腾讯有望在全球游戏市场中占据10%以上的份额

2014-10-08 17:30:45来源:可可英语

  “Weixin and Mobile QQ both have highly active user bases who are energetic and willing totry new things,” said Wang. “According to our statistics, because of the social elements ofWeChat and Mobile QQ, gamers are 10% to 15% more active in game play.”

  “微信和移动QQ均拥有高度活跃的用户基础,这些用户精力旺盛,十分乐于尝试新鲜事物,”王波说道,“根据我们的统计,出于微信和移动QQ本身所具有的社交元素使然,玩家参与游戏的活跃度要高出10%至15%。”

  Gamers can use a single sign-in to log in to different Tencent products like Mobile QQ andWeChat, the two leading social communications platforms in China. Tencent localizes access toMobile QQ and WeChat for each game. Developers can also take advantage of in-gamepayment systems and Tencent analysis of user behaviors and insights to help improve theirgame’s experience and success. Wang added that Tencent’s aggressive protection for itspartners’ intellectual property in a new market is a valuable asset.

  玩家仅需完成一次登录操作,便可登入腾讯集团旗下的不同产品,移动QQ和微信便是其中的两大平台,同时也是中国大陆地区的两款主流社交平台。腾讯为每一款游戏都在移动QQ和微信上创建了入口。开发商也能利用游戏内置的付费系统和腾讯对用户行为的分析及见解,改善旗下游戏的操作体验,从而取得成功。王波还补充介绍说,腾讯对合作方知识产权在新市场积极采取保护措施,本身也是一笔宝贵的资产。

  “The total Chinese games market grew even more than expected in terms of (paying) gamersas well as revenue, reaching $13.7 billion in 2013, a 35% year-on-year growth rate,” saidWarman. “The share of total app store revenues taken by games has increased more thanexpected. In the last quarter of 2013, the share of game revenues in the app stores was around80%, compared to only 65% in 2012. Further, the top-tier mobile games grossed a highershare of the total app store revenues than anticipated, confirmed by public reports of King,SuperCell and GungHo.”

  “中国的整体游戏市场在(付费)玩家人数和营收这两方面的增长均超出了预期,其中2013年的营收达到了137亿美元,实现了35%的年同比增长,”沃曼介绍说,“游戏在应用商店整体营收中所占份额的增长,已经超出了市场预期。在2013年第四季度,游戏营收在各类应用商店中所占份额约在80%左右,而在2012年时还只有65%。不仅如此,据游戏公司King、SuperCell和GungHo的公开报告证实,一流的移动游戏在应用商店整体营收中所占比例同样超出了市场预测。”

  While the West has seen growth in the free-to-play business model in recent years, theconcept originated in Asia as a way to combat piracy as well as a way to deliver games toconsumers who played at PC cafes. As a result, Tencent has over 10 years of experience indeveloping free-to-play online games in China and has now translated that knowledge to themobile space. Wang believes offering games at no cost lowers the entry barrier for users tostart playing, and in return it fuels the growth of the market.

  近年来,西方国家见证了免费游戏商业模式的成长,而这一概念最早其实源自亚洲市场,被用于打击盗版和将游戏推向网吧里的游戏玩家。因此,腾讯在中国大陆市场的免费网络游戏开发领域中积累了10多年的经验,如今则将这些经验灵活应用到了移动领域。王波认为,向玩家免费提供游戏能够降低用户加入游戏的门槛,从而加速了市场的增长。

  One of the most popular free-to-play games in China, as well as the rest of the world, is RiotGames’ League of Legends. Tencent first licensed the game for China and then a few years lateracquired the Santa Monica, Calif.-based independent developer in February 2011 for $400million. The game, which thrives of eSports, has become a huge spectator “sport” in China, aswell as throughout the rest of the world.

  美国游戏公司Riot Games开发的《英雄联盟》(League of Legends)在中国大陆地区乃至全世界都拥有超高人气。腾讯先是获得了这款游戏在中国大陆地区的代理权,几年之后,又在2011年2月,以4亿美元的价格收购了这家位于美国加利福尼亚州圣莫妮卡的独立游戏开发商。《英雄联盟》受益于电子竞技游戏业的蓬勃发展,如今已成为中国大陆地区以及世界其他地区玩家甚众的大型“游戏”。

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