Current location - Health Preservation Learning Network - Health preserving recipes - Linghai's industry influence
Linghai's industry influence
Ling Hai believes that there are three trends in the future development of online games:

Trend 1: Multi-types-the types of game products are constantly enriched.

At present, the market space of traditional large-scale online games is constantly being squeezed, and the freshness of gamers to large MMORPG games is declining. The data shows that the life cycle of an ordinary MMORPG used to be 3-5 years. In recent years, with the increasingly mature competition in the MMORPG market, the life cycle of each MMORPG game is gradually shortened, and the growth rate of new users in the whole market has been unable to digest the growth rate of online game manufacturers' products, and the market space of single online game products has been shrinking.

In this regard, Ling Hai believes that the future online game market will break the monopoly of MMORPG and turn to a situation where a hundred flowers blossom and a hundred schools of thought contend, and various online game types will develop together, which will be the inevitable development of the online game market.

Ling Hai said that in the future, he is most optimistic about three types of online games: action online games, FPS online games and social online games. In these three areas, Shanda Games has also been laid out.

Trend two, multi-region-from product export to cultural export, there is huge room for development.

In the past three years, a number of domestic online game enterprises have successively taken Shanghai to expand into Zhang Zhilu. Statistics show that in 2009, 64 online games independently developed by 29 enterprises in China entered more than 40 countries and regions overseas, achieving sales revenue of 654.38+43 billion US dollars, an increase of 53.9% over 2008.

Since 2007, Shanda Games has also taken the step of actively exploring overseas markets. At present, the products of Shanda Games have been exported to 48 countries and regions around the world, and the layout basically covers the whole world except Africa and South America. Shanda Games also acquired Mochimedia, an online game platform, at the beginning of 20 10 to help export products at a higher speed.

Ling Hai further pointed out that China's online games have not yet formed product advantages and brand influence in the world market. To enter the top ranks of the world online game industry, the most fundamental thing is the output of culture. Using online game products with "China characteristics" to attack the international market will become the focus of the development of online game industry in the future.

Trend three, multi-platform-triple play brings cross-platform opportunities.

Under the background of 3G popularization and triple play, the mutual integration of online games, mobile Internet platforms and PC platforms has become the next focus of online game enterprise layout.

Ling Hai believes that from the perspective of industrial development trend, the future Internet will be mobile, the equipment terminals will be diversified, and all the equipment can meet the entertainment needs of users. "The expansion of cross-platform digital entertainment content has become a new direction for the online game industry to explore." Ling Hai believes that the game industry should also learn from the "serious" spirit of the film industry and create real game products.

Ling Hai believes that the game industry is similar to the initial state of the film industry. In terms of depth, there is a lot of space. The game industry should be an industry worthy of user experience. Both the game industry and the film industry are experience economy. Broadly speaking, the game should not go on around the core of PVP. There are many types and points that allow users to experience different feelings of the game on the Internet.

The social game market continues to grow at a high speed this year, and the market scale continues to expand. According to the report of iResearch, this year (20 10), the scale of global social games will exceed 800 million US dollars. And since the end of last year, Silicon Valley IT giants have laid out social games. EA, a traditional game manufacturer, and Disney, a media giant, bought Playfish and Playdom for $400 million and $760 million respectively in June last year and July this year. This year, Google not only invested more than $6,543.8 billion in Zynga, a social game developer, but also acquired many social game developers such as Slide.

When asked if he was optimistic about this market, Ling Hai said that social games are an important direction of the game industry, and Shanda Games will enter the social game market through acquisition and investment.

Ling Hai believes that social games have different user groups, which can meet the entertainment needs of players and their social needs. At present, the homogenization of domestic traditional games is serious, which will also prompt some players to move there. "Traditional games are too similar, and users will also move to other types of games such as social games."