Top-Rated Free Essay
Preview

Tencent Crossfire: Nothing Ventured, Nothing Gained

Better Essays
794 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Tencent Crossfire: Nothing Ventured, Nothing Gained
Tencent, one of the biggest and most influential IT Corporation in China, had launched its signature first person shooting game Crossfire in 2008. Based on reported statistics, it has over a million online users every day1 and always ranked top place in a lot of game websites. Many Other IT companies always pursue profits when forming their price strategy, but Crossfire is free to play, which seems bizarre and risky. Ultimately, there must be other ways for them to generate the cash to operate the system as well as to earn profits.
Firstly, Tencent promised Crossfire is totally free to play, but the underlying strategy is smart and shocking. People may not believe it because everybody knows there is no free lunch in the world. Anyhow, when they give a try, most of them feel surprised that Tencent might have kept its promise. It is definitely free to register an account and download the game package. Tencent will not charge you a cent for it even when you literally play the game. However, after few days trail play, the commitment Tencent made has become pale and weak. That is to say, not only you have to pay, you have to pay a lot. Crossfire is a game in which you will have a gun battle with other online users. People try their best to kill their enemies with the ‘weapons’ in their hands. The ‘weapons’ are usually a gun or other ammunitions, but they are virtual goods. When you are new players, it is capable for you to survive with a simple pistol because you are protected from high level players. Yet you will find it is getting harder and harder facing other veteran players with simple, basic weapons in your hands when you finish the rookie training. Thus, in order to survive, to save your dignity, or if you are already addicted to the game, you have to purchase the weapons you need. The higher level the weapon is, the more it costs you.
In fact, this strategy is a very clever move in the online game market. By adopting ‘freemium’ strategy, Tencent enjoys 29.5% share of revenue in China2 and is a nightmare for its competitors. First of all, the revenue is from creating and selling virtual goods at almost zero cost. Moreover, it is a great opportunity to expand their influence in the market. Sometimes, the choices of a teenager can be random. When playing a game, all they want to do is to have fun with their friends. So if many teenagers are attracted by ‘freemium game’ at first place, the guys left out will soon switch to the same game. When more and more people are playing this game, the social influence will emerge and spread out rapidly, and other products from Tencent can easily take advantage of this. What’s more, it threatens or even damages its competitors in the market. By stealing customers from other games, Tencent compresses the room for other companies since the time people spend on online games are stable. That is, they would not double their play time when he plays two games. Therefore, once a customer is attracted by Crossfire, the profit of the other game which offers hourly based payment will be hugely decreased while Tencent is risk-free with its ‘freemium’ strategy.
Also, Tencent is a company that is very good at modeling consumers’ behaviour. Tencent knows that people don’t mind to give a try for free stuff because they think they have nothing to lose. This could be true in reality, but not in Tencent’s world. Online games are addictive, especially for teenagers. Instead of blocking teenagers out by expensive payment at first place, Crossfire let them in and enjoys the game. Then, as time goes, the simple challenge cannot satisfy their needs. Finally, they are addicted to the product and willing to spend money on it. Similarly, the proof is not hard to find in the Apple store, in which the freemium games are leading all app revenue models and are now accounting for more than 65% 2of app revenue.
Finally, ‘freemium’ age has come. As a consumer, it is necessary to know the fact behind the ‘fairy tale’ of free. But for a company, the way of earning money is changing all the time. As the saying goes, “nothing ventured, nothing gained”. Undoubtedly, Tencent is just the perfect explanation for the proverb.

Reference:
1. http://en.korea.com/blog/tech/games/crossfire-%E2%80%9Creaches-2-million-users-in-china%E2%80%9D/
2. http://www.buzzom.com/2011/09/online-gaming-market-in-china-reaches-usd-1-3b-chinese-firms-dominant/
3. According to Flurry’s analysis http://blog.flurry.com/?Tag=Freemium

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Khillwar Case

    • 884 Words
    • 4 Pages

    1. Provide trial versions of the gaming software to customers and then charge a subscription fee once the trial expires.…

    • 884 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years, and it only shows signs of growing larger in the years to come. In the United States alone, the market has grown considerably where 60% of all Americans play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44 years old (games-advertising.com). According to an article on Gamespot.com, analysts estimate that the video game category will have about 50 to 55 more square feet of shelve space in Best Buy by the year 2007.…

    • 1058 Words
    • 5 Pages
    Better Essays
  • Good Essays

    In corporate business, Dropbox provide paid “Dropbox for Business” which featured unlimited storage and administrative control. Corporate contribute 40% of Dropbox revenue for the effectiveness Dropbox provided. The freemium pricing and incentive mechanism accelerate Dropbox customer acquisition. Although 98% customers are unpaid and generate zero revenue, the significant amount of user base is potential wealth of Dropbox.…

    • 830 Words
    • 3 Pages
    Good Essays
  • Best Essays

    The total revenue of world Online Mobile Game Industry was about $25 billion in 2011. The world online Mobile Game industry would be increasing dramatically with about 14% CAGR in the next 4 years and reach just over $40 billion in 2015. (Fig2) Therefore, this paper of business…

    • 4315 Words
    • 18 Pages
    Best Essays
  • Better Essays

    The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to CY'2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY'2006 to USD ~ million in CY'2012. (PR, N. 2013, March 7). The video game console industry is still postured to grow despite the already rapid growth from CY’2006 to 2012. Opportunity still exists for new entrants into the video game console industry.…

    • 1258 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    This report is an assignment of the Advanced Strategic Management course taught by Professor Andrei Vilarroel. The report consists in an assessment of the sources of competitive advantage on the giant gaming company Zynga.…

    • 4523 Words
    • 130 Pages
    Powerful Essays
  • Powerful Essays

    XBox Vs. PS4

    • 3148 Words
    • 13 Pages

    Microsoft and Sony both use a loss leader strategy, pricing their consoles lower than the production cost; thus, increasing the market for higher margin sales of related software, licensing fees, accessories, and downloadable content. As such, both firms sacrifice console profit to attract customers to adopt their ecosystem. This pricing strategy for game consoles, coupled with each console’s respective launch dates, has immense effect on setting the competitiveness of the companies for years to come. Historically, higher initial pricing methods bottlenecked initial uptake on consoles, and is often followed by price cuts to encourage greater adoption. During the launch of Xbox 360 and PS3, the price disparity and subsequent price drops hugely altered consumer purchasing decisions. The lower…

    • 3148 Words
    • 13 Pages
    Powerful Essays
  • Powerful Essays

    Massive multiplayer online role playing games is one of the largest online collaboration environments that exists in the world today. Popular games like, World of Warcraft, see thousands of people around the world interact with one another. With this interaction the creation of virtual economies becomes apparent. This paper argues that players of World of Warcraft are taught basic business concepts and ideas which can translate into real life business lessons. The paper will firstly define the nature of World of Warcraft as a massive online game. It will then examine and explain a series of in-game business concepts and how they relate to the real world.…

    • 2303 Words
    • 10 Pages
    Powerful Essays
  • Good Essays

    Emotiv System

    • 729 Words
    • 3 Pages

    When Tan Le and Nam Do sold their company and earned a large of money in 2003, they decided to take a new challenge about processing brain signals. Then, together with Allan Snyder, a physicist and Neil Weste, a chip designer, they founded Emotiv Systems Inc.. The company built a R&D lab to develop a workable system about brain signals process. Finally, the team had a breakthrough-successfully developed basic technology called EPOC, which can detect 30 mental states and process brain signals into software algorithms.…

    • 729 Words
    • 3 Pages
    Good Essays
  • Good Essays

    The company gives the strategy is free, The Company’s business strategy leverages its unique ability to design and develop its own operating systems, hardware, application software, and services to provide its customers new products. The customer could through App store and iBook store to discover and download official software and third-party applications and books.…

    • 1439 Words
    • 6 Pages
    Good Essays
  • Good Essays

    Case Study: Gamestop

    • 1119 Words
    • 5 Pages

    Intertwined within the five force analysis of the online gaming industry is information systems. Information systems allows a company to function efficiently and effectively. Information systems allows companies to create, control, store, find, and access data. Based on these computers based tools, the threat of new entrants’ information systems plays a high role, as technology and systems develop it makes it easy for individuals to enter the industry. Information system also plays a role in supplier power, as it allows the companies within the industry to reach potential customers with marketing strategies through the internet. Moreover, supplies the ability to processes accounts and employee management. In our constantly growing technological world information systems plays a huge part. Rivalry among competitors in the online gaming industry is intense. The rivalry intensity only amplifies when you have existing companies like GameStop who dabble in online…

    • 1119 Words
    • 5 Pages
    Good Essays
  • Good Essays

    In 2010, the video game market’s revenue was US $ 62.7 billion of which game software revenue accounted for US $ 29.8 billion. The video game industry was mainly made up of 4 segments: PC gaming, console gaming, handheld gaming and mobile gaming. The video game industry had seen a transition from traditional gaming to multiplayer gaming, social network gaming, free online games and freemium games where full versions required purchase. The consumers now prefer buying games online and getting them digitally delivered via downloads from the internet rather than stored in physical disc formats. The companies now believed in extending the game console’s life cycle by bring in peripherals and add-ons rather than developing an entirely new console.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Kickass

    • 11109 Words
    • 45 Pages

    Developing a profitable game in today’s market is a challenging endeavor. Thousands of commercial titles are published yearly, across a number of hardware platforms and distribution channels, all competing for players’ time and attention, and the…

    • 11109 Words
    • 45 Pages
    Powerful Essays
  • Satisfactory Essays

    Business Ethics

    • 764 Words
    • 4 Pages

    A: Karl’s has a good amount of options. For instance, he can limit the nudity in the game Breakaway for the U.S. version of the game. The adult version, which allows nudity, should have its own version for Internet gamers. Mexico wants to join the market, but the violence within the game needs a limit as well. But other than that, this game has plenty of chances of generating an ample amount of revenue with its features.…

    • 764 Words
    • 4 Pages
    Satisfactory Essays
  • Powerful Essays

    The study suggests that gamers actually tend to make more online purchases and spend more money on entertainment content than nongaming population. Growing gaming popularity is directly proportional to household penetration of gaming devices. These devices such as PC, game console (Nintendo Wii, Xbox, Rock Band), cell phones, attractive to all kind of buyers with different features they provide. Some of the companies provide subscription services with a fee that grants users some features such as free games, interactive online game play.…

    • 1561 Words
    • 7 Pages
    Powerful Essays

Related Topics