In 2016 Q3, the overall active user base of China’s mobile sport information platforms slid down to a small extent, mainly because Q3 coincided with the break of football, basketball and other significant games that attract great attention from users, and the European five leagues didn’t start the new season until mid-August. By type, vertical sport information platforms still took the lead in terms of active user base, user viscosity and other indicators, and integrated platforms maintained relatively stable development.
Analysys data show that in 2016 Q3, Dongqiudi.com, Hupu.com and Sina Sports ranked the top three with a share of 20.2%, 19.1% and 16.5% in terms of active user base respectively. Dongqiudi.com, born for football, ranked the first in terms of active user base in the area of sport information. Now, after receiving the financing of nearly RMB400 million in round C, it will have more financial strengths to bolster downstream resources relating to football and thus further expand its profit modes. At present, the website mainly depends on advertisement and football e-commerce platforms. In future, it will possibly attack different segments of the football industry, including game operation. In Q3, Hupu.com overtook Sina Sports to rank the second in terms of active user base. Hupu.com is also a vertical sport information platform focusing on football, basketball and other several sports. Such platforms are easier to attract users who are highly loyal to certain area. For example, users who are fond of football and basketball news constitute a very high proportion in the entire sport information industry. Therefore, leading companies in the two areas will take a dominant position in the segment. Sina Sports defended its advantaged position as an integrated sport information platform, and the Rio de Janeiro Olympic Games in August obviously propelled the user base expansion and user loyalty of the platform.
In the opinion of Analysys, as the user bases of vertical sport information platforms continuously expand, these platforms will have more options to shape new business models, while satisfying the user demand for sport information. First, users of these platforms usually share the same and concentrated hobbies, so the platforms can cooperate with e-commerce sites to convert these user resources into cash values in relation to professional sport equipment. Second, platforms can aggregate and analyze big data relating to sport information users to realize precise marketing and advertising and also instruct the future business development and satisfy user demands. Third, sport information platforms can serve as the tie between sport teams and fans, and drive offline commercial games of teams and other activities. Fourth, sport information platforms collect mass data about sport events and can perform technical analysis of these data to help coaches and players in tactical analysis and scientific training. Fifth, sport users usually have strong entertainment demand, while sport games can both satisfy user demands and also represent a very good way to convert user resources into cash values. Therefore, sport information platforms can develop or introduce some boutique games to improve their profitability.
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