a monopoly. Specifically at the user level, the two major manufacturers have mastered most of the active users. Aurora Big Data shows that in October, the average monthly dau of Tencent mobile games exceeded 62 million, accounting for 62% of the mobile game industry. Although Tencent mobile game dau is not as high as the peak period in February this year, the overall proportion of Tencent mobile game dau is on the rise, reflecting to a certain extent the dilemma of other mobile game manufacturers shrinking their share.
In contrast to the freezing period of the entire mobile game market environment, Tencent can be said to be in a certain stable trend. The penetration rate of Tencent's mobile game has reached 34.6%, with a user scale of 380 million, while the overall domestic mobile game users are only 527 million, which means that the user coverage rate of Tencent's mobile game has reached 72%. Not only does it form an absolute advantage in user coverage, Tencent also occupies more users' time. Although the user dividend is no longer, the user's time is more intense in the existing stage.
According to data, mobile game users tend to be younger, with people aged 36 and above accounting for only about 16%. Users aged 26 to 35 are the main players in mobile games today, accounting for nearly half.
In comparison, young users have longer games every day. Nearly 60% of post-95s have more than one hour of game time per day, which is far higher than those born in the 1980s and 1990s. In addition, young users' awareness of payment is also further enhanced. In the sample of data survey, the overall payment rate of mobile game players reached 78.8%, while 85.2% of post-00s mobile game players have paid for the past six months, and the payment amount of post-90s is the highest.
No matter which mobile game manufacturer is, having enough young users means higher user activity and payment capabilities, and having greater potential in the future.
But for game companies at this stage, it is even more important to consider how to overcome the current difficulties. On the one hand, there is the market squeeze of large manufacturers, and on the other hand, there is the pressure brought by the overall environment. Where are the market opportunities?
Data shows that mobile game users are currently more concentrated in third-tier and below cities, accounting for 53.9%. In contrast, Tengxun, NetEase is more concentrated in second-tier and above cities, and has not formed a monopoly.
For example, through the rapid rise of user subsidence, the game penetration rate has risen against the trend from 3.04% in 2017 to 4.14% this year, and the average monthly dau and mau have also stabilized at 3.8 million and 27.8 million respectively, which are among the few games with growth trends among the top 10 penetration rates. Another more typical example of market subsidence: Bingxixi also completed the "settle-scratch" between Alibaba and JD.com in 2018. Its market value is currently close to 25 billion yuan, which is almost the same as JD.com's market value.
But the problem with mobile games is still very serious.
For example, the homogeneity is serious. As the domestic mobile game market gradually enters a mature stage, almost all R&D companies have fallen into the dilemma of gameplay innovation, which has triggered a particularly serious skin change phenomenon in the current mobile game industry. The focus of channels and publishers is on the game data, ratings and payment conditions. Innovative games seem extremely risky to the channel. Therefore, instead of taking risks to try new products that are likely to succeed, it is better to continue to promote traditional mobile games with mature gameplay and have experienced market testing.
In this way, in order to obtain promotional resources and reduce the burden of R&D, the phenomenon of homogeneity of Chinese mobile game products has become increasingly serious.
The second is product concentration. The mobile game industry is gradually showing an oligarchical competition, and the mobile game products are further concentrated in big-name manufacturers such as Tengxun and Netyi, such as "Honor of Kings" and "Fantasy Westward Journey", which have also opened up the distance from other products. This situation has brought considerable pressure to small and medium-sized manufacturers.
Then the IPization intensified. Once the mobile game "Flower and Jones" developed by Qianlita was launched, it caused a sensation in the industry and created a trend of "film and game interaction". In recent years, the popularity of IP mobile games has not diminished, occupying half of the mobile game market. Among them, a large number of IPs in the PC game have performed relatively strongly and attracted many players by their feelings. Among non-game IPs, anime, TV series, movies, and novels, many corresponding mobile games have emerged, but their performance is not satisfactory.
But it is not without advantages.
For example, a huge potential user base: more than 1 billion mobile phones are used worldwide, and this number is increasing every day. In various developed countries except the United States, mobile phone users are more than computer users. The potential market for mobile games is larger than any other platform, such as playstation and gameboy.
For example, portability and mobility: In the era of console games, one of the reasons why gameboys are popular is portability - people can immerse themselves in their favorite games anytime, anywhere, and can also buy their favorite equipment or pets anytime, anytime, anywhere. Compared with game consoles or PCs, although mobile phones may not be an ideal gaming device, people always carry them at any time, so mobile games are likely to become the first choice for people to spend time. Mobile phone portability and mobility characteristics can better meet users' needs for playing games anytime, anywhere. Users use the time of queues and waiting for cars to play games. The fragmented characteristics of mobile games are highlighted. Surveys show that 29.8% of users play games on their mobile phones less time after playing games on their mobile phones, and mobile games have begun to seize computer game time. 22.4% of users have become longer and longer, and only 10% of users have become shorter, and mobile games have gradually become a common way of entertainment.
Another thing is to support the network: because mobile phones are network devices, multiplayer online games can be realized under certain restrictive factors. With the development of mobile networks, mobile games are becoming more and more accepted by everyone, which has caused a lot of impact on handheld consoles that have dominated the market for a long time. Market research companies idc and app Annie report shows that the revenue of the ios and Android platform game business in the first quarter of 2013 was three times that of handheld consoles.
So when it comes to making games, it’s not without a future, it mainly depends on how to do it and which platform to choose.
If it is a new company with no foundation at all, the best platform is of course the Android platform.
In terms of advantages, the Android platform is its developmental nature. The developed platform allows any mobile terminal manufacturer to join the Android alliance. Significant openness can make it have more developers. As users and applications become increasingly rich, a brand new platform will quickly mature. Developmentality is conducive to the accumulation of popularity for the development of Android. The popularity here includes consumers and manufacturers. For consumers, the benefits are rich software resources. An open platform will also bring greater competition. In this way, consumers will be able to buy their favorite mobile phones at a lower price.
Breaking free from the constraints of operators, for a long time, especially in Europe and the United States, mobile applications are often restricted by operators, and almost all of them are controlled by operators when using functions to access the network. Since the iPhone was launched, users can connect to the network more conveniently, and operators' constraints have decreased. With the gradual transition and improvement of edge and hsdpa, mobile phones are free to access the network at the network without delay.
The rich hardware choices are related to the openness of the Android platform. Due to the openness of Android, many manufacturers will launch a variety of products with unique features. The differences and characteristics in functions will not affect data synchronization or even software compatibility. For example, if you switch to Apple iPhone from a Nokia symbian-style mobile phone, you can also bring the excellent software in symbian to iPhone for use, and contacts and other information can be easily transferred.
Unrestricted developers, the Android platform provides third-party developers with a very broad and free environment. Therefore, it will not be obstructed by various rules and regulations. It can be imagined that many novel and unique software will be born.
You should know that as early as 2011, with the further deepening of the popularity of smartphones and 3g networks, the mobile Internet ushered in explosive growth. The industry generally believes that the mobile Internet is a trillion-level industry several times larger than the Internet, and mobile phones will exist as the main carrier of human online life and entertainment in the future.
Against this background, mobile games are also generally favored by the industry. From 2004 to 2011, the market size of mobile games has grown to 4.2 billion yuan, second only to client online games and web games. Industry giants such as Shengda, Tengxun, and Alibaba have entered the mobile game industry with high profile. After investing huge investment and heavy troops from various companies, this industry has experienced a round of top-notch development.
In 2012, the smartphone game market is undergoing major changes. iOS no longer dominates the world. The subversive power of Android, which was once ignored as "who is not popular" is constantly circulating. According to the latest reports from foreign media, the market share of Android smartphones is 68%, far higher than Apple's 17%, and has also ushered in a golden period. Android has increased by five or six times in half a year with a newborn calf not afraid of tigers, while iOS is like a lost lamb, and has fallen into a stagnation on domestic mobile game platforms, without increasing or decreasing for eight consecutive months.
In short, today's game market is a big market that can be hundreds of billions of dollars. Although large companies have basically monopolized this market, some interesting small games can still break through the siege and attract money. What's more, as mentioned earlier, Jin Xiao doesn't care whether he makes money or not. He just puts himself in a layer of skin. If he can make money, it's naturally better. As for the game company, it's simple, you can just open one. Find some seniors from the school's computer department, and you can easily build it up.
Anyway, I will go back to school tomorrow, so I believe this matter will not be difficult to deal with.
Chapter completed!