NetLong CEO Liu Luyuan: 91 listed valuation of no less than 800 million

NetLong CEO Liu Luyuan: 91 listed valuation of no less than 800 million 【Exclusive Interview with CCID.com】 Recently, the 10th China Joy was held in Shanghai. Hundreds of online game companies exhibited and attracted a large number of domestic and foreign online game enthusiasts. At China Joy's site, NetDragon CEO Liu Luyuan accepted an exclusive interview with CCID Net's reporter, and he analyzed the development situation of the current domestic online game industry and the recent operation of NetDragon.

According to Liu Luyuan, CCIDNet said that the listing of the 91 is currently in progress, and the valuation will not be lower than the amount of NetDragon’s IPO. However, he did not disclose the specific time to market. It is reported that NetDragon listed on the Hong Kong Stock Exchange is worth 1 billion Hong Kong dollars (about 824.4 million yuan).

The following is an interview organized:

CCID Net: At present, the domestic online game market is gradually forming a brand trend. For example, Perfect World's Zhu Xian series, Shanda's legendary series... How do you view the strategy of domestic online game companies to serialize veteran works?

Liu Luyuan: This is actually a brand promotion strategy. This includes corporate brands and product brands. At present, companies with R&D capabilities are expanding their product brands. In the future, NetDragon will also expand its series of products in the Demon brand, and there may be a “Devil brand”.

CCID: We know that in recent years, NetDragon has introduced products such as 91 Panda Reading, 91 Mobile Assistant, and Andrews, etc., which are popular among users, covering Iphone, Android and many other platforms. Please tell us about the latest data of NetDragon in the field of mobile Internet.

Liu Luyuan: Among 91 mobile assistants, the total number of users was 89 million in June, and the number of users in its Android market also exceeded 27 million. In addition, Net Dragon also established a mobile phone smart terminal R&D center. At present, the 91 results have achieved at least four consecutive quarters of blowout growth: NetDragon 2012Q1 financial report disclosed that its wireless business income (mainly from 91) of about 45.4 million yuan, an increase of 84.1%, an increase of 644.3%.

CCID Net: It is because of the excellent performance of 91 that everyone is more concerned about the progress of the listing of 91. Can you disclose it?

Liu Luyuan: The issue of the listing of the 91 is currently being carried out in an orderly manner. 91 Both the financial and market share have conditions for listing. In recent years, the entire financial data is also very beautiful. Therefore, we are very confident in the market, we will create a platform for mobile Internet 91, better integrate the resources of the industry chain, so that developers and users benefit more.

CCID Net: For the specific time and valuation of the 91 listing can be disclosed?

Liu Luyuan: The specific timetable cannot be disclosed. The valuation will be higher than the NetDragon listing, not less than 1 billion.

CCID Net: With the improvement of domestic game quality and continuous innovation of the overall operating model, localized online games in China have the tendency to expand overseas marketing. Giants rented the New York Times Square screen in April for the "Journey 2S" promotion. The game also uses Barack Obama as the "Jiuyin Scriptures" to rally. NetDragon is the first Chinese online game company to open up the international market and operate successfully. What is the current overseas operation situation? What are the main strategies?

Liu Luyuan: In the overseas “Conquer” game, he tried to open it for free. From this start, Net Dragon has become the largest Chinese online game operator in the US market. With ten languages, users in more than 180 countries around the world have a good growth market.

Currently overseas game marketing revenue accounts for about 14% of total revenue.

CCID Net: How do you view the trends and prospects of China's online games going overseas? What problems will it face?

Liu Luyuan: At present, there are more than 150 domestic products sold abroad, indicating that our local online gaming companies have begun to attach importance to overseas markets. But not every home is beautiful. Local marketing of overseas products is not a simple language change.

First of all, how local culture is grounded is very important. If this step is not done well, users will not be able to accept products and they will not be able to integrate into the online game world. This is the problem that domestic online game companies need to overcome most.

The second question is whether resources in different countries' markets can be well integrated, such as servers, technical support, and channels.

CCID: How does NetDragon solve the above overseas marketing problems?

Liu Luyuan: In foreign markets, NetDragon will be the first to choose its own operations for its familiar markets. For those who are not familiar with the market, they will look for agents in the local area and listen to suggestions from partners to actively improve the quality of online games.

CCID Net: In recent years, the growth rate of China's online game market has slowed down, new games have continued to be weak, and its development speed cannot support the lineup of online game market. More than 80% of the online game market is still occupied by existing products. At present, the main problem facing the domestic online game industry is creative issues. There are widespread plagiarism and homogenization issues in online game products. How do you view this issue? NetDragon product line new work, market response how?

Liu Luyuan: Homogenization has been said for several years, but it has been difficult to really change this phenomenon. The more important reason is that online game developers are too eager to launch new products. Because the game is in the end, the essence is to make people play, playing a game is very tired, not very happy to play, this push and then fast, the marketing scale to do bigger, may also be eventually abandoned by the user , so the standard is fun and not fun.

Therefore, it is very important for online game companies to tap users' "play points."

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