Chapter 2064 Super Profitable Industry
The loss of ambition to play things is the lesson that our ancestors have given us and is also a warning.
In fact, playing games, whether it is a card game or a video game, has a bit of this meaning.
Card games can develop into bets of tens of thousands, tens of millions, or even hundreds of millions of dollars.
Video games can also develop into something that makes people addicted to it, not wanting to move for several hours or dozens of hours.
There are even crazy people who spend tens of thousands or hundreds of thousands or even millions of dollars to make use of online games.
From this perspective, the country has a very positive significance for banning some electronic games and online games.
There is nothing wrong with playing electronic games and online games.
But if you are addicted to it, you will not do what an adult should do. It’s okay for one or two of such people. If this is the case in the whole society, what’s wrong?
Isn’t it really possible that some people think that playing video games can bring prosperity to the country or to have a virtual world, so that they can be free in it for the rest of their lives?
For example, when we talk about the most powerful countries in online games and e-sports, which one is the economy with a developed and the people are positive?
Japan?
The title of Heisei Death House is not a false reputation.
South Korea?
Following Japan and China, it gradually became more oubi, and the economy has not recovered since 2008.
The former generation of Koreans who were invented and arduously entrepreneurship have long been old.
The rest are the younger generation who enjoys entertainment, games, etc.
If this continues, it will not take long before they will be left behind by China.
Denmark, Norway, United Kingdom?
These countries are famously lazy and lazy. If they had not had the welfare left by the African continent and their ancestors, they would have long been poor as American. Well, it was actually similar later.
Didn't you see Trump yelling, "I won't subsidize you defense costs anymore." The EU was so scared that it was so scared that it was so pissing. Did you run to wail and wail and sell yourself poor?"
But then again, it is precisely because it can make so many people addicted that electronic games and online games really make money!
Nintendo’s game company has been emerging in the 1970s and has had super high profit margins until 2020. It is one of the top ten most profitable companies in Japan. It makes more money than Sony!
Didn't you think of it?
Moreover, Nintendo has always been a Fortune 500 company in the world, but they are just engaged in electronic games and have not appeared in other industries, so they are not as eye-catching as Sony.
After all, Nintendo is still too far away from young people born in the 1990s.
We can talk about Tencent’s pesticides.
Why does Tencent’s market value reach more than 500 billion US dollars?
The two biggest weapons are WeChat and a series of ecological chains built around WeChat.
The second is its gaming industry.
The center of the game industry, that is, the most profitable and most attractive traffic, is the pesticides of the deceased.
Pesticides, which claims to have at least 300 million users in China, has really brought too much extra income and attention to Tencent.
It is not very exaggerated to say that there are at least 50 billion US dollars out of Tencent’s 500 billion US dollars, which is brought to them by the pesticides of the deceased.
The huge base of people in China is that it can give so much room for imagination.
Therefore, although Yin Jun’s electronic game company is now based in Japan, he will start making online games around 1995.
Around 2000, the development of mobile games will begin.
Of course, Kirin Games will develop games that make people addicted or rely on money to play games less.
But Kirin Games will never give up such a huge market.
As long as the market is expanded and game fans cannot do without these games, Kirin Games will develop a mechanism to prevent game addiction.
This is not the way many companies sell dog meat with sheep's head, but it is really only allowed to have a few hours a day, and the rest are all disconnected.
Then there is also the face recognition function and the ID card authentication function. The two are combined and you have to rely on several face scanning times every day to continue the game.
This is to prevent children from playing games with their parents’ mobile phones.
Even if there is a lot of game customers lost as a result, there is nothing we can do about it.
On the one hand, you can't say that this is harmful, but on the other hand, because its profit is too great, you can't help but do it yourself.
As a world-class large company, some necessary responsibilities and responsibilities should still be met.
Let go of these for the time being.
After seeing such good results from Kirin Game Company, Tomokazu Nakata also asked to ask Yin Jun to provide several more popular games.
The current game boy handheld platform has been open for two years. Hundreds of game companies have already used the game boy's platform to open the program and write game codes suitable for this platform.
So far, there have been more than 60 games, which have been strictly reviewed and entered the game boy's cassette sales channel.
Here, Kirin Games will charge 30% of the sales expenses, and the remaining 70% will be given to game developers.
Apple's online store charges 30%, but it does not have any marketing fees at all. It just hangs these software and games online.
However, Kirin Games still has to undertake the sales, delivery, and various maintenance of physical stores, which is actually much more kind than Apple.
There is no need to talk about Nintendo anymore. The commission it charges is 50%, which is simply a robbery.
Moreover, Kirin Games has a strict review of games, and not all games can come in. They are in the mentality of being a game fan or a consumer, and they do review and understand. It is not fun, and interesting games will not be approved at all.
This has resulted in the sales of more than 60 games that are pretty good, and they can usually maintain sales of 200,000 to 500,000 boxes per month. It is easy to support a company.
Despite this, after all, in so nearly a year and a half, Kirin Games has not released its own new game, which has made many game fans enthusiastically call, hoping to see new works as soon as possible.
It was in this situation that Nakata Zhi just asked Yin Jun to give him some game ideas.
This time, they won’t launch a classic game in almost a month like they were trying to seize the market in order to launch the game kid’s handheld console.
They asked Yin Jun for more games, if there were more, they would be ready to release one in a year. If there were less, they might even release one in two or three years.
Only in this way can they keep surprises and maximize resource utilization.
Yin Jun did not refuse either.
If you don’t do some games, other companies will do them too.
If others do it again, they will lose their value.
Just like the brothers in "Super Mario Bros.", if they are about half a year later, the genius of Nintendo will be inspired and conceived this game.
In fact, there are always best-selling games, but the types are constantly changing.
The 1980s and 1990s were the golden age of handheld consoles, home electronic game consoles, arcade games, and even the most golden age of all games.
Because there are no other ways to entertain in this era, playing games has become the biggest pastime for children and even young people.
Therefore, the game profits in this era are so high that Nintendo once became a giant among the six major consortiums in Japan, which is comparable to Toyota, Sony, Hitachi, Mitsubishi Heavy Industries and other companies, is simply incredible in the eyes of later generations.
The same is true for Kirin Game Company in this life. The profit of the lunar calendar in 1984 last year actually reached an astonishing $6 billion. Even Le Yiling couldn't believe it. After watching it back and forth for several days, the general manager's office kept accounting it over and over again before finally believing in the result.
Actually, there is nothing strange about it.
The game boy started selling it in May 1983. Relying on the gimmick of "the world's first best handheld game console" and its practical performance, it sold 40 million units in more than half a year.
After the popularity declined a bit, under the bombardment of classic games such as "Island of Adventure", "The Story of the Ranch", "Double Dragon" and so on, the sales of the game boy in 1984 surged again, selling 60 million units, with a total sales exceeding 100 million units.
The retail price of the Game Boy Handheld console is US$120 per unit, and the shipping price is 30% off for large dealers. In addition, a series of production costs, various patent authorizations, taxes, etc., the final profit margin is 35%.
That is, the net profit of each game boy is US$42.
With this transaction alone, the profit in 1984 reached US$2.52 billion.
The purpose of children buying game consoles is to play games, but definitely not to just play one game.
Therefore, usually a child’s gaming machine will be paired with 4-5 game cartridges.
Therefore, in 1984, various game cartridges, including the eight newly launched games, as well as the super classic "Hangjiang Cube", "Super Mario Bros.", "Contra", etc., Kirin Games' sales reached 450 million boxes.
The retail price of a box of game cartridges is $20, but it is cheaper to make and has fewer patents, so its profit is directly 50%, which is $10.
So this revenue also reached 4.5 billion US dollars.
Together, it becomes a net profit of 7 billion US dollars.
This does not include the revenue from electronic game arcades in the Xiangjiang and Baodao areas, nor does it include the copyright licensing revenue from Kirin Games to Nintendo, Sega, Atari and other companies.
Chapter completed!