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That's true. The virtual good actually made Tencent, the largest IM provider became the most profitable company in China. And few months ago, one of my friends still argued that online-casual game has no market in U.S. because "the market was dominated by game console". The first widely-adapted webgame invented in China (www.mop.com), the company behind renren.com(largest facebook.com copycat in China). Those randomness (copycat vs. innovation) just amazed me how dynamic Chinese market is. There are too many innovations, but just too many are failed too early.


If you had a point I missed it or you need to reword what you said. It just reads like a bunch of information to me. This isn't a put-down, you seem to have a bunch of interesting information, but I'm not sure what you're getting at.

> The virtual good actually made Tencent, the largest IM provider became the most profitable company in China.

What 'virtual good?'

> And few months ago, one of my friends still argued that online-casual game has no market in U.S. because "the market was dominated by game console".

What does this have to do with the Chinese or innovation?

> The first widely-adapted webgame invented in China (www.mop.com), the company behind renren.com(largest facebook.com copycat in China).

What about these? You've listed them off, but are you relating these to the previous statement about 'online-casual games' having no market in the US? If so how does renren.com related to that? Are they the creators of mop.com? Even if this statement relates to the US having no market for casual online games, what point are you making? That the US is innovation-less because there are no popular/profitable online casual games?

> Those randomness (copycat vs. innovation) just amazed me how dynamic Chinese market is.

You didn't explain why the Chinese market is dynamic. Because of 'randomness?' How do you mean?

> There are too many innovations, but just too many are failed too early.

Too many innovative Chinese companies are failing before they 'make it big?'


sorry, I wrote these down in a math class in rush.

I think the copy-cat thing in China is overrated. Sure there are many copy-cats, which are somehow successful in domestic market. But there also many innovations are going on in China. Especially the innovation in monetization, micro-payment etc. There are a few examples:

1. Tencent in China is the first company that made their success solely based on the virtual good market (Same as Zynga's sales in Farmville etc.). They sell virtual costume for several cents and accumulated massive profit. And that is year 2003, for the note, online payment is very immature in China at that time. Tencent sold prepaid card from Internet cafe. That works, people bought prepaid card (usually for 5 RMB or 10 RMB) to pay the furnitures in their virtual home etc.

2. mop.com, back in 2004 (or 2005, I cannot recall correctly), developed the first web-based online game. It is a typical RPG game, but the innovation is that it requires no Flash, no plugins, no downloads. There is a reason for the development. The main visitor group of mop.com (a popular forum, like 4chan) is office worker, which have many spare time on computer but have no permission to download online games, this game just filled the hole. Another notable thing about mop.com is, it is also the company behind xiaonei.com, the largest copy-cat of facebook.com. Chinese companies are more realistic, and many have such hybrid gene of copy-cat and innovation.

3. China Mobile, the largest mobile service provider in China launched a product (actually a website for mobile phone) in 2003 called monternet which expect to provide all the applications/contents that needed for mobile phone users. It is so convenient in that time: you just need to click a link, and the payment will go to your next month phone bill (remember the situation I described about online-payment in 2003's China?). That is the model of iPhone's AppStore which get all the buzz recent years except it was launched by a ISP. The application sale part failed after one or two years because of the popular pirate software and wide adaption of symbian S60 OS in 2003 (made the universal compatibility is not necessary for most people).

Few months ago, my friend's words that online-casual game has no market in U.S. because "the market was dominated by game console" and the recent booming of Zynga/Playfish/Playdom made me think that there maybe no much difference between Chinese and U.S. market, some innovations in China may be suitable for U.S. market too. Some failures, like the monternet case may also have some indications for current U.S. mode (http://games.slashdot.org/story/09/10/24/0136250/App-Store-D...).

There are many innovations happened in China, and meeting true innovators in China are quite a pleasure thing for myself. Some innovations can even get global success from my perspective. but lacking of financial support, bad government policies against startup made the first-time-entrepreneur hard to succeed. But for copy-cat or serial-entrepreneur, they are simply much more capital friendly.


> The first widely-adapted webgame invented in China (www.mop.com), the company behind renren.com(largest facebook.com copycat in China).

mop.com was the most popular personal website in 2003-2005 then it was aquired by Oak Pacific Interactive. Then mop goes down fail ever since. Oak Pacific Interactive also aquired XiaoNei from WangXing. WangXing operates FanFou, a twitter copycat.




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