手游联运公司的公司经济类型型是什么

手游发行ROI分享(一) - 知乎专栏
{"debug":false,"apiRoot":"","paySDK":"/api/js","wechatConfigAPI":"/api/wechat/jssdkconfig","name":"production","instance":"column","tokens":{"X-XSRF-TOKEN":null,"X-UDID":null,"Authorization":"oauth c3cef7c66aa9e6a1e3160e20"}}
{"database":{"Post":{"":{"contributes":[{"sourceColumn":{"lastUpdated":,"description":"认真改好产品,踏实做细运营。\n耐心面对用户,细心做好服务。\n不断完善体验,应对市场改变。\n把握手中机遇,安然面对成败。","permission":"COLUMN_PUBLIC","memberId":412527,"contributePermission":"COLUMN_PUBLIC","translatedCommentPermission":"all","canManage":true,"intro":"运营没有标准,细节决定成败","urlToken":"game518","id":4275,"imagePath":"v2-977ae770425dde7e6e4e6f.jpg","slug":"game518","applyReason":"","name":"手游运营那点事儿","title":"手游运营那点事儿","url":"/game518","commentPermission":"COLUMN_ALL_CAN_COMMENT","canPost":true,"created":,"state":"COLUMN_NORMAL","followers":1690,"avatar":{"id":"v2-977ae770425dde7e6e4e6f","template":"/{id}_{size}.jpg"},"activateAuthorRequested":false,"following":false,"imageUrl":"/v2-977ae770425dde7e6e4e6f_l.jpg","articlesCount":19},"state":"accepted","targetPost":{"titleImage":"/79a721aa167c7ad9e7bbe4_r.jpg","lastUpdated":,"imagePath":"79a721aa167c7ad9e7bbe4.jpg","permission":"ARTICLE_PUBLIC","topics":[],"summary":"前段时间内部做了一个ROI分享会,今天正好有点时间把内容整理出来分享给大家。什么是ROI?百度百科说:ROI是指通过投资而应返回的价值,即企业从一项投资活动中得到的经济回报。通俗点来说就是一款游戏发行花了版权金签了,市场也砸钱了,能不能收回来这个…","copyPermission":"ARTICLE_COPYABLE","translatedCommentPermission":"all","likes":0,"origAuthorId":412527,"publishedTime":"T13:07:18+08:00","sourceUrl":"","urlToken":,"id":310467,"withContent":false,"slug":,"bigTitleImage":false,"title":"手游发行ROI分享(一)","url":"/p/","commentPermission":"ARTICLE_ALL_CAN_COMMENT","snapshotUrl":"","created":,"comments":0,"columnId":4275,"content":"","parentId":0,"state":"ARTICLE_PUBLISHED","imageUrl":"/79a721aa167c7ad9e7bbe4_r.jpg","author":{"bio":"前《刀塔传奇》《十万个冷笑话》运营负责人","isFollowing":false,"hash":"5b0013aba2e6ee8aa077bdc","uid":08,"isOrg":false,"slug":"sun-xiu-long","isFollowed":false,"description":"时刻审视自己的不足。","name":"孙秀龙","profileUrl":"/people/sun-xiu-long","avatar":{"id":"0abbc11b180d7bc461b1ff","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false},"memberId":412527,"excerptTitle":"","voteType":"ARTICLE_VOTE_CLEAR"},"id":299092}],"title":"手游发行ROI分享(一)","author":"sun-xiu-long","content":"前段时间内部做了一个ROI分享会,今天正好有点时间把内容整理出来分享给大家。什么是ROI?百度百科说:ROI是指通过投资而应返回的价值,即企业从一项投资活动中得到的经济回报。通俗点来说就是一款游戏发行花了版权金签了,市场也砸钱了,能不能收回来这个投资,并且还能赚钱这是一个非常关键的问题。别关顾着看游戏时候觉得这个画面不错、战斗还行、玩法也不错就几百万乃至上千万就扔出去了,虽然签游戏很多时候都在赌,为何不赌的胜算更大一点呢?500万版权的游戏,加上市场费等杂七杂八的,投入成本得1000万左右。假设上线后每月稳定跑1000万流水,至少得3-4个月才收回成本。今年的市场环境,大多数情况下都是赔......所以,产品签入前一定要去算下ROI,这个数据不一定很准,但是心里会有起码的预期。产品签入后跑出测试数据了,再算一下ROI,看产品是继续投入还是尽快止损。ROI对手游发行的意义发行策略决策支持-提前做好ROI预估能够决策产品是否值得签入,投入成本的回收周期如何。-产品测试数据效果达不到预期,继续投入没有太大价值,可为是否发行提供决策。-多产品预发行前提下,可根据公司指标调整各产品的发行顺序和节奏。投放策略调整-单用户付费能力是否大于市场单用户成本,给是否投放广告(买量)提供决策。-推广过程中根据ROI反馈筛选推广渠道,找出优质渠道。-精细化调整投放策略、投放组合、投放方式、投放节奏。渠道导量调整-判断联运渠道用户质量,哪些渠道活跃高、哪些渠道付费能力强,一目了然。-和投放类似,根据ROI筛选出同类型最佳联运渠道,以后上渠道会做侧重点调整。在手游发行中,哪些是成本(投资),哪些又是收入(回报)呢?发行收入来源-发行收入来源主要是产品的收费能力,并且是95%的收入来源。-内容收费和广告收费常在单机上出现,网游还是第一种方式。-下载收费常出现在AppStore付费榜,中国人的消费习惯来看,实际没有多少收入。-游戏周边一定要是产品文化品牌搭建好之后才能操作的事情,实际中国的游戏很少能做到这一步。发行投入成本-最主要的成本是代理金+预付,在产品上线前就要去付的成本。-产品测试数据不错,市场投入必不可少,典型的就是硬(买量)+软(营销)方式,几百万到数千万。-联运渠道成本基本是产品月流水50%左右,AppStore30%,渠道费约5%左右。-CP扣除渠道后成本后的分成,一般是20%。-人力和服务器成本取决于发行搭多少人和运营策略了。算下来,发行实际能拿到的钱,产品流水25%左右,假设产品所有成本1千万,上线后月流水1千万,稳定5个月才能保证不赔钱。近一年来,成本只要1千万,连续半年月流水也稳定1千万的有几款呢?先给大家分享ROI在手游发行中的基本概述,下篇文章我再分享一下ROI的具体算法。","updated":"T05:07:18.000Z","canComment":false,"commentPermission":"anyone","commentCount":6,"collapsedCount":0,"likeCount":37,"state":"published","isLiked":false,"slug":"","isTitleImageFullScreen":false,"rating":"none","titleImage":"/79a721aa167c7ad9e7bbe4_r.jpg","links":{"comments":"/api/posts//comments"},"reviewers":[],"topics":[],"adminClosedComment":false,"titleImageSize":{"width":600,"height":558},"href":"/api/posts/","excerptTitle":"","column":{"slug":"game518","name":"手游运营那点事儿"},"tipjarState":"inactivated","annotationAction":[],"sourceUrl":"","pageCommentsCount":6,"hasPublishingDraft":false,"snapshotUrl":"","publishedTime":"T13:07:18+08:00","url":"/p/","lastestLikers":[{"bio":"大隐隐于厦门市","isFollowing":false,"hash":"dd8cb81dbaab89d1bff2f5","uid":120400,"isOrg":false,"slug":"Jonah-Cheng","isFollowed":false,"description":"手游买量菜鸟","name":"杀死约拿","profileUrl":"/people/Jonah-Cheng","avatar":{"id":"v2-adbff5b8fdd","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false},{"bio":"学生党/经济学入门/踏出象牙塔","isFollowing":false,"hash":"4e7bf7ae08fed0","uid":00,"isOrg":false,"slug":"bridge-lee","isFollowed":false,"description":"","name":"Bridge Lee","profileUrl":"/people/bridge-lee","avatar":{"id":"da8e974dc","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false},{"bio":"软件架构师","isFollowing":false,"hash":"dbcf6c18e7a","uid":731800,"isOrg":false,"slug":"abel-93-88","isFollowed":false,"description":"","name":"Abel","profileUrl":"/people/abel-93-88","avatar":{"id":"5ef13b4d1a11e2b5606f37edd2eec174","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false},{"bio":null,"isFollowing":false,"hash":"034dc9e1ffe52be467a1b","uid":40,"isOrg":false,"slug":"hu-hao-46","isFollowed":false,"description":"","name":"心头一阵凉","profileUrl":"/people/hu-hao-46","avatar":{"id":"e642f700ece8fb3b02ee7a","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false},{"bio":"一颗酥脆的文案青年","isFollowing":false,"hash":"7369fff8e55047dee1a1","uid":20,"isOrg":false,"slug":"Danielzlaicha","isFollowed":false,"description":"懵逼过动儿,欢脱闯前路。\n","name":"蛋牛治热奶茶","profileUrl":"/people/Danielzlaicha","avatar":{"id":"d1c5eb7c3fe78ec7de3d20b","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false}],"summary":"前段时间内部做了一个ROI分享会,今天正好有点时间把内容整理出来分享给大家。什么是ROI?百度百科说:ROI是指通过投资而应返回的价值,即企业从一项投资活动中得到的经济回报。通俗点来说就是一款游戏发行花了版权金签了,市场也砸钱了,能不能收回来这个…","reviewingCommentsCount":0,"meta":{"previous":{"isTitleImageFullScreen":false,"rating":"none","titleImage":"/50/6a2531fdad1cea1130fee85ff9039dcf_xl.jpg","links":{"comments":"/api/posts//comments"},"topics":[],"adminClosedComment":false,"href":"/api/posts/","excerptTitle":"","author":{"bio":"前《刀塔传奇》《十万个冷笑话》运营负责人","isFollowing":false,"hash":"5b0013aba2e6ee8aa077bdc","uid":08,"isOrg":false,"slug":"sun-xiu-long","isFollowed":false,"description":"时刻审视自己的不足。","name":"孙秀龙","profileUrl":"/people/sun-xiu-long","avatar":{"id":"0abbc11b180d7bc461b1ff","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false},"column":{"slug":"game518","name":"手游运营那点事儿"},"content":"现在在一家新发行负责整体运营的工作。来之前有一款拖了3个月没发的项目要赶快上线,我本来以为准备差不多了,接到手才发现基本什么都没准备,老板规定,1个月内必须上线。从项目接手到项目上线,历时不到1个月的时间。没有美术,没有市场,只有运营。一个月,团队共同完成了产品数次优化、30+渠道的接入、产品资料重新撰写(团队两位女生担当了美术工作、承担了大量美术的需求)、官网改版、自媒体、百科的搭建、渠道专区及论坛搭建及维护、数据后台及GMT优化、客服接入等等一系列运营工作。追求速度质量就会打折,追求质量速度就会慢下来。因很多历史遗留问题,也为了力保游戏顺利上线。从时间点这个维度来看算是基本完成,但从整体效果上来看不太理想,存在一些问题。通过和团队的沟通,重点总结三类问题:时间1)项目是先定的上线时间点后开展的工作,在工作开展后发现以前遗漏的问题增加了很多的临时工作量。2)30+SDK接入时间都是扎堆接入,接入时间只有2周,并且使用了第三方接入,过程中难免出现技术问题反复修改,2周时间接SDK已经非常紧张,技术返工时间点没有预留,导致有几个渠道没有在规定时间点上线。3)目标全部指向上线时间,没有多余时间去排优先级,也没有足够的时间去调整发现的问题。沟通1)部门与支持部门-渠道-CP沟通相互之间都出现沟通不明确、跟进不及时的情况,这个已经开会讨论多次,且相关部门同事都做了总结,在這里不做赘述。2)部门内外沟通都应该以结果为导向,任何问题沟通清楚是前提,避免情绪沟通。3)沟通的方式方法需注意,运营虽然大部分情况下对内,但是涉及对外的都要注意沟通的及时性、时间点以及结果导向。4)沟通进程应具体量化表示,让团队内部和支持部门及时了解进度,方便进行具体沟通。流程1)部分流程因没有专人梳理(如渠道运营流程)。2)部分梳理的流程在执行上有所偏差。除以上问题以外,团队从项目中得到了一些收获。 1)磨合了团队,近2周时间大家平均都是在22:00以后下班,有3次都是凌晨2点以后下班。大家付出了,收获了,成长了,团队配合更加紧密了。2)提早暴露问题对以后的项目上线会有很大的警示和引导作用。3)快节奏的上线扛过来了,以后其他再有类似时间紧急的项目也能更快适应。4)每个人都得到了新的学习和成长。","state":"published","sourceUrl":"","pageCommentsCount":0,"canComment":false,"snapshotUrl":"","slug":,"publishedTime":"T16:20:36+08:00","url":"/p/","title":"记一次一个月就搞上线的项目","summary":"现在在一家新发行负责整体运营的工作。来之前有一款拖了3个月没发的项目要赶快上线,我本来以为准备差不多了,接到手才发现基本什么都没准备,老板规定,1个月内必须上线。从项目接手到项目上线,历时不到1个月的时间。没有美术,没有市场,只有运营。一个…","reviewingCommentsCount":0,"meta":{"previous":null,"next":null},"commentPermission":"anyone","commentsCount":7,"likesCount":10},"next":{"isTitleImageFullScreen":false,"rating":"none","titleImage":"/50/0abdffe610cfbb3f400ce_xl.jpg","links":{"comments":"/api/posts//comments"},"topics":[],"adminClosedComment":false,"href":"/api/posts/","excerptTitle":"","author":{"bio":"前《刀塔传奇》《十万个冷笑话》运营负责人","isFollowing":false,"hash":"5b0013aba2e6ee8aa077bdc","uid":08,"isOrg":false,"slug":"sun-xiu-long","isFollowed":false,"description":"时刻审视自己的不足。","name":"孙秀龙","profileUrl":"/people/sun-xiu-long","avatar":{"id":"0abbc11b180d7bc461b1ff","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false},"column":{"slug":"game518","name":"手游运营那点事儿"},"content":"接上文,和大家聊了发行ROI的基础定义,今天和大家分享一下ROI的具体算法。其实算ROI,最最主要的是要把收入预期算出来。有的同学可能不太熟悉,简单解释一下我个人比较倾向于第一种算法,今天我也主要说第一种算法。思路是根据留存模型算出未来一段时间每天的留存率,根据导入量结合每日的留存率算出每天留下的DAU。根据产品付费数据(测试过的拿测试数据),没有测试过的拿已上线的同类型品质产品做参考,推出ARPU。怎么推留存率?收入预期的算法启发来源于LTV预测的方法,感兴趣的可以参考。里面算法公式略显复杂,对于数学不好的人可能有点理解难度..包括我。我一般采用比较简单暴力的方法。假设X手游次日留存率是35%,三日留存25%,七日留存15%,三十日留存5%,根据这些数据,比如七日~三十日的留存滞留10%,日期相差22天,10%/22=0.00454,从七日留存一直减下去就大概推出每天的留存了。怎么推DAU?所以DAU1=DNU1DAU2=DNU2+DOU1DAU3=DNU3+DOU1+DOU2·······DAU30=DNU30+DOU1+DOU2+······DOU29结合每日导入量参考,假设每天导入量是4K,根据每日留存留下的用户(即DAU1=)就得到了每天的DAU:怎么推ARPU?ARPU=付费总额/活跃用户=付费ARPPU*付费率根据不同产品测试表现,可以轻松得到ARPU,正常情况下,ARPU会随着时间的拉长慢慢减少,所以我们按照每周做一个递减。结合刚才推算出的DAU,把每周细分的ARPU填入表格,就可以推出产品首月的收入。表上可知,首月收入958,614。再根据产品生命周期衰减的表现,通常每月衰减20%~30%,在没有继续资源投入的情况下,未来几个月的的收入总和。结合产品成本,就能推断出大概几个月能收回成本。也就基本推出了一款产品的ROI。","state":"published","sourceUrl":"","pageCommentsCount":0,"canComment":false,"snapshotUrl":"","slug":,"publishedTime":"T17:51:39+08:00","url":"/p/","title":"手游发行ROI分享(二)","summary":"接上文,和大家聊了发行ROI的基础定义,今天和大家分享一下ROI的具体算法。其实算ROI,最最主要的是要把收入预期算出来。有的同学可能不太熟悉,简单解释一下 我个人比较倾向于第一种算法,今天我也主要说第一种算法。 思路是根据留存…","reviewingCommentsCount":0,"meta":{"previous":null,"next":null},"commentPermission":"anyone","commentsCount":8,"likesCount":30}},"annotationDetail":null,"commentsCount":6,"likesCount":37,"FULLINFO":true}},"User":{"sun-xiu-long":{"isFollowed":false,"name":"孙秀龙","headline":"时刻审视自己的不足。","avatarUrl":"/0abbc11b180d7bc461b1ff_s.jpg","isFollowing":false,"type":"people","slug":"sun-xiu-long","bio":"前《刀塔传奇》《十万个冷笑话》运营负责人","hash":"5b0013aba2e6ee8aa077bdc","uid":08,"isOrg":false,"description":"时刻审视自己的不足。","profileUrl":"/people/sun-xiu-long","avatar":{"id":"0abbc11b180d7bc461b1ff","template":"/{id}_{size}.jpg"},"isOrgWhiteList":false,"badge":{"identity":null,"bestAnswerer":null}}},"Comment":{},"favlists":{}},"me":{},"global":{"experimentFeatures":{"ge3":"ge3_9","ge2":"ge2_1","nwebStickySidebar":"sticky","nwebAnswerRecommendLive":"newVersion","newMore":"new","sendZaMonitor":"true","liveReviewBuyBar":"live_review_buy_bar_2","liveStore":"ls_a2_b2_c1_f2","homeUi2":"default","answerRelatedReadings":"qa_recommend_by_algo_related_with_article","qrcodeLogin":"qrcode","newBuyBar":"liveoldbuy","newMobileColumnAppheader":"new_header","zcmLighting":"zcm","favAct":"default","appStoreRateDialog":"close","mobileQaPageProxyHeifetz":"m_qa_page_nweb","iOSNewestVersion":"4.2.0","default":"None","wechatShareModal":"wechat_share_modal_show","qaStickySidebar":"sticky_sidebar","androidProfilePanel":"panel_b"}},"columns":{"next":{},"game518":{"following":false,"canManage":false,"href":"/api/columns/game518","name":"手游运营那点事儿","creator":{"slug":"sun-xiu-long"},"url":"/game518","slug":"game518","avatar":{"id":"v2-977ae770425dde7e6e4e6f","template":"/{id}_{size}.jpg"}}},"columnPosts":{},"columnSettings":{"colomnAuthor":[],"uploadAvatarDetails":"","contributeRequests":[],"contributeRequestsTotalCount":0,"inviteAuthor":""},"postComments":{},"postReviewComments":{"comments":[],"newComments":[],"hasMore":true},"favlistsByUser":{},"favlistRelations":{},"promotions":{},"switches":{"couldAddVideo":false},"draft":{"titleImage":"","titleImageSize":{},"isTitleImageFullScreen":false,"canTitleImageFullScreen":false,"title":"","titleImageUploading":false,"error":"","content":"","draftLoading":false,"globalLoading":false,"pendingVideo":{"resource":null,"error":null}},"drafts":{"draftsList":[],"next":{}},"config":{"userNotBindPhoneTipString":{}},"recommendPosts":{"articleRecommendations":[],"columnRecommendations":[]},"env":{"edition":{},"isAppView":false,"appViewConfig":{"content_padding_top":128,"content_padding_bottom":56,"content_padding_left":16,"content_padding_right":16,"title_font_size":22,"body_font_size":16,"is_dark_theme":false,"can_auto_load_image":true,"app_info":"OS=iOS"},"isApp":false},"sys":{},"message":{"newCount":0},"pushNotification":{"newCount":0}}12345678910
09-2109-1308-0908-0908-0708-0708-0408-0308-0308-02
京公网安备 92 京ICP证140355号 京网文【-109号
未成年人家长监护梅孝龙成立梦想手游&首发Unity3D产品抢滩市场
&&&&来源:&&&&
&&&&&&字号
原标题:梅孝龙成立梦想手游
首发Unity3D产品抢滩2014市场
  1月10日,原中国手游娱乐集团(CMGE)副总裁、中手游旗下豆玩总裁梅孝龙正式宣布全新的手机发行公司“梦想手游”成立,新公司有着雄厚的资金实力和强大的发行资源,将以“移动人生 快乐随身”为品牌愿景,专注于手机发行。未来的一个月里,新公司将逐步对外公布“梦想手游”2014年的产品战略和发行战略。
  成功团队,将带来更多成功产品
  新成立的“梦想手游”总部设立在广州,核心团队汇聚了数十名拥有丰富手游发行和运营经验的专业人才。从手机的发行、运营到营销各个环节,人员配置完善,深谙国内IOS及安卓平台发行模式。梅孝龙在中手游任职期间,曾领导团队成功发行及联运了《风云天下》、《龙之召唤》、《快乐棋牌系列》及《指上谈兵》等多款重量级产品。“梦想手游”将传承以往的成功经验,坚守“务实、勤奋、共赢”的企业核心价值观,秉承“为玩家带来乐趣”的理念,为中国手机用户带来更多优秀的产品。
  助梦计划,助力优秀研发商实现梦想
  “发行精品,助力优秀手游研发商实现梦想”,梦想手游将推出名为“2014助梦计划”的新产品发行计划。梅孝龙把“助梦计划”诠释为:梦想手游将致力于打造一流产品,网罗一流人才,做一流的发行商,将精品战略进行到底。特别是在产品方面,梦想手游将发掘更多有潜质的、优秀的作品,凭借其在产品发行、营销、渠道整合和运营能力上的强大优势和丰富经验,以行业最高标准为旗下每一款产品量身打造发行计划,帮助更多的、有梦想的中国移动研发团队获得成功。
  首推Unity3D大作,抢滩2014手游市场
  2014年的手游市场产品主流将发生哪些变化?对于这个辞旧迎新之际的热门话题,梦想手游用实际行动作出了回答。预计2014年第一季度,梦想手游将密集发布数款产品,题材和类型涵盖西游、武侠和ARPG等。其中首款开年作品,将是一款全新的Unity3D手游大作。作为公司的“开山之作”,这款产品从制作团队、制作水准到产品品质都十分令人期待。现在产品已基本完成上线前的准备工作,梦想手游希望通过新产品的成功发布在2014年刮起一阵“3D旋风”,为中国手机用户带来更高品质的移动体验。
(责编:杨虞波罗、王溪)
善意回帖,理性发言!
使用其他账号登录:
恭喜你,发表成功!
请牢记你的用户名:,密码:,立即进入修改密码。
s后自动返回
5s后自动返回
恭喜你,发表成功!
5s后自动返回
最新评论热门评论
游戏新闻|精彩博客
24小时排行&|&
人 民 网 版 权 所 有 ,未 经 书 面 授 权 禁 止 使 用
Copyright &
by .cn all rights reserved
人 民 网 版 权 所 有 ,未 经 书 面 授 权 禁 止 使 用
Copyright &
by .cn. all rights reserved(放开那裤衩丶)
(jimmy的脑库)
(枪手苹果退款)
(jimmy的脑库)
第三方登录:

我要回帖

更多关于 国内最好的手游 的文章

 

随机推荐