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游戏外设的春天来了?雷蛇估值超过10亿美元

游戏外设的春天来了?雷蛇估值超过10亿美元

John Gaudiosi 2015年04月09日
凭借一个由370万玩家构成的活跃社区,以及横跨PC、电视、移动、可穿戴四大领域的强大硬件,雷蛇绝对是一个极具吸引力的收购目标。据悉,微软很有可能将收购这家公司。

    雷蛇拥有一个由370万玩家构成的活跃社区,他们不仅购买雷蛇的游戏本和周边配件,还使用它的VoIP技术,并积极购买雷蛇品牌的服装。雷设已经卖出了1350多万台联网设备,其软件平台拥有超过1150万名注册用户,而且每天新增的注册玩家都在2万名左右。

    在今年的拉斯维加斯CES消费电子展上,雷神首次展出了它的OSVR开源虚拟现实平台。在那次活动后,已有多家公司成为了雷神的合作伙伴,包括好莱坞电影工作室Jaunt和游戏引擎制造商Unity等等。陈民亮表示,雷蛇希望使各大软硬件公司能够开发出在Oculus、索尼、三星和其他虚拟现实设备上无缝运行的产品。雷蛇也在基于该平台开发自己的虚拟现实游戏机。

    此外,雷蛇还与微主机公司Forge TV合作,打造所谓的“第二块屏幕体验”,使玩家将PC游戏通过网络流媒体挪动到电视上,获得更爽的游戏体验,同时他们也可以通过电视玩移动游戏。雷蛇的Nabu X智能手环还可以使玩家在真实世界中互相沟通,并分享游戏信息。这样一来,雷蛇就保证了它在玩家大大小小的四块屏幕上都占有不可撼动的地位——PC、电视、移动、可穿戴。

    陈民亮表示:“我们认为,这四块屏幕之间的界限正在变得模糊。同时,我们想为玩家提供完整的游戏体验。我们和其他公司最大的区别就是,我们高度关注于游戏玩家。他们对科技有着难以置信的强大影响。”

    当然,雷蛇同时高度关注的,还有未来的收入前景。(财富中文网)

    译者:朴成奎

    审校:任文科

    Razer has an active community of over 3.7 million gamers who not only buy its gaming laptops and accessories, but use its voice-over IP services and purchase Razer-branded clothing. The company has sold over 13.5 million connected devices and has over 11.5 million registered users across its software platform. And it registers approximately 20,000 new gamers daily.

    Razer debuted its OSVR platform at this year’s Consumer Electronics Show in Las Vegas. A dozen companies have since signed on as partners, including Hollywood studio Jaunt and game engine maker Unity. Tan says Razer wants to give game hardware and software companies the ability to develop products that will work seamlessly across Oculus, Sony, Samsung, and other virtual-reality devices. Razer is also developing its own VR controllers for the platform.

    It’s also entering the second screen experience with Forge TV, a micro-console that will allow gamers to stream PC games to their TV and also play mobile games on the large screen. And its Nabu X smart band is designed to allow gamers to connect with each other in the real world and share game information. Together, the devices give Razer presence on all four screens that today’s gamer uses: PC, TV, mobile, and wearable.

    “We see a blurring of lines across all of these four screens and we want to provide a holistic, integrated experience for gamers,” Tan says. “What differentiates us from everyone else is that we are hyper-focused on the gamer. They have an incredibly strong influence on technology.”

    And, Razer hopes, its future revenues.

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