Today, Afisha and Rambler announced the acquisition of the Kanobu Network. This is a leading online media resource about games that includes the sites Kanobu.ru, OGL.ru, GamesLife.ru and WorldGames.ru. The deal allows Afisha and Rambler to enter the top three gaming media.
The combined company already owns the project "Rambler-Games", allowing you to play online and download games. The acquisition of the Kanobu Network is a logical step in the implementation of the “Billboard” and “Rambler” strategy, which is to create a single choice space. On Kanobu media resources, the choice of games is shaped and developed: users will learn about new games, participate in their discussion and decide what to play. On the "Rambler" the choice is realized: users play online or download games.
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“The number of online games is growing, but there are still few high-quality playgrounds. They are not enough, - says Pavel Rogozhin, deputy director of products. “On the basis of Rambler and the Kanobu Network, we are striving to develop a unified media and services environment in which the user can truly live games. Here his preferences will be formed, here he will be interested in communication - and here he will be able to play. ”
The monthly audience of the Rambler-Games service is 1.1 million unique users (TNS Web Index, March 2011). The monthly audience of Kanobu Network resources is 3.1 million unique users (Google Analytics, March 2011), and over the year it increased 10 times and continues to grow.
“Kanobu in the face of the combined company is gaining a strong partner who is able to develop the project in a multilateral way,” said Haji Makhtiyev, head of the Kanobu Network. - Kanobu is already producing the best in runet game content. We create services for a multimillion audience of gamers in Russia. I am sure that the “Afisha” excellent understanding of the needs of the audience and the technological capabilities of the “Rambler” will enable Kanobu to strengthen our position and achieve absolute leadership in the segment. ”
The segment of games in Runet is one of the fastest-growing, the audience grows annually by an average of 27%, and the market by 30%.
Between 2008 and 2011, the share of the game audience increased from 18% to 31%. By 2015, it is expected to reach a share of the game audience of 42–44%. This is the current level of gaming audience in the United States. The estimated audience of online games in RuNet by 2015 will be 25 million unique users.