Preview

game theory in online game market

Good Essays
Open Document
Open Document
578 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
game theory in online game market
In Chinese online game market, there are two normal price strategies, Charging and Free.
The Charging means that the customers need to pay for the game. They need to buy the game client or pay for the playing time (for example: RMB30 for 4000minits or RMB90 for 1month).
The Free means that the customers can play the basic game for free. And they can buy some items in the shop on the official website or directly in the game store.

The two players I picked for this analysis are World of Warcraft from Blizzard Entertainment, Inc. and a new launched online game from Beijing Perfect World Network Technology Co., Ltd.

Blizzard Entertainment is one of the best game producers all over the world. And the World of Warcraft is one of the three most famous game launched by Blizzard Entertainment. In number of simultaneous online players of World of Warcraft reached its peak on 2009 at about 13million players. This number decreased to about 10million in 2012. And now, based on the financial report from Blizzard Entertainment, this number is about 8million.

Perfect World is one of the most famous game producers in China. They launched more than 15 online games not only in Chinese market, but also in oversea market such as Europe, North America, Russia and Australia.

My topic is about that Perfect World wants to launch a new online game in Chinese market. And then Blizzard Entertainment will decide the price strategy for World of Warcraft.
Both the two company has two price strategies, Charging and Free.
The World of Warcraft now using the Charging price strategy. Because that when Blizzard Entertainment launched World of Warcraft, it was the best online game in the online game market. Now some of their customers go to play free games. But the World of Warcraft still being seen as has higher quality than any “Made in China” online games.

Perfect World

Blizzard
Entertainment PW: Free
BE: Free PW: Charging
BE: Free PW: Free
BE: Charging PW: Charging

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
  • Good Essays

    Unit 1 Exercise 1

    • 835 Words
    • 3 Pages

    Online gaming is big business these days, with thousands of people connected to each other every…

    • 835 Words
    • 3 Pages
    Good Essays
  • Better Essays

    NCSOFT CASE ANALYSIS

    • 3112 Words
    • 9 Pages

    NCsoft had achieved massive success and brand recognition after it had launched its initial games like Lineage 1, Lineage 2 and Guild Wars. But since then the tastes of its customers had been gaining diversity, therefore, the company needed to look out for ways to fulfill the demand for its products. The company later also developed other products within its simple product portfolio to increase its customer base and also to expand its company to acquire chunks of market share. Play NC was also one of the products it had launched which gained little success, almost negligible. Since then, the company has been focusing on its key issues which were also considered by its CEO. The first issue related to maintain the top position of the company in the leading game market. For this, the company needs to expand, especially by acquiring new subsidiaries in other parts of the world where it had not previously marketed its products. The company’s second most important issue is to counterattack the global competition coming from the gaming industry and also other related industries, which might threaten NCsoft indirectly. The company needs to create customer oriented products that feature their personal lives, so that they are attached to the product and to the company itself. The company needs to formulate a globalization strategy. They need to increase its customer base. They also need to diversify to increase the range of its offerings and by including elements that emotionally attach the customers to its products, NCsoft could fulfill its long term dream of becoming a leading player.…

    • 3112 Words
    • 9 Pages
    Better Essays
  • Good Essays

    There are approximately over 150 free online games, hundreds of pay per downloads and a new title released every day.…

    • 988 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Mr. Bowman indicated that the idea “free means not profitable” is a misconception, free is a relatively new phenomenon now. Facebook, amazon, Google and some TV &Radios use free to amass users, make their money from the advertising fee.…

    • 685 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Chapter 9

    • 3990 Words
    • 20 Pages

    6) The a la carte revenue model allows users to pay only for what they use.…

    • 3990 Words
    • 20 Pages
    Powerful Essays
  • Good Essays

    Week 1 Case Study

    • 542 Words
    • 3 Pages

    The freemium revenue model provides 99% of its services for free, hoping to attract a big pool of buying subscribers based off of the 1% paying premium subscribers. Therefore, major of a company service is free, but eventually some will actually pay for the once “free” service. “Free” revenue model basically operates without “free” application support. So, freemium company subscribers have to option to subscribe to premium upgraded services for a cost and “free” does not.…

    • 542 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Currently, we play three billion hours weekly of online video games, but Jane McGonigal believes that number needs to grow intensely. In order to solve world problems we are currently facing like poverty, global conflict, obesity, climate change and world hunger, she believes we need to increase gaming to at least twenty one billion hours a week by the end of the upcoming decade.…

    • 582 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Starcraft Research Papers

    • 444 Words
    • 2 Pages

    Blizzard's publishing and releasing of Starcraft is the only reason why World of Warcraft is able to be in existence. The reason behind this is that the company was in financial duress at the…

    • 444 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Blizzard's track record of back-to-back number one selling games spans more than a decade, and with blockbuster hits such as World of Warcraft®, Warcraft® III: Reign of Chaos™, Diablo® II, and StarCraft®, the company has earned several consecutive Game of the Year awards. In addition, Blizzard's online-game service, Battle.net®, is one of the largest in the world, with millions of active users.…

    • 823 Words
    • 3 Pages
    Powerful Essays
  • Good Essays

    World of Warcraft is a game that has captivated the hearts and computers of millions of people worldwide. No other game has brought such depth and intricacies into the world of online gaming, and no other game has brought such a controversial fan-base. Although one may proclaim to be a gamer and may play every day with friends, whether online or not, if that gamer does not play World of Warcraft, you can bet that gamer has criticized those who have; World of Warcraft players have become the archetype for what people believe is the “dark side” of gaming – hiding away in one’s own room, never socializing and always being unproductive. This is the standard that many Warcraft players are forced to live with.…

    • 601 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Jiang, Q., L. (2010). Games With a Continuum: A Case Study on the Development of Online Game Industry in China and Beyond. Internet Publishing and Broadcasting and Web Search Portals.…

    • 1504 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Taobao vs Ebay China

    • 426 Words
    • 2 Pages

    In fact, in order to align with its worldwide systems, eBay changed the Chinese operation in various ways ( Stranford Graduate School of Business, 2010). In the first place, the platform of eBay China was changed significantly includes the listing categorization, interface styles, and technologies. In addition, eBay China's pricing was changed to suit the parent company. According to the research of Stranford Graduate School of Business ( 2010 ), eBay adopt more significant changes after the takeover , despite EachNet had already started charging for listings. Lastly, for compete with an increasingly noticeable Taobao, the company makes the Chinese corporation into its global platform in Asian, eBay changed the…

    • 426 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Dota Research Paper

    • 3261 Words
    • 14 Pages

    In the past decade, the computer gaming industry has grown from zilch to mammoth. The quality of game graphics and design enhanced with each new developed game. The latest games swept less new ones off the shelves of gamers. This was the case for almost all game genres especially with strategy games. However, a few strategy games developed by Blizzard Entertainment never seemed to lose their charm, in fact, they continually kept growing even more popular. One such game by Blizzard Entertainment is Warcraft III: Dota.…

    • 3261 Words
    • 14 Pages
    Powerful Essays
  • Powerful Essays

    Most Played Online Games

    • 2552 Words
    • 11 Pages

    The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet cafés or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young, but dynamically every age group as well. So far, virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a high score, chat with players, get the rarest items, and level up as fast as possible. Yes, there seems to be no restriction as to whom, how or what online gaming can extend to.…

    • 2552 Words
    • 11 Pages
    Powerful Essays