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GamerBoom Roundup:Renren.com, Rekoo, Analyses of China SNS

发布时间:2011-05-05 13:43:21 Tags:,,

1)According to tech.qq.com, calculated by the central parity issue, the P/S ratio of renren.com has got to 57 times. In addition, there are still two-thirds of Chinese users cannot surf the Internet and the growth rate of China economy is three times as quickly as America economy, so the valuation of renren.com is just a premium.

It’s predicted that renren.com will raise more than $743.4 million funds in its initial public offering.

As calculated, the users of renren.com have reached 117 million which are also less than one-fifth of Facebook users. Now in China, there are nearly 450 million netusers and more than half of these users having entered into social network.

Referring to the prospectus of renren.com, Softbank has held nearly 40% shares from renren.com. (techweb)

renren goes public

renren goes public

2)At the interview from tech.qq.com, Rekoo CEO Liu Yong said that more than 50% revenues of Rekoo were got from foreign markets. Outstanding by sunshine series, Rekoo’s products are very popular in Japan market, including Sunshine Ranch, Sunshine Deep-sea and Sunshine Town.

With the openness of Tencent, renren.com and kai001.com, China social game companies have planed to explored this potential social game market.

According to Liu Yong, a more open platform can lead to a more advanced social game, which has been practiced by the platform of Facebook and Japan social games.

When talking about those profit difficulties faced by most social game companies in China, Liu also said that it was normal when more than 90% companies having got loss under this industry with lower barriers. (Tencent)

3)According to the data statistics from CNZZ, the scale of China SNS has increased in the first quarter of 2011 and also alleviated the decreasing trends in 2010.

By analyzing those game types operated by SNS users, CNZZ showed that the most popular type was those flash games with average 153 operation frequencies for every user in one time, webgames with 44 operation frequencies ranked second, then were interactive social games and single player social games with 31 and 28 operation frequencies respectively. The long waiting time in social games has totally limited their users’ operation frequencies in one time.

Also among these four types of games, users of webgames stay on one game for a longest time by average 13.72 minutes while users of single player social games just spend average 1.24 minutes on one game as the shortest time, and users of interactive social games averagely spend 3.12 minutes on one game every day. (people.com.cn)


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