Third quarter of 2012 size of China mobile game market (mobile game) reached 1.69 billion yuan, rose 38.5%, up 103.6%. Just 4 years increased by 7 times. Paul Frank iPad Mini Case
Large client online game development slowing after experiencing several years of rapid development, and mobile game users because the smart phone and tablet computer outbreak-like popularity in the rapid rise and injected new vitality to the development of the gaming industry.
Status quo of mobile games
No one questioned the prospects of mobile games.
But at another level, of today's mobile game logic client games and no essential difference with previous years. Since this is a God and has a gambling area, capital markets continue to intertwine love and hate.
In total, very low percentage of successful games, the vast majority of games are not known to the players; and once the initial success, after very considerable scale, can be said to be most likely to see profits in the mobile Internet field.
Refer to the path of development of domestic clients online games, can be expected in 2013 to 2014 mobile game broke out when scenarios. In fact, in the mobile game space wind, online games, Web games or from the client migrate to the mobile terminal manufacturers, people are still the same people, front nothing changes. Paul Frank iPad Mini Case
And that followed the Council "to accompany studying princes" who never lacks.
Lack of game talent
No PC client on the desktop for online gaming or Web games to accumulate new entrepreneurs, hidden behind the future of mobile gaming in style with a lot of traps. And the biggest one is the talents traps.
China Games talent has never been saturated. After client online game development for many years, the only mature r art-the mobile game in the domestic, which is the factor of relative does not play a key role.
Excellent game design is difficult to get money. As regards the procedure, maybe Android programmers are everywhere in China, but good iOS development as well as the ability to manage development projects almost impossible through the recruitment of talent acquisition.
Already successful game companies in the development of backbone basic before 34 or more come in their own internal training, or through changes in the pattern of integration of different teams in the industry, attract different studies Manager running in the background.
Almost all other industries that are not the same, the market does not have enough talent flow of the game, so I can't pay incentive systems in the market, such as free access to support game development talent effectively.
So when entrepreneurs want to enter the field of mobile games, to face no matter what city, might not hire the man at all.
And the management and coordination of the project beyond the art work, and must by the entrepreneur itself, cannot form a team fighting for a short time. Which entrepreneur's competitors, is already running on the PC side for three or four years more than established companies. Growing environmental menacing is self-evident.
Mobile games as "cultural and creative industries", "cultural industry" or "high-tech industries", which were not as successful as other areas of the same type of system human resources support. In addition to the fine art of few gaming professional and business training institutions outside the University, no game-related knowledge and skills of the community's education and training system.
In fact, the scarcity of game talent, mastering the game related to the knowledge and skills are almost entirely on the Games first-and never returned to the rear to impart knowledge and educate people. So a little game training, is not reliable. Look at whether it is movies, printing, publishing or other software technologies, human resources systems and services is readily available, and can be used by the new Council's choice.
Mobile game, doomed from the start, under the law of the jungle "1% inspiration" to maintain. On another front, two-year mobile game development is driven by the channel rather than the product.
2013 of the gaming industry
But this phenomenon has come to a turning point. Product is King, probably in 2013, replacing the existing channels for the King of the status quo. For 2013 new entrepreneurs entering the mobile game, so after two years studying learning experiences may be entirely useless or even counterproductive.
2013 depends on brush top and machine can also make huge profits? The answer is questionable. As smart mobile devices the further popularization and development of third party services for these devices, for mainstream groups signing up for mobile games will "learn" how to use the smart device, also knew to the selection and elimination games.
Clients in the past in the history of the game, this wisdom user initiation in 2008 – then "don't fool users" become ends tour of every General Assembly will say a Word.
Mobile games, most likely in 2013 for a turning point.
In the overall size of outbreaks at the same time, plenty of speculative games, and products, as well as to optimization of talents of the game replaced the channel as the core competitiveness of various game manufacturers.
2012 Games talent gap, China has said up to 600,000. This number is much larger than the actual data, because industry cannot cover a large number of workshops or individual stages of game development project started. Mobile game companies already have some income, nor any like a short.
In a completely new entrepreneurs don't get any cheaper, and market environment is no more an area of blue ocean, destined to stir the hot money out of foam.
However, this bubble is also favored by some entrepreneurs. Invisible, mobile games also helped speculators laid traps for the capital. Indeed, for investors, this can also be a mobile game in the trap. As entrepreneur, is the most valued talents. These traps do not affect the development prospects of the mobile games industry as a whole, but indicates the bubble.
In a forthcoming froth of Red Sea see objective, seize the opportunity to become a dark horse is not impossible. But bosses to fly before you can form a collaborative team fighting game, entrepreneurs and investors should be extremely careful.
Or, if in 2013 is intended to take mobile gaming bubble hype "trading opportunities", it's time to start.
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