Chapter 621

Name:Hollywood Hunter Author:Just Do
When countless media tried to contact Simon to verify the truth of a series of revelations, in the following days, Hurst Group continued to use its own media platform to throw out a number of heavyweight gossip related to Simon, including Catherine is Simon's lover, Simon's affair with the wife of an action actor, westrow system's interference with the 1993 New York mayor election, and so on.

Unfortunately, perhaps most of them are facts, but Hurst group has not been able to produce much substantial evidence.

No evidence is slander.

In a society like the United States, defamation is a very serious crime.

Simon, of course, won't wait to die.

While quietly launching the lawyer team of the westrow system to collect information that can be sued, the public relations team of the Westeros family also launched a full-scale campaign to resolutely fight back against the information disclosed by the media of the Hurst group.

Not only that, westero also issued a tough ultimatum to other large media forces in the United States. As long as we stand on the side of the Hurst group and participate in the uproar, this incident will always be the enemy of the westero system. Once the enemy is selected, there will be only confrontation and no cooperation in the future, and the westero system will not give any possibility of reconciliation.

In the face of Simon's unremitting strong stance, not to mention the several old print media groups that are negotiating with igritte, many other traditional media forces soon ceased to follow suit at the beginning.

Unlike the Westeros system and the Hurst group, other media forces are very clear that if they are involved this time, they will really leave no room for themselves.

Even some old media families don't quite understand what the Hurst family is losing their heart.

In recent years, even if the westrow couple are really turned against each other, which leads to a divorce war and the vitality of the westrow system is greatly damaged, what benefits can the Hurst family get?

However, there are always too many unreasonable things in this world.

Perhaps the Hurst family thinks that such a move can make Simon westrow, like many enemies of the Hurst family in the past, taste the power of a century old media family to control public opinion, and then retreat, even take the initiative to seek compromise.

It's just that it's not 100 years ago.

It is obvious that the Hurst group originally wanted to take the lead in triggering a public opinion storm against Simon westrow with its own media platform, just like the massive manipulation of public opinion in the heyday of the Hurst family many years ago. However, when other large media companies with a little strength in North America all stopped, the Hurst group was naked Come on.

Most of the public think that they are very smart and can see the essence of many things.

When they find that all the media platforms attacking Simon westero have become a series of media of the Hearst group, and other print media either remain neutral and watch the fun, or are still saying good things for Simon westero, the credibility of Hearst group's disclosure suddenly drops sharply.

Simon westero's handling of the tax evasion incident of "waist essence" and "leg essence", which was initially exposed, has even aroused the favor of many netizens on the Internet, most of whom are women.

After the two lovers were arrested by the IRS, the young super tycoon did not rush to publicly deny that he was picked out because of the media. It can be imagined that this must be the common practice of many other rich and famous people. However, in less than an hour, Simon westero openly asked his team of lawyers to bail the two girls out, and then generously paid their taxes.

Not only that, in order to avoid the two girls being harassed by the mass media, westero also needs to know that a well-known facebook game blogger revealed that the budget of happy farm, a social game with a development cycle of only two months, is mainly the salary of the development team, and the overall production cost is less than $1 million.

The budget expenditure of less than 1 million US dollars in exchange for the huge revenue of 700 million US dollars in two years can be described as robbing money.

With the official report of igritte, many users who were not very interested in happy farm have accessed the game direct interface of igritte portal. Users who did not open Facebook have opened their own social platform for the game.

No matter the Internet portal or the traditional media, with this report of igrit portal, they are all attracted by the sudden popularity of this game in a very short time.

Then, when the media reporters collected information to prepare for the next day's relevant reports, more and more people realized that the success of happy farm may not lie in the game itself. Of course, for players, this web game integrates leisure and social networking, and is the first one that uses igritte's flash animation technology. It is very interesting and playable. But the root of its success is that igritte almost monopolizes the huge user base of the Internet portal.

In recent years, industry analysts who have been paying close attention to the Internet industry have been curious about how igrit portal can realize its huge user base. After all, in the previous few years, igrit's main source of revenue has been software sales. The rapid growth of advertising business and e-commerce, although relying on igrit's huge user base, has nothing to do with it After all, it's not very direct.As a result, some media even predict that with the continuous exponential growth of Internet users, in the face of rapidly expanding huge operating costs, igrit may have to take the initiative to allocate its own exclusive network interface in order to reduce costs.

Or the previous opening of MSN portal and AOL portal is the reason.

Now, a social game with a production budget of less than $1 million has just been born, which directly proves the huge business potential of igritte's huge user scale.

In two years, it is estimated that the total revenue of 700 million US dollars, according to the sharing rules dug out by the industry, igritte will take 20% of the total revenue as the operating expenses, in fact, there may be as much as half of the water, and the remaining 80%, igritte and the developer EA, which belongs to Denise entertainment, will share equally.

All in all, igritte can earn more than US $400 million from the estimated total revenue of US $700 million. Even excluding all expenses such as marketing and operation costs and later tax, the estimated net profit will not be less than US $200 million, with an average annual net profit of US $100 million.

Previously, only 129 of the top 500 U.S. companies published by Fortune magazine in March 1993 had annual net profits of more than $100 million.

For igritte, it's just a social game.

Now that the success of this model has been proved, will igrit only launch this game?

Of course not.

It can be imagined that the future is only an online game, relying on its own huge user base, as long as the operation is proper, it can bring a steady stream of huge profits to igrit company.

For Simon, who flew from Los Angeles to San Francisco on Friday because of happy farm, the popularity of the game is both unexpected and expected.

Once upon a time in history, happy farm was the first social game that was copied by a North American game manufacturer and achieved great success.

China's "happy farm" was launched in 2008 and achieved phenomenal success. Then in 2009, Zynga, a game studio in the United States, followed suit and imitated "Farmville". Relying on the rapidly growing Facebook platform, this Shanzhai game became the first social game with a total number of users exceeding 10 million in just two months.

In the following years, the number of peak players of Farmville once exceeded 80 million, which brought a lot of revenue to Zynga.

During the most prosperous period, Zynga held a grand carnival party every week relying on the revenue of Farmville. The company also provided international travel for all employees, and built a headquarters building worth hundreds of millions of US dollars in San Francisco. Compared with a forced studio that Tencent bought out the operation right of happy farm with millions, Zynga was very popular for a while, and later IPO It has also been sought after by the market, and its market value once exceeded 5 billion US dollars at its peak.

This time, Simon's brand-new happy farm, relying on the Internet interface almost monopolized by igritte, is the first Internet social game developed by using new flash animation technology. Pushed by igritte's homepage with more than 20 million active users in a single day, it won nearly 7 million players in a short week, which did not exceed Simon's expectation.

In the past, the number of users of Farmville reached 80 million at its peak. This time, Simon's prediction of the largest number of users in the world by igritte's operation team is not far away.

Just in the past first quarter, the number of users accessing the world wide web in North America has exceeded 52 million, the number of Internet users has reached 85 million, and the number of Internet users worldwide has reached nearly 150 million.

It is estimated that by the end of 1994, the number of Internet users in North America alone will reach 115 million, and it may be close to 200 million worldwide.

In 1995, with the large-scale outbreak of overseas Internet users, the number of global Internet users may even reach 400 million.

This is the foundation of happy farm's 50 million users worldwide.

On the other hand, the Internet at this stage is just like the television industry in the era of public television network monopoly.

Because video entertainment models such as cable TV and streaming media have not yet sprung up, several major public television networks in North America often have phenomenal TV dramas such as "Seinfeld" with more than 70 million viewers. This is totally unimaginable in the era of cable TV full bloom and streaming media rapid development.

Similarly, the entertainment content of the Internet at this stage is far less abundant than that of the Farmville era. At that time, there were world of Warcraft and Youtube. The production level of stand-alone games was close to the movie level, and smart phones began to be allies. At that time, users had too many other entertainment options.

Now, at least before the launch of other social leisure games of the same type, there was only happy farm.Moreover, the phenomenal success of happy farm is obviously not replicable. Both China and the United States have created two phenomenal farm game manufacturers, and their subsequent products have not broken their own records.

Therefore, in Simon's view, the peak user scale of 50 million players is not impossible in North America, let alone in the world.

When the user scale of a game is large enough, even if only a small number of people contribute a small part of the revenue, all in all, it will make many ordinary big selling games out of reach.