While Dong Zhanbin hardly performs video games himself, some of the titles he has invested in are actually the various most played throughout China. These encompass Dragon Nest M, which brought in almost RMB 1 billion in sales in its first month in the marketplace.
As a founding accomplice at Qingsong Fund, Dong has additionally overseen the discharge of Three Kingdoms and Jieji Sanguo (an RPG much like King of Fighters), which introduced in returns of extra than 60 times their original investment within six months. However, as the video game industry fast expands to a multibillion-greenback commercial enterprise, he has switched his recognition to different areas inclusive of social gaming.
When he helped set up Qingsong in 2012, desktop gaming become nevertheless king even though phone titles had been also gaining traction. Dong seized on the danger of making an investment in mobile gaming startups as he predicted their commercial enterprise fashions to be similar to the ones of traditional gaming corporations. “During the PC era, we found out that the clearest revenue version became video video games,” he said. “And in the cellular technology, marketers might repeat the identical manner.”
In the fund’s first section, Dong and his crew invested in extra than 20 startups. But then the point of interest shift completely. “Tencent and NetEase had taken up the lion’s share of the entire market and listed gaming groups left only a few opportunities for startups,” Dong informed Technode.
“There may be some possibilities for social games, consisting of our Werewolf investment in 2017,” he stated.
Dong didn’t put money into any video video games after the primary-section however that didn’t suggest he had given up at the gaming quarter — Laoyuegou, a gaming community for Chinese players, has come to be the biggest gaming search engine in China at the same time as audio-based totally social game Werewolves boasts over 60 million customers.
He explained that his investment strategy is driven by more youthful game enthusiasts’ choice to make buddies. According to QuestMobile, the wide variety of active GenZ game enthusiasts has reached 275 million in China as of this June and social functions are a key draw.
“Making pals is the maximum fundamental requirement for more youthful generations to rid them of loneliness and to assist them join,” he stated.