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[英語から日本語への翻訳依頼] Tencentにとって、そのようなゲームからマネタイズするのはきわめて容易である。Tencentはゲームの開発こそ行っていないものの同社はトップ4のうち3...
翻訳依頼文
Why Tencent is having trouble monetizing mobile games
Tencent released its third quarter results for 2014 yesterday and, as analysts predicted, its growth in mobile games has slowed. In fact at RMB 2.6 billion (US$424 million) this quarter’s mobile gaming revenue is actually down compared last quarter, although Tencent blames that mostly on “delayed launches of upgrades.”
I’ve written quite a bit about why I think the mobile gaming market in Asia is overhyped, so I don’t want to rehash any of those arguments here. There is, however, another reason that Tencent and companies like it are struggling to make a killing even when they have a hit mobile game, and it has to do with user habits. In China, as elsewhere in Asia for the most part, the PC gaming market is pretty static. If you have a hit, you can count on milking that cow for years. Check out the hottest PC games in China as of this September, for example. Of the four most popular games, World of Warcraft is a decade old, CrossFire is seven years old, Dungeon & Fighter is nine years old, and League of Legends is three years old (in China, anyway). There are some newer games on the top ten list, too, but the most popular games have serious staying power. In fact, the top three games haven’t changed at all since I started tracking them a couple of years ago. For Tencent, monetizing games like that is pretty easy. Although it didn’t develop any of them, Tencent is the China publisher for three out of the four top four games, so all the company had to do was identify a promising game from overseas and become its publisher to ensure itself years of solid revenue as that game’s Chinese player base exploded. That’s because China’s PC gamers tend to stick around when they find a game they like. Many guys playing Dungeon & Fighter in China now have been playing it for years, and they’re not showing any signs of stopping. But China’s mobile gaming market is pretty much the complete opposite of that. While PC gamers stick with games for years, statistics show that China’s mobile gamers aren’t likely to even keep a game installed on their phones for more than a couple of months. Even the folks who spend lots of time gaming on their phones tend to move from game to game relatively quickly compared to their PC brethren. For a publisher like Tencent, that makes monetizing mobile gaming difficult. Since so few mobile games are profitable, the company has to produce or license a large number of games to ensure that at least of couple of them will be hits. But even when it does get its hands on a popular game, it generally has just a few months to wring profits out of the game’s player base before most users have gotten tired of it and moved on to the next mobile hit. And since most mobile games enjoy only a short time in the sun – so to speak – developers and publishers can be tempted to overdo things when it comes to monetization, and implement systems that are off-putting to gamers. Tencent says the recent slowing in its mobile gaming growth is due in part to a strategic shift – a focus on improving user experience rather than increasing revenues. But if the company’s mobile gaming arm is ever going to bring in revenue numbers comparable to what its PC games bring in, Tencent will need to find a way to account for the vast differences in user habits across the platforms, and figure out how to monetize hit mobile games quickly without driving gamers away.
Tencent released its third quarter results for 2014 yesterday and, as analysts predicted, its growth in mobile games has slowed. In fact at RMB 2.6 billion (US$424 million) this quarter’s mobile gaming revenue is actually down compared last quarter, although Tencent blames that mostly on “delayed launches of upgrades.”
I’ve written quite a bit about why I think the mobile gaming market in Asia is overhyped, so I don’t want to rehash any of those arguments here. There is, however, another reason that Tencent and companies like it are struggling to make a killing even when they have a hit mobile game, and it has to do with user habits. In China, as elsewhere in Asia for the most part, the PC gaming market is pretty static. If you have a hit, you can count on milking that cow for years. Check out the hottest PC games in China as of this September, for example. Of the four most popular games, World of Warcraft is a decade old, CrossFire is seven years old, Dungeon & Fighter is nine years old, and League of Legends is three years old (in China, anyway). There are some newer games on the top ten list, too, but the most popular games have serious staying power. In fact, the top three games haven’t changed at all since I started tracking them a couple of years ago. For Tencent, monetizing games like that is pretty easy. Although it didn’t develop any of them, Tencent is the China publisher for three out of the four top four games, so all the company had to do was identify a promising game from overseas and become its publisher to ensure itself years of solid revenue as that game’s Chinese player base exploded. That’s because China’s PC gamers tend to stick around when they find a game they like. Many guys playing Dungeon & Fighter in China now have been playing it for years, and they’re not showing any signs of stopping. But China’s mobile gaming market is pretty much the complete opposite of that. While PC gamers stick with games for years, statistics show that China’s mobile gamers aren’t likely to even keep a game installed on their phones for more than a couple of months. Even the folks who spend lots of time gaming on their phones tend to move from game to game relatively quickly compared to their PC brethren. For a publisher like Tencent, that makes monetizing mobile gaming difficult. Since so few mobile games are profitable, the company has to produce or license a large number of games to ensure that at least of couple of them will be hits. But even when it does get its hands on a popular game, it generally has just a few months to wring profits out of the game’s player base before most users have gotten tired of it and moved on to the next mobile hit. And since most mobile games enjoy only a short time in the sun – so to speak – developers and publishers can be tempted to overdo things when it comes to monetization, and implement systems that are off-putting to gamers. Tencent says the recent slowing in its mobile gaming growth is due in part to a strategic shift – a focus on improving user experience rather than increasing revenues. But if the company’s mobile gaming arm is ever going to bring in revenue numbers comparable to what its PC games bring in, Tencent will need to find a way to account for the vast differences in user habits across the platforms, and figure out how to monetize hit mobile games quickly without driving gamers away.
mars16
さんによる翻訳
Tencentが携帯ゲームでマネタイズするのが難しい理由
Tencentは昨日2014年第3四半期の決算を発表したが、アナリストが予想していた通り、携帯ゲームの成長は鈍化した。実際、26億人民元 (4億2400万億米ドル)という同四半期の携帯ゲームの収入は前年同期を下回った。ただ、Tencentはこの主因を「更新版のローンチが遅れたため」であるとしている。
アジアにおける携帯ゲーム市場が過大に宣伝されていると考える理由については様々なところで書いてきたので、今ここで議論を蒸し返そうとは思っていない。ただ、Tencent等の企業が携帯ゲームでヒットを飛ばし、ユーザの習慣に関わりを持っている時でさえ利益をあげられないのには別の理由がある。
Tencentは昨日2014年第3四半期の決算を発表したが、アナリストが予想していた通り、携帯ゲームの成長は鈍化した。実際、26億人民元 (4億2400万億米ドル)という同四半期の携帯ゲームの収入は前年同期を下回った。ただ、Tencentはこの主因を「更新版のローンチが遅れたため」であるとしている。
アジアにおける携帯ゲーム市場が過大に宣伝されていると考える理由については様々なところで書いてきたので、今ここで議論を蒸し返そうとは思っていない。ただ、Tencent等の企業が携帯ゲームでヒットを飛ばし、ユーザの習慣に関わりを持っている時でさえ利益をあげられないのには別の理由がある。
他の多くのアジアの国々同様、中国ではパソコンゲームの市場は動きが静かである。ヒット作品を出すと、何年にもわたってその牛から出るミルクに依存することになる。その例として、9月時点の中国で人気のパソコンゲームを見てみよう。上位4つのゲームはWorld of Warcraft(10年前のもの)、CrossFire(7年前)、Dungeon & Fighter(9年前)、 League of Legends(3年前)である (中国での話)。トップ10では新手のゲームもあるが、最も人気のあるゲームが上位にとどまる力は相当根強い。実際、数年前にランキングの追跡を始めて以来、トップ3の顔ぶれは全く変わっていない。
Tencentにとって、そのようなゲームからマネタイズするのはきわめて容易である。Tencentはゲームの開発こそ行っていないものの同社はトップ4のうち3つのゲームのパブリッシャーなので、しなくてはいけないことは国外発の有望なゲームを見定め、そのゲームの中国人ユーザベースが拡大するにつれて確実な収入を何年も得ることができるよう、パブリッシャーになることだけだった。その理由は、中国のパソコンゲームのプレーヤーは好きなゲームを見つけるとそれを何回もする傾向があるからである。中国においてDungeon & Fighterで遊んでいる人は何年にもわたってプレイしており、止めてしまう兆候はみられない。
しかし中国の携帯ゲームの市場はこれとはまったく異なる。パソコンゲームのプレーヤーが何年も同じゲームをするのに対し、統計によれば、中国の携帯ゲーマーは、2か月として携帯電話にゲームをインストールしておくことをしないようだ。携帯ゲームに多くの時間を費やす人でさえ、パソコンゲームの仲間と比較して、次から次へと遊ぶゲームを乗り換える傾向がある。
Tencentのようなパブリッシャーにとって、そのような状況は携帯ゲームのマネタイズを難しくする。携帯ゲームで遊ぶ人からはほとんど収益をあげられないので、少なくとも少数のゲームがヒットできるよう、たくさんのゲームを制作するか、ライセンスを与えるかしなくてはならない。たとえ人気のあるゲームを手にしたとしても、一般的に、ほとんどのユーザが遊ぶのに飽きて別のヒット作ゲームに移る前にそのゲームのプレーヤーベースから利益を引き出す時間は数か月しかない。多くの携帯ゲームの日の当たる期間は短いので、言ってみれば、デベロッパーやパブリッシャーはマネタイゼーションに関しては度を越してしまい、ゲーマーにとって不愉快な仕掛けをしようとする誘因が働く。
Tencentは、携帯ゲームの成長が最近鈍化している一部の要因は戦略的な移行にあるという。これは、収入を増やすというより、ユーザ体験を向上させることに集中するものだ。しかし同社の携帯ゲーム部門がパソコンゲームに相当する収入をもたらすようになるとすれば、プラットフォーム間で異なるユーザ習慣の違いに対処する新たな方法を見つけなくてはならない。そして、ゲーマーがすぐに飽きてしまうことなく携帯ゲームのヒット作からマネタイズする方法を見つけ出さなくてはいけない。