After putting aside their accumulated experience and achievements in other markets around the world, Chinese companies are starting to re-look at this unique market. They operate with a completely localized perspective, build local teams, be smarter to please users, spend money to build brand awareness... and finally squeezed into this market. A new contest Judging from the current market structure, Japan's local platform is still strong. Moreover, with the rapid growth of the market size, it is inevitable that more people who are jealous will enter the market, and new competition and collisions are inevitable. However, Chinese companies are generally confident that they will get more of the pie in the future.
Closed, stubborn, and difficult to change, these characteristics of Japanese society have brought a lot of trouble to China's overseas products; However, these characteristics are also common disadvantages of Japanese companies, providing opportunities for Chinese products to catch up. Chinese manufacturers are using the flexible structure, mechanism, and operation strategy of China's Internet industry to break the monopoly of Japanese local products. In the special leads competition for anchor resources, this situation is particularly obvious. Xianggang Club interviewed Jacky pseudonym the business leader of another live broadcast platform, who has a firm view on the core competitiveness of the live broadcast platform. He said: The core of the live broadcast platform is the anchor.
The anchor is the producer of content and the center of social relations within the terminal. This is the same in all markets around the world." In the Japanese market, the competition for anchors is even more critical. He believes that in recent years, the most eye-catching area for Chinese companies to go overseas to Japan is mobile games, but games can be understood as a kind of "packaged" commodity. In a mature market like Japan, there is a probability of success that "the fragrance of wine is not afraid of deep alleys". Live streaming is different. The content production of live broadcasts can be understood as "partial outsourcing". When entering an unfamiliar market, it is necessary to rely on the local creator group or some vertical industries. Therefore, compared with games, live broadcasting requires more localization capabilities.