Gaming - Presentation by Dan Brody, Vice President Business Development of Tencent at the NOAH 2014 Conference in London, Old Billingsgate on the 13th of November 2014.
Tencent Holdings Ltd. is a leading provider of internet and mobile value-added services in China. It operates the largest online community in China through services like QQ Instant Messenger, QQ.com portal, Qzone blog, and others. Over the years, Tencent has expanded its services and user base, reaching over 800 million registered users. Financially, Tencent has seen strong and consistent revenue growth across its business segments, with profits increasing each year.
Strategy for Tencent, China Internet Leader (extract 1)internetfuture2020
Extract from Part 1 of the report
Strategies for value creation in fast-paced environments - the case of Tencent
A few facts about the firm
Financial situation
International scope
How to become a global player?
Tencent is China's largest internet company by revenue. In 2008, Tencent's revenue exceeded $1 billion with over 40% net margins. Over 90% of Tencent's revenue came from its users, though active users only represented around 8% of total registered users. Tencent leverages virtual currencies and goods across its services which include social networking, games, mobile, and e-commerce to generate revenue. Experts believe Tencent's business models could be successful outside of China by offering appealing virtual goods and services to users.
Tencent QQ is a popular instant messaging client in China with over 700 million registered users. It provides basic IM functions like text, voice and video chat. In addition, QQ offers various value-added services including online games, virtual pets, avatars, music and video streaming, online shopping and payments to engage users. These services have helped QQ become the dominant IM platform in China and one of Tencent's major sources of revenue.
Wei Zhu presented on Tencent and its financials, history, and portfolio of products. Tencent has experienced significant revenue and profit growth from 2010 to 2012. Founded in 1998, Tencent launched its popular QQ messaging platform in 1999 and has since expanded into games, music, payments and other social media platforms. Tencent's success stems from learning from competitors' products and adapting them for the Chinese market while continuing to innovate with its own new offerings like WeChat.
Tencent is one of the largest internet companies in the world known for its successful social communication apps and popular games. The document outlines Tencent's background and impact in China, and discusses its products for communication, games, and computer security that have changed people's lives and made it a highly valuable social media company.
Tencent's core business focuses on internet value added services which accounted for 80% of its 619 million USD in annual revenue as of May 2010. It has over 105 million active QQ users and 428 million active Q-Zoom users. Tencent's core strategy and competitiveness rely on its organizational structure which includes business units, an office of general manager, customer research center, and technical development centers to support its internet, entertainment, and value added services. Going forward, Tencent plans to develop new APIs, establish independent sharing platforms, and pursue partnerships and acquisitions to further its strategic goals.
Global Innovation Strategy of Tencent Holdingsjammygan
Strategic analysis in a global setting involves competition in industries that extend across national boundaries and among firms with different national home bases that may tap into strategic resources in more than one location. This is a brief introduction to the global expansion of Tencent Holdings.
Tencent Holdings Ltd. is a leading provider of internet and mobile value-added services in China. It operates the largest online community in China through services like QQ Instant Messenger, QQ.com portal, Qzone blog, and others. Over the years, Tencent has expanded its services and user base, reaching over 800 million registered users. Financially, Tencent has seen strong and consistent revenue growth across its business segments, with profits increasing each year.
Strategy for Tencent, China Internet Leader (extract 1)internetfuture2020
Extract from Part 1 of the report
Strategies for value creation in fast-paced environments - the case of Tencent
A few facts about the firm
Financial situation
International scope
How to become a global player?
Tencent is China's largest internet company by revenue. In 2008, Tencent's revenue exceeded $1 billion with over 40% net margins. Over 90% of Tencent's revenue came from its users, though active users only represented around 8% of total registered users. Tencent leverages virtual currencies and goods across its services which include social networking, games, mobile, and e-commerce to generate revenue. Experts believe Tencent's business models could be successful outside of China by offering appealing virtual goods and services to users.
Tencent QQ is a popular instant messaging client in China with over 700 million registered users. It provides basic IM functions like text, voice and video chat. In addition, QQ offers various value-added services including online games, virtual pets, avatars, music and video streaming, online shopping and payments to engage users. These services have helped QQ become the dominant IM platform in China and one of Tencent's major sources of revenue.
Wei Zhu presented on Tencent and its financials, history, and portfolio of products. Tencent has experienced significant revenue and profit growth from 2010 to 2012. Founded in 1998, Tencent launched its popular QQ messaging platform in 1999 and has since expanded into games, music, payments and other social media platforms. Tencent's success stems from learning from competitors' products and adapting them for the Chinese market while continuing to innovate with its own new offerings like WeChat.
Tencent is one of the largest internet companies in the world known for its successful social communication apps and popular games. The document outlines Tencent's background and impact in China, and discusses its products for communication, games, and computer security that have changed people's lives and made it a highly valuable social media company.
Tencent's core business focuses on internet value added services which accounted for 80% of its 619 million USD in annual revenue as of May 2010. It has over 105 million active QQ users and 428 million active Q-Zoom users. Tencent's core strategy and competitiveness rely on its organizational structure which includes business units, an office of general manager, customer research center, and technical development centers to support its internet, entertainment, and value added services. Going forward, Tencent plans to develop new APIs, establish independent sharing platforms, and pursue partnerships and acquisitions to further its strategic goals.
Global Innovation Strategy of Tencent Holdingsjammygan
Strategic analysis in a global setting involves competition in industries that extend across national boundaries and among firms with different national home bases that may tap into strategic resources in more than one location. This is a brief introduction to the global expansion of Tencent Holdings.
Group 4 consists of 4 members: Abraham John, Rohit CV, Riya Aseef, and Nikhil John Abraham.
Tencent Holdings is a Chinese conglomerate founded in 1998 and headquartered in China. They operate in internet services, entertainment, artificial intelligence, and technology. Tencent has different product categories like communication, games, and lifestyle to meet different customer needs. Their games are divided into segments like action, shooting, massively multiplayer online (MMO), sports, and casual games. Tencent uses their social platforms like WeChat and QQ to interact with customers and release and distribute games.
This document provides an overview and analysis of Tencent, a Chinese technology company. It explores Tencent's services, strategy, business models, and the factors that led to its success in becoming China's largest online community. The document was published by Plus Eight Star Ltd to share insights about Tencent's approach and help other companies learn from its practices and business models. It is based on research conducted over two years, including interviews with Tencent executives and experts. The document aims to help social networks, gaming companies, telecom carriers, media groups, and investors understand Tencent's approach to building a large user base, generating revenue, and creating an online ecosystem.
Tencent Inc is a Chinese technology company founded in 1998 with a market cap of $46.38 billion and annual revenues of $3118.41 million, 57.9% of which is from finance. The company went public in 2004 and is led by CEO Huateng Ma. In recent years, Tencent experienced a public dispute over compatibility between its QQ messaging platform and antivirus software 360, but resolved it through a public apology and compensation. Tencent's success is built on its large user base, ability to imitate competitors, sensitivity to market trends, and emphasis on customer service, and it is expected to continue steady growth by leveraging the diversity of China's internet market.
Tencent was founded in 1998 and has grown to become a leading internet company in China. It offers popular services like QQ, WeChat, games, payments and more. With over a billion users on QQ and WeChat, Tencent has had huge success in communication apps. WeChat Pay in particular has become very popular for mobile payments in China. However, some criticize Tencent for copying games from other companies, which has hurt its reputation among some users, especially youth. Overall, Tencent has significantly impacted life in China but may face challenges from its reputation issues.
OLMA Next presents this Company Review for Tencent, one of a number of high performing stocks on the American, European and Asian markets.
This report is intended to provide readers with sufficient data and insight to gain a thorough understanding of the big picture behind the world’s fourth largest Internet services company.
The report also highlights the vision of Tencent CEO Ma Huateng, that has made Tencent the most valuable company in Asia, beating Alibaba and Samsung, and one of the top ten in the world by market capitalisation. Tencent achievements rely on a wide and efficient diversification of its products and services through a coherent set of portals and platforms. Together, they have become a solid multi-platform digital ecosystem, with a market leading position in each of their sectors.
Tencent: Business & Product Development Timeline (1998 - 2015)Dario de Wet
A contextual timeline representation of Tencent's business & product development evolution from origination (1998) to becoming the most valuable company in Asia (2015).
Ben Joffe\'s Virtual Goods in Asia at Virtual Goods Summit WestMediabistro
The document summarizes key trends in the digital goods and virtual economy markets in Asia. It discusses the large and growing markets in countries like South Korea, Japan, and China, driven by popular social networks, online games, and mobile platforms. These Asian companies are now expanding globally as the market potential for digital and virtual goods increases around the world.
Indonesia has a large population of 245 million people and a growing online gaming market, with over 7 million online game users currently. The online gaming market size in Indonesia was around $150 million in 2011 and is predicted to grow by 33% annually over the next five years. Popular game types include FPS, MMORPGs, and casual games. Marketing is commonly done through internet cafes (warnets), Facebook, and distributing vouchers. Top online game publishers in Indonesia include LYTO, Kreon, and Megaxus. The online gaming industry in Indonesia has strong potential for growth as internet infrastructure and accessibility improves and the number of internet users, especially youth, continues rising rapidly each year.
DeNA is a Japanese mobile gaming company that is the largest mobile game publisher in the world. It is looking to expand its social gaming business globally including in Southeast Asia and Vietnam. DeNA believes Vietnam has great potential for game development due to its young tech-savvy population and growing mobile infrastructure. DeNA wants to contribute to the local developer community in Vietnam by providing its game development engine, knowledge transfer, potential investment, and access to global distribution through its platforms. Selected local gaming companies would receive support from DeNA in designing, developing, testing, launching and promoting their games.
Win Together in China – The Most Valuable Data for China Gaming Market | Jex LiJessica Tams
Delivered at Casual Connect Tel Aviv 2016 |
This session will focus on Chinese market performance, current status and breakdown of many other dimensions based on the objective and integrated data. It will also provide valuable information and help developers find the most suitable way to approach this mysterious oriental market.
This document discusses the rise of Tencent, a Chinese technology company, over the past 15 years. It describes how Tencent started with its QQ instant messaging software in 1998 and grew to attract over 800 million users globally. Another popular Tencent product, WeChat, gained 300 million users in just over two years. The document outlines Tencent's business strategies, including how it monetized its large user bases through service provider models, virtual goods, and freemium models. It discusses Tencent's expansion into new areas like online games and portals to continue fueling its growth.
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
The document is the August 2016 issue of VARINDIA magazine. It contains several articles on technology news and industry events. The main stories covered include Verizon acquiring Yahoo for $4.83 billion, Emerson selling its Network Power business to Platinum Equity for $4 billion, and the 7th Eastern India Information Technology Fair emphasizing the major pain points of Indian SMEs. The issue also contains company and product news briefs, interviews with industry executives, and columns on different technology topics.
This document provides an introduction and overview of VGG Entertainment JSC, a Vietnamese online game publisher. It summarizes VGG's founders and management team, the Vietnam PC and mobile game market opportunity, VGG's services and products, and discussions around future plans. Key points include VGG's launch in 2013, its 100+ employees, and upcoming game launches such as Dou Po Cang Qiong OL and Swordsman OL that are expected to have high player counts.
12 Billion Dollars Worth of Mobile Social Networking in Asia Benjamin Joffe
The document is a presentation about mobile social networking in Asia given by Benjamin Joffe, CEO of Plus Eight Star Ltd. The key points summarized are:
- Benjamin Joffe discusses the large market caps and revenues of leading Asian mobile social networking companies like Tencent, GREE, and Mixi, highlighting the $12 billion challenge for Western companies.
- Joffe analyzes factors for the success of mobile social networking in Asia like advanced mobile infrastructure and usage, and the evolution of business models from advertising to virtual goods.
- Some of the challenges for non-Asian companies highlighted include differences in demographics, lack of understanding of users and culture, and preconceptions that must be overcome.
BIC5 Ian morgan google uk Making the Web Work for You 2012Wavelength
This document discusses how the internet economy in the UK is worth £100 billion and driven by online consumption. It notes that mobile devices are enabling new kinds of interactions, with 40% of tweets coming from mobile and 50% of map usage on mobile. The document also highlights that 74% of people use mobile in the shopping process and that mobile will soon surpass desktop internet usage. It argues companies need to have mobile-optimized websites to keep up with these trends of an increasingly mobile-focused internet.
Ian Hetherington Games Industry presentation How-Do Vision+Media AGM 2010Vision+Media
Games industry expert Ian Hetherington shares his thoughts on the future of the games industry, taking in console production, but mainly the rise of mobile, app based and social network gaming. Ian is a Vision+Media board member, Chairman and Chief Strategy Officer for Realtime Worlds http://www.realtimeworlds.com/
The document discusses the business environment for game development in Indonesia. It analyzes the political, economic, socio-cultural, and technological factors using PEST analysis. Some key points include: the growing middle class and smartphone usage in Indonesia present opportunities for game developers; traffic issues lead many to play mobile games while commuting; and the game development community is strengthening with events and organizations like the Indonesia Game Association (AGI). Threats include potential negative public perceptions of gaming and a lack of investment capital compared to other industries.
Alibaba vs Tencent: The Battle for China’s M-Commerce Space.Wajdi Ahmed
An overview of China’s m-commerce market and its major players,
The competition between Alibaba and Tencent,
Opportunities and challenges for Alibaba and Tencent in Chinese mCommerce market.
Win Together in China – The Most Valuable Data for China Gaming Market | Jex LiJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | This session will focus on Chinese market performance, current status and breakdown of many other dimensions based on the objective and integrated data. It will also provide valuable information and help developers find the most suitable way to approach this mysterious oriental market.
From Korea to Abroad: A Developer's Lessons Learned in Global Direct Service ...Jessica Tams
Fincon is a Korean mobile game developer founded in 2012. They developed their first two games, Hello Hero and Angel Stone, between 2013-2014. Hello Hero was released across 150+ countries while Angel Stone focused only on direct service. Fincon learned key lessons around quality, stability, content for all players, and business models from these first two games. They are now applying these lessons to new games in 2016, focusing on areas like branding, user experience, localization, and retention.
Group 4 consists of 4 members: Abraham John, Rohit CV, Riya Aseef, and Nikhil John Abraham.
Tencent Holdings is a Chinese conglomerate founded in 1998 and headquartered in China. They operate in internet services, entertainment, artificial intelligence, and technology. Tencent has different product categories like communication, games, and lifestyle to meet different customer needs. Their games are divided into segments like action, shooting, massively multiplayer online (MMO), sports, and casual games. Tencent uses their social platforms like WeChat and QQ to interact with customers and release and distribute games.
This document provides an overview and analysis of Tencent, a Chinese technology company. It explores Tencent's services, strategy, business models, and the factors that led to its success in becoming China's largest online community. The document was published by Plus Eight Star Ltd to share insights about Tencent's approach and help other companies learn from its practices and business models. It is based on research conducted over two years, including interviews with Tencent executives and experts. The document aims to help social networks, gaming companies, telecom carriers, media groups, and investors understand Tencent's approach to building a large user base, generating revenue, and creating an online ecosystem.
Tencent Inc is a Chinese technology company founded in 1998 with a market cap of $46.38 billion and annual revenues of $3118.41 million, 57.9% of which is from finance. The company went public in 2004 and is led by CEO Huateng Ma. In recent years, Tencent experienced a public dispute over compatibility between its QQ messaging platform and antivirus software 360, but resolved it through a public apology and compensation. Tencent's success is built on its large user base, ability to imitate competitors, sensitivity to market trends, and emphasis on customer service, and it is expected to continue steady growth by leveraging the diversity of China's internet market.
Tencent was founded in 1998 and has grown to become a leading internet company in China. It offers popular services like QQ, WeChat, games, payments and more. With over a billion users on QQ and WeChat, Tencent has had huge success in communication apps. WeChat Pay in particular has become very popular for mobile payments in China. However, some criticize Tencent for copying games from other companies, which has hurt its reputation among some users, especially youth. Overall, Tencent has significantly impacted life in China but may face challenges from its reputation issues.
OLMA Next presents this Company Review for Tencent, one of a number of high performing stocks on the American, European and Asian markets.
This report is intended to provide readers with sufficient data and insight to gain a thorough understanding of the big picture behind the world’s fourth largest Internet services company.
The report also highlights the vision of Tencent CEO Ma Huateng, that has made Tencent the most valuable company in Asia, beating Alibaba and Samsung, and one of the top ten in the world by market capitalisation. Tencent achievements rely on a wide and efficient diversification of its products and services through a coherent set of portals and platforms. Together, they have become a solid multi-platform digital ecosystem, with a market leading position in each of their sectors.
Tencent: Business & Product Development Timeline (1998 - 2015)Dario de Wet
A contextual timeline representation of Tencent's business & product development evolution from origination (1998) to becoming the most valuable company in Asia (2015).
Ben Joffe\'s Virtual Goods in Asia at Virtual Goods Summit WestMediabistro
The document summarizes key trends in the digital goods and virtual economy markets in Asia. It discusses the large and growing markets in countries like South Korea, Japan, and China, driven by popular social networks, online games, and mobile platforms. These Asian companies are now expanding globally as the market potential for digital and virtual goods increases around the world.
Indonesia has a large population of 245 million people and a growing online gaming market, with over 7 million online game users currently. The online gaming market size in Indonesia was around $150 million in 2011 and is predicted to grow by 33% annually over the next five years. Popular game types include FPS, MMORPGs, and casual games. Marketing is commonly done through internet cafes (warnets), Facebook, and distributing vouchers. Top online game publishers in Indonesia include LYTO, Kreon, and Megaxus. The online gaming industry in Indonesia has strong potential for growth as internet infrastructure and accessibility improves and the number of internet users, especially youth, continues rising rapidly each year.
DeNA is a Japanese mobile gaming company that is the largest mobile game publisher in the world. It is looking to expand its social gaming business globally including in Southeast Asia and Vietnam. DeNA believes Vietnam has great potential for game development due to its young tech-savvy population and growing mobile infrastructure. DeNA wants to contribute to the local developer community in Vietnam by providing its game development engine, knowledge transfer, potential investment, and access to global distribution through its platforms. Selected local gaming companies would receive support from DeNA in designing, developing, testing, launching and promoting their games.
Win Together in China – The Most Valuable Data for China Gaming Market | Jex LiJessica Tams
Delivered at Casual Connect Tel Aviv 2016 |
This session will focus on Chinese market performance, current status and breakdown of many other dimensions based on the objective and integrated data. It will also provide valuable information and help developers find the most suitable way to approach this mysterious oriental market.
This document discusses the rise of Tencent, a Chinese technology company, over the past 15 years. It describes how Tencent started with its QQ instant messaging software in 1998 and grew to attract over 800 million users globally. Another popular Tencent product, WeChat, gained 300 million users in just over two years. The document outlines Tencent's business strategies, including how it monetized its large user bases through service provider models, virtual goods, and freemium models. It discusses Tencent's expansion into new areas like online games and portals to continue fueling its growth.
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
The document is the August 2016 issue of VARINDIA magazine. It contains several articles on technology news and industry events. The main stories covered include Verizon acquiring Yahoo for $4.83 billion, Emerson selling its Network Power business to Platinum Equity for $4 billion, and the 7th Eastern India Information Technology Fair emphasizing the major pain points of Indian SMEs. The issue also contains company and product news briefs, interviews with industry executives, and columns on different technology topics.
This document provides an introduction and overview of VGG Entertainment JSC, a Vietnamese online game publisher. It summarizes VGG's founders and management team, the Vietnam PC and mobile game market opportunity, VGG's services and products, and discussions around future plans. Key points include VGG's launch in 2013, its 100+ employees, and upcoming game launches such as Dou Po Cang Qiong OL and Swordsman OL that are expected to have high player counts.
12 Billion Dollars Worth of Mobile Social Networking in Asia Benjamin Joffe
The document is a presentation about mobile social networking in Asia given by Benjamin Joffe, CEO of Plus Eight Star Ltd. The key points summarized are:
- Benjamin Joffe discusses the large market caps and revenues of leading Asian mobile social networking companies like Tencent, GREE, and Mixi, highlighting the $12 billion challenge for Western companies.
- Joffe analyzes factors for the success of mobile social networking in Asia like advanced mobile infrastructure and usage, and the evolution of business models from advertising to virtual goods.
- Some of the challenges for non-Asian companies highlighted include differences in demographics, lack of understanding of users and culture, and preconceptions that must be overcome.
BIC5 Ian morgan google uk Making the Web Work for You 2012Wavelength
This document discusses how the internet economy in the UK is worth £100 billion and driven by online consumption. It notes that mobile devices are enabling new kinds of interactions, with 40% of tweets coming from mobile and 50% of map usage on mobile. The document also highlights that 74% of people use mobile in the shopping process and that mobile will soon surpass desktop internet usage. It argues companies need to have mobile-optimized websites to keep up with these trends of an increasingly mobile-focused internet.
Ian Hetherington Games Industry presentation How-Do Vision+Media AGM 2010Vision+Media
Games industry expert Ian Hetherington shares his thoughts on the future of the games industry, taking in console production, but mainly the rise of mobile, app based and social network gaming. Ian is a Vision+Media board member, Chairman and Chief Strategy Officer for Realtime Worlds http://www.realtimeworlds.com/
The document discusses the business environment for game development in Indonesia. It analyzes the political, economic, socio-cultural, and technological factors using PEST analysis. Some key points include: the growing middle class and smartphone usage in Indonesia present opportunities for game developers; traffic issues lead many to play mobile games while commuting; and the game development community is strengthening with events and organizations like the Indonesia Game Association (AGI). Threats include potential negative public perceptions of gaming and a lack of investment capital compared to other industries.
Alibaba vs Tencent: The Battle for China’s M-Commerce Space.Wajdi Ahmed
An overview of China’s m-commerce market and its major players,
The competition between Alibaba and Tencent,
Opportunities and challenges for Alibaba and Tencent in Chinese mCommerce market.
Win Together in China – The Most Valuable Data for China Gaming Market | Jex LiJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | This session will focus on Chinese market performance, current status and breakdown of many other dimensions based on the objective and integrated data. It will also provide valuable information and help developers find the most suitable way to approach this mysterious oriental market.
From Korea to Abroad: A Developer's Lessons Learned in Global Direct Service ...Jessica Tams
Fincon is a Korean mobile game developer founded in 2012. They developed their first two games, Hello Hero and Angel Stone, between 2013-2014. Hello Hero was released across 150+ countries while Angel Stone focused only on direct service. Fincon learned key lessons around quality, stability, content for all players, and business models from these first two games. They are now applying these lessons to new games in 2016, focusing on areas like branding, user experience, localization, and retention.
This document summarizes key milestones and financial information for Tencent. It outlines Tencent's founding in 1999 and subsequent launches of products including QQ IM, QQ Game platform, qq.com portal, Q-zone social network, and investment in 2010. It notes rapid revenue growth, large market share in China's internet market, and strong returns for shareholders. The document positions Tencent as one of the largest global internet companies and outlines its vision, mission, values around enhancing lives through internet services with a focus on consumers.
This document summarizes key milestones and financial information for Tencent:
- Tencent was founded in Shenzhen in 1998 and has since launched major products and services, including QQ Instant Messenger, Qzone, Tenpay payments platform, and an open platform with over 200,000 third-party apps.
- It has experienced rapid revenue growth, with revenue increasing from $0.2 billion in 2004 to $4.5 billion in 2011, representing a 56% compound annual growth rate.
- As of 2012, Tencent had the largest market capitalization of any internet company in China and was among the largest globally, demonstrating strong returns for shareholders.
NetEase's vision is to enhance information exchange and sharing between people using advanced internet technology. Its mission is to become China's largest original games company and build the largest online community. The document analyzes NetEase's business including its products, markets, organizational structure, marketing strategy, revenue models, and financial ratios. It evaluates NetEase's internal strengths and weaknesses as well as external opportunities and threats. Based on the analysis, the recommended strategies for NetEase are to increase market share in online games and mobile games, strengthen brands, pursue industry cooperation, and invest more in R&D to develop new products.
NetEase's vision is to enhance information exchange and sharing between people using advanced internet technology. Its mission is to become China's largest original games company and build the largest online community. The document analyzes NetEase's business including its products, markets, organizational structure, marketing strategy, revenue models, and financial ratios. It evaluates NetEase's internal strengths and weaknesses as well as external opportunities and threats. Based on its aggressive strategic position, the recommended strategies for NetEase are to pursue intensive strategies like market development, product innovation, and diversification to take advantage of opportunities and strengthen weaknesses.
MNTG Gaming Crypto Token : Web 3 Based NFT Enabled Gaming Token
combo of gaming plus NFT
Monetas Global launches world first block chain based ludo game
play to earn gaming token
For more details visit us - http://monetasglobal.com/
This document discusses lessons China has taught about the internet based on its experience and leadership in various areas. Some key points made include:
- China has the largest internet and mobile user base in the world, with mobile internet now dominating over PC-based internet access.
- Chinese internet and mobile companies like BAT (Baidu, Alibaba, Tencent) dominate the market and are pioneering the development of "super apps" that integrate multiple services.
- China leads in mobile payments, e-commerce, and venture capital funding for internet startups. Chinese companies also innovate in areas like online-to-offline integration and content/service delivery models.
- Looking ahead, China is poised to
Leiyoo is a leading HTML5 game development company in China. They have developed several popular HTML5 games including Empire Awaken, the world's first MMOSLG game, and Glorious War, China's first HTML5 MMORPG. They also operate Duopao, China's largest HTML5 mobile game platform hosting hundreds of games. Leiyoo was founded in 2010 and has received funding from investors. Their team is comprised of experienced individuals from companies like Tencent and they focus on developing HTML5 games, engines, and platforms.
This document discusses the growth of Chinese mobile internet companies and their expansion globally. It provides the following key points:
1) Chinese mobile internet companies are growing rapidly, with 54 internet "unicorns" in China out of 200 worldwide. Several Chinese manufacturers are also among the top smartphone producers globally.
2) Two Chinese mobile apps, 360 Security and CleanMaster, are popular in both the US and Japanese app stores, showing early success breaking into global markets.
3) SIG's portfolio includes successful Chinese mobile companies like Camera360, APUS, TouchPal and 5miles that have achieved significant user bases, funding, and valuations. These companies are looking to further expand internationally.
4) The
Mainland China Mobile App Market 101: What you need to knowMetaps
This report by Metaps is designed for app developers as a concise overview of the app marketplace in Mainland China.
*The mobile internet environment
*Mobile device usage analysis
*Size of mobile gaming market
*Android app market
*iOS app market
*Case study
Metaps has offices throughout Greater China (Shanghai, Taiwan, Hong Kong) and worldwide (Japan, Singapore, Korea, San Francisco, London), staffed with regional expert consultants with the expertise to deliver app developer monetization.
1. Tencent is a leading provider of internet services in China, including social networks, online games, media, and mobile payment platforms.
2. The company has over 1 billion monthly active users on its Weixin and QQ platforms and generates revenue from VAS on social networks and online games, online advertising, and transactions through its payment platforms.
3. Tencent has experienced resilient growth with diversified revenue streams and generates strong operating cash flows, maintaining a healthy balance sheet with low debt levels.
The Opportunity of Windows Norwich Indie DevLee Stott
Lee Stott discusses the opportunity for developers with Windows and Windows Phone. He notes that Windows has over 1 billion users and Windows Phone usage is growing rapidly. For indie game developers, this means access to a large and expanding platform. Stott highlights examples of successful indie games on Windows and Windows Phone. He encourages developers to take advantage of the growing platforms and revenue share models available in their stores.
Metaverse is a digital world concept that allows people to live their life in the virtual world with all their physical activities from work to entertainment like award shows, and implementing this in a game will be an ultimate advantage to the gaming industry. Metaverse games will be a visual treat to gamers, and this will bring many new active members to the gaming world. Metaverse games will let the users play the game with their own avatars in the developed 3D environment.
Games2Win is a leading mobile games publisher that creates highly engaging games. It has over 50 games in its portfolio and more than 6 million monthly unique users and 13 million+ active users. Games2Win's game downloads are growing rapidly, with India downloads increasing 74% year-over-year and global downloads growing 32% year-over-year. The company aims to drive over 10 billion minutes of user engagement over the next 5 years globally by understanding what motivates players and designing custom games for high engagement through storytelling, online/offline play, and measuring every aspect of the games.
Blockchain technology has numerous applications in the gaming industry, which include disrupting the traditional business models and creating new ones. Blockchainbased games foster new types of user engagement, introducing concepts that were previously unavailable to the industry. The challenge is to combine transparent trust and security with innovative game mechanics and complexity in gameplay, keeping users engaged over extended periods of time.
David Guo is the co-founder and CEO of Top Games Inc. He majored in physics in college and has over 10 years of experience in game development. As CEO, he is in charge of all essential departments at Top Games and leads the development team with a focus on improving the user experience. Some of his past accomplishments include creating a popular firewall in China and co-founding one of the world's largest virtual currency exchange platforms.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
Crypto token developmentis the process of creating a digital asset on a blockchain network, often using smart contracts. Tokens can represent anything from a currency to a utility within a decentralized ecosystem. Developers must consider the token's use case, distribution, and governance mechanisms to ensure its success. The Ethereum blockchain is a popular choice for creating custom tokens, with ERC-20 being the most widely adopted standard. Proper planning and execution are criticalto building a valuable crypto token with strong adoption potential.
https://www.mobiloitte.com/cryptocurrency-development-company/
Beijing Manyougu Information Technology Co. Ltd. (Game Valley) is a leading Chinese online and mobile game development company founded in 2007. It has successfully launched several popular games across different genres on both web and mobile platforms. Game Valley has a team of over 500 highly skilled professionals and years of experience in game development, operation, and IP creation. It aims to continue developing innovative games in the future while strengthening partnerships with major industry players.
Official speaker book for the NOAH 2019 Conference in Tel Aviv with comprehensive background information on all presenting speakers and their companies.
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advocado provides comprehensive legal advice to private and corporate clients through data, technology and specialized lawyers. Headquartered in Greifswald, Germany, it has 26-50 employees and has raised €6 million in total funding.
ahead develops nutritional supplements and functional foods aimed at optimizing human performance. Headquartered in Hamburg, Germany with 11-25 employees, it has raised €0.6 million in total funding.
aidhere is developing digital behavior change solutions, starting with an obesity treatment program. Headquartered in Hamburg, Germany with 4-10 employees, it has raised €0.3 million in total funding.
Official speaker book for the NOAH 2018 Conference in Tel Aviv with comprehensive background information on all presenting speakers and their companies.
This document contains an agenda for a two day startup conference taking place from November 2-3. It lists over 100 confirmed speakers who will present on stages throughout the event. The schedule details the timing, speakers, companies and session titles for presentations, panels, interviews and networking activities each day. Topics that will be discussed include fintech, lending, payments, healthcare, gaming, blockchain, and online dating. The event aims to connect capital with entrepreneurs.
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3. Tencent Milestones
Launched
Tencent Mobile
Gaming Platform!
2004.6
1999.21998.11
2000.8
2003.8
2005.5
2010.3
2011.1
2011.6
2003.11
Tencent was
founded !
Launched mobile
value-added
services!
Launched
IM service
QQ !
Launched casual
games portal QQ
game!
Launched web
portal
www.qq.com!
Listed on HK
stock
exchange!
Launched
SNS
platform!
Qzone!
QQ PCU (Peak
Concurrent User)
exceeded 100 million!
Launched open
platform strategy!
Weixin/WeChat
registered user
accounts exceeded
300 million !
2013.1
2013.8
2014.4
Launched
mobile social
communication
service Weixin!
!
QQ PCU
over 200
million
!
!
Weixin/WeChat MAU
over 468 million and
QQ MAU over 820
million
2014.9
6. Fragmented Devices & Complex Network Environment
Requires More Work by Game Developers
Mobile Phone Hardware Specs
2013-14
China Network Usage
2014
0
20
40
60
80
100%
C hina
Low End
20%
M id R ange
45%
H igh End
35%
0%
17%
22%
61%
4G3G2GWiFi
Mobile Phone Hardware by Brand
2013-14
0
20
40
60
80
100%
C hina
A pple 19%
Sam sung 16%
Lenovo 11%
C oolpad 10%
H uaw ei9%
Xiaom i6%
H TC 5%
Z TE 4%
O P P O 4%
O thers 16%
Source:iResearch
7. Chinese Gamers are Becoming More Mature
0%
10%
20%
30%
4h+2h-4h1h-2h30min-
1h
20-30
min
10-20
min
1-10min
Average Time Spent on Mobile Games Daily
2014Q1
28%
23%
13%
9%
0%
10%
20%
30%
40%
2013Q42013Q32013Q22013Q1
% of Users Spending More than 1 hour per day
25%
62%
89%
8%
23%
41%
At least 10
At least 5
At least 3
2013Q12013Q4
% of Users Playing Different GamesMonthly Pay Rate for Mobile Games
0%
2%
4%
6%
Oct-
13
Sep-
13
Aug-
13
Apr-
14
Mar-
14
Feb-
14
Jan-
14
Dec-
13
Nov-
13
Source:Umeng, Tencent Analysis
8. Tencent Mobile Games Platform Milestone
Tencent Mobile Games
Platform Strategy
Announced
2013.5
First Game Launched o
n Tencent Mobile
Games Platform
2013.8
100 Million
Registered Users
2013.9
Tencent Mobile Games
Platform became the
Largest Distribution
Channel in China and
MyApp 4.0 Launched
2014.1
35 Games and
Continuing
Now
500 Million
Registered Users
2014.4
9. Tencent Mobile Platform Performance
Top Spot on iOS Download Chart Top Spot on iOS Download and
Grossing Chart
7 out of 10
Top Grossing Mobile Games from Tencent
4.8 Billion
Tencent Mobile Games Revenue 2014H1
19 Games 9 Games
Source: App Annie 2014Q2
10. China Mobile Game Market Monthly Revenue
and Tencent Proportion
Rapid Growth Opportunities in the China Market
>50M
>30M
>10M
>5M
WeFight WeChat Dash WeFly
Thunder
Fighter
WeChat Speed
We HeroesWater Margin WeTown
Top China Mobile Games by Average
Monthly Revenue
2013-14
DOTA
Legend
SanGuo
Unleashed
Boom Beach Gedou
Jianghu
Sword of
God
Mini Journey
to the West
49%49%50%55%
60%
53%55%
49%
2014
07
2014
06
2014
05
2014
04
2014
03
2014
02
2014
09
Tencent
Action RPG
Casual &
Puzzle Strategy
Tencent Non-Tencent
2014
08
Others
Source: Tencent Analysis
11. 0
300
600
900
1,200
1,500
1,800
2,100
Tencent SNDA Netease GA Cyou PWRD
Strengthening Competitive Advantages
(USD in millions)
Revenue of Top Game Companies in China
(2008Q1-2014Q2)
Source: Company Annual Report & Newzoo report
66
83
138150
191
243
375
0
100
200
300
400
Market Capitalizations of Largest Internet
Companies October 2014
EbayBaiduTencentFacebookGoogle AmazonAlibaba
(USD in billions)
$2.5
$2.2
$2.4
$1.7
$2.0
$1.1
$0.7 $0.7 $0.7 $0.8
$3.5
$2.3
$2.1 $2.0 $2.0 $1.9
$1.4
$1.2
$0.9 $0.8
Tencent EA Activision
Blizzard
Sony Microsoft Apple Google King GungHo Nexon
Comparison of Top 10 Public Companies by H1 2014
and H1 2013 Game Revenues ($Bn)
H1 2013
H1 2014
12. Coverage of Massive User Base
One-stop Payment Solution
Social Marketing
Analytics and
Fine-tuned Operations
Key Capabilities in Mobile Publishing
Security Solution
14. Social Network Matters
40%
50%
60%
70%
80%
90%
Number of in-game friends
Next Day Retention Rate
6
7
8
9
10
11
12
13
Number of in-game Friends
Number of Sessions Played per Day
Number of Sessions Played for WeChat DashRetention Rate We Heroes
Market Average 42% Market Average 6.6
Source: Tencent Analysis
15. Analytics for Game Operations
Tutorial
Leveling
PVP
Social
Fine-tuned
Operations
Experience
Monetization
Targeted
Marketing
Visuals
Tencent
Analytics
User Behavior
Data
16. Offline Locations
• Support cash top-up at
1. Convenient stores
2. Supermarkets
3. Post Offices
4. Door-to-door top-up
service
One-Stop Payment Solution
Pre-paid Cards
• Pre-paid QQ/Mobile top-
up card available at
newsstands,
bookstores, computer
stores, online etc.
Easy Mobile Payment
• One-click payment for WeChat
users
• QR Code payment reduces
steps needed
• Card reader for additional ease
Supports over 25 ebanking services
Ebanking
Online Payment Solution Offline Payment Solution
QQ Coins
(The most used virtual currency in China)
17. Security and Back-End Supports
• 200 people team to prevent games from hacking and Trojan, and to protect user's
account security and virtual currency
• On a company level we provide multi-level, multi-dimensional real-time and offline
security analysis
• Product security, information security, and operational security
• Proprietary Tencent Protect System with 10 years of experience in anti-hack
Resource
Isolation
Security
Enforcement
Network Security
Data Security
Account
Security
TenProtect System
18. Case Studies: Thunder Fighter and WeChat Dash
• Launched in China March 2014
• Top 5 game since launch
• DAU 10+M
• Key Success Factors
− Unique gameplay (Shooting & RPG)
− Outstanding optimization (UI,
monetization, constellation and tutorial)
• Launched in China September 2013
• Top grossing action and casual game since
launch, consecutively for 5 months
• DAU 70+M
• Key Success Factors
− New game modes
− Increase monetization
− Easy controls but hard to master
19. Case Studies: Candy Crush and WeQuiz
• Launched in China August 2014
• DAU 4+M
• Key Success Factors
− Outstanding game quality
− Logical localization
− Multifaceted monetization
− Celebrity effect
• Plan to launch in China November 24th, 2014
• Key Factors
− Outstanding game quality
− Excellent developing team
− Logical localization
− Strong social features
− Multifaceted marketing promotion
20. Case Studies: Blade & Soul and League of Legends
• Launched in China Nov 2013
• PCU: 1.7M
• MAU: 7+M
• Key Success Factors:
– Localized game contents
– Economy system backed by analytics
– Strong user community
• Launched in China Sep 2011
• PCU: 5M
• MAU: 40+M
• Key Success Factors
– Back-end infrastructure to support massive
user-base
– Monetization system and seasonal
promotions
– E-sports and tournaments