What are the views of mobile game Haimeng on the future of the video game market?

The first TBG Competition (Internet Video Games) is about to enter the primary election stage. As the first landing salon event for TBG, the "TBG Offline Salon-Shanghai Station and Electronic Tour Haimeng First Video Game Salon" will also be held in 2015. June 27th at Shanghai IC Cafe. In this issue, the salon under the TBG line is jointly organized by Global Interactive Entertainment, Haitang Electronics, and LeInternet. The conference will feature product roadshows and discussions around the “Internet TV Games”. The organizer of this year's salon, Mr. Pang Yongqiang, the founder of Electronic Tour Haimeng, accepted an invitation to the Internet, and talked about his understanding of TBG Salon's vision and video games.




Electronic Tour Haimeng founder, Shanghai Ouye game Pang Yongqiang


Let's go online: Hello everyone, can you tell yourself about yourself?


Pang Yongqiang: Hello, everyone. I'm Pang Yongqiang from Shanghai Ouye Game Company. Oye's business is mainly focused on IPTV game development. The company will launch more premium TV game products in the future. I personally engaged in the Internet industry for 4 years and the video game industry for 3 years. I chose the video game this way. I will walk firmly and quote the famous saying “Since I have chosen a distant place, I have only taken care of the weather”.
Let's go online: We already know that the televised Haimeng announced the establishment on June 15. What kind of organization is this? What is the opportunity and purpose of its establishment?


Pang Yongqiang: Dinghai Haimeng is a video game initiated by Wo Orange Information, Lok Internet, and Shanghai Ouye Games. The Blue Ocean Alliance, referred to as “Dianhai Haimeng”, is an alliance organization with video games as its core. The opportunity and purpose of the establishment of the video game Haimeng is to create a video game Blue Ocean Alliance. We hope that the majority of video game peers can help the development of the entire market together. We focus on the integration and connection of industry chains based on video games - online exchange platform operations, offline salons, summits, exhibitions and other activities. In the future, Weihai Haimen will use its power in the B2C field to take on the responsibility and mission of the popular science game “Video Game”, allowing more people to understand video games and fall in love with video games.


Let's go online: What is the significance of the TBG Contest in landing salons in collaboration with Haimeng and the Family Smart Entertainment Alliance (TEA)? How do you evaluate this TBG contest, what are the phenomena or trends that you are most concerned about?


Pang Yongqiang: TEA has a strong influence and excellent reputation in the industry. Electronic tour Haimeng has a strong ability to land in Shanghai. This time, Haimeng and TEA can collaborate with Sharon to land and can better promote multi-channel communication and communication. Collaborate to let more potential CPs and capitals understand and pay attention to the video game industry.


I think a good trend is that more and more teams and investments have entered the big screen of television in the past six months, and they have started to receive tens of millions of financing for CP, which is very good for a new type of industry. News.


Music online: When it comes to video games, the industry generally believe that the lack of high-quality content and CP is a short board, how to attract CP, especially in mobile games CP switch to video game issue, what do you think the most critical factor is?


Pang Yongqiang: I think it can be summed up in two points - guidance and pilot. Guide: The first is to let the mobile CP understand what the video game is? Status of video games, the market outlook, mode of operation, the channel shape is like; Pilot: refers to the CP can make mobile games in less time and at lower cost inputs come.


Let's go online: What do you think is facing difficulties for domestic TV games in 2015 and what trends are worth paying attention to?


Pang Yongqiang: Difficulties faced or the expected market returns are not high. At present, the revenue of most video game products cannot meet the cost of team expenses and cannot satisfy the self-blooding of the team. Many small and medium-sized teams need to be “living”. The current stage is difficult and difficult, but I believe that the future of video games must be beautiful. I believe this and believe it from beginning to end.


Le Internet: Compared to last year, what do you think have changed in the domestic video game environment? What are the challenges and opportunities for the upstream and downstream industries?


Pang Yongqiang: major changes overall I think there are two points: First, BAT admission has been completed, the rapid development and growth of the power of capital markets to make, but BAT's business model will ultimately affect small team of business development and even survival of the problem; 2 There are more teams that have started to set up a video game independently, and they are investing more and more in TV products. This is a very good phenomenon.


Let's go online: Now everyone is waiting for the emergence of "explosive models" for video games. What do you think about the "explosive models" of video games? What should it be like?


Pang Yongqiang: I think that the explosion of video games should be redefined - a new type of game that redefines the core gameplay and manipulation. It should not be a simple, rude transplant of mobile games or other games. It is based on TV-oriented development. It is a dedicated game product specially created for the TV platform. It should consider more about end-user scenarios and features on the TV.


Enjoying the Internet: The problem of payment and manipulation has obviously improved after entering 2015. How to find the breakthrough has become the most concern of the market. What are your suggestions for CP?


Pang Yongqiang: It is not recommended to talk about my personal views. First of all, the current popularity of the handle is not high. In the short term, CP should continue to change the shape of the product to adapt to the terminal's rhythm with the development of the terminal. So in the early stage of the industry, Appropriate consideration may be given to the establishment and development of remote control games; secondly, blind pursuit of tallness should not be taken. Explosive models don't always have to be heavily invested. Games with heavy gameplay, each CP can have different gameplay, blossoming, seeking common ground while reserving differences. We should continue to introduce differentiated products in accordance with the core advantages of our own teams, and we are very likely to succeed.


Le Internet: As the organizer of the salon under the TBG line, what is the opinion of the mobile game Haimeng on the future of the video game market?


Pang Yongqiang: In the next two years, the video game market will have a revolutionary development. The volume of smart terminal equipment will continue to increase, and more capital will be poured into the CP, channels, distribution and media. The most critical thing is that there will be a number of excellent CPs. By then, video games will truly play its own advantages - "big screen, high-definition, multi-person interaction." The future of video games must have a lot to do in home entertainment and living room entertainment. I think that allowing users to turn on the TV again, fall in love with the TV, fall in love with the video game, and pull the user back into the living room is a sure thing.


Thanks to the interview of Mr. Pong Yongqiang, the tour leader of the online tour.



The first TBG offline salon-Shanghai station will be held in Shanghai IC cafe on June 27. More than 100 TV game industry investors, CPs, channels, TBG judges and other guests will participate in the TBG contest. The road show discussed and communicated together on hot spots in the video game industry.

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