25d87afd
2021-08-26
So wise to bow out when it’s deem not viable. Wisdom not pride prevailed. Well done Razer.
Singapore's Razer gives up costly ASEAN e-wallet battle<blockquote>新加坡雷蛇放弃代价高昂的东盟电子钱包之战</blockquote>
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Well done Razer.","highlighted":1,"essential":1,"paper":1,"likeSize":5,"commentSize":1,"repostSize":0,"favoriteSize":0,"link":"https://laohu8.com/post/810877432","repostId":1193702821,"repostType":4,"repost":{"id":"1193702821","kind":"news","pubTimestamp":1629967144,"share":"https://www.laohu8.com/m/news/1193702821?lang=zh_CN&edition=full","pubTime":"2021-08-26 16:39","market":"sg","language":"en","title":"Singapore's Razer gives up costly ASEAN e-wallet battle<blockquote>新加坡雷蛇放弃代价高昂的东盟电子钱包之战</blockquote>","url":"https://stock-news.laohu8.com/highlight/detail?id=1193702821","media":"Nikkei Asia","summary":"More consolidation expected as big players invest heavily in user acquisition","content":"<p>More consolidation expected as big players invest heavily in user acquisition</p><p><blockquote>随着大型企业大力投资用户获取,预计将出现更多整合</blockquote></p><p> <p class=\"t-img-caption\"><img src=\"https://static.tigerbbs.com/457780c99df63262b95067e8507daa9b\" tg-width=\"1400\" tg-height=\"787\" width=\"100%\" height=\"auto\"><span>Razer Pay will be shut down at the end of September as e-wallet competition heats up in Southeast Asia.</span></p><p><blockquote><p class=\"t-img-caption\"><span>随着东南亚电子钱包竞争的升温,Razer Pay将于9月底关闭。</span></p></blockquote></p><p> SINGAPORE -- The high-cost battle to capture Southeast Asia's growing e-wallet market has claimed a major casualty, with Singaporean startup Razer announcing it will shut down a business that had over 1 million users.</p><p><blockquote>新加坡——占领东南亚不断增长的电子钱包市场的高成本战斗造成了重大伤亡,新加坡初创公司Razer宣布将关闭一家拥有超过100万用户的业务。</blockquote></p><p> Razer, primarily a gaming hardware maker, will stop its Razer Pay e-wallet at the end of September. The withdrawal could make other tech companies rethink their e-wallet strategy and pave the way for industry consolidation.</p><p><blockquote>主要是游戏硬件制造商Razer将于9月底停止其Razer Pay电子钱包。此次退出可能会让其他科技公司重新思考其电子钱包战略,并为行业整合铺平道路。</blockquote></p><p> \"The app will no longer be available from October 1, 2021 onwards,\" Razer said in a notice on its website, instructing account holders to withdraw their balance. Payments will only be accepted until the end of this month, and new sign-ups are no longer allowed.</p><p><blockquote>Razer在其网站上的一份通知中表示:“从2021年10月1日起,该应用程序将不再可用。”并指示账户持有人提取余额。付款只接受到本月底,不再允许新注册。</blockquote></p><p> Razer's e-wallet shutdown comes as the high costs of customer acquisition weigh on operators. The company explained it will narrow its focus to business-to-business digital payments, in which it provides payment processing services for merchants.</p><p><blockquote>Razer关闭电子钱包之际,高昂的客户获取成本给运营商带来了压力。该公司解释说,它将把重点缩小到企业对企业数字支付,为商家提供支付处理服务。</blockquote></p><p> \"We took the view that if you have capital -- not unlimited -- and if you want to invest in certain areas, it was the decision that the B2B business has the opportunity,\" said Lee Li Meng, Razer's chief strategy officer and head of its fintech unit. He told reporters on Wednesday that the e-wallet business involves a lot of user acquisition costs, \"especially in Southeast Asia.\"</p><p><blockquote>Razer首席战略官兼金融科技部门负责人Lee Li Meng表示:“我们认为,如果你有资本——不是无限的——并且你想在某些领域投资,那么B2B业务就有机会。”他周三对记者表示,电子钱包业务涉及大量用户获取成本,“尤其是在东南亚地区。”</blockquote></p><p> Razer Pay was launched first in Malaysia in July 2018 and then Singapore in March 2019, acquiring about 1.1 million users in total.</p><p><blockquote>Razer Pay于2018年7月首先在马来西亚推出,然后于2019年3月在新加坡推出,总共获得了约110万用户。</blockquote></p><p> Originally, Razer started the payment service to allow gamers to buy its gaming items online. Then it expanded the service for nongamers by installing it at offline merchants such as convenience stores and even vending machines. Touted as an \"e-wallet for youths and millennials,\" it targeted young consumers, including those who do not have a bank account or a credit card.</p><p><blockquote>最初,Razer推出支付服务是为了让游戏玩家在线购买其游戏物品。然后,它通过在便利店甚至自动售货机等线下商家安装它来扩展针对非游戏玩家的服务。它被吹捧为“年轻人和千禧一代的电子钱包”,目标客户是年轻消费者,包括那些没有银行账户或信用卡的人。</blockquote></p><p> But competition in the field only intensified. Like Razer, many tech companies entered the e-wallet space as an extension of their existing business, such as ride-hailing, hoping to tap the region's nascent payment market. Malaysia alone, for example, had 53 providers as of October last year, of which 47 were not banks, according to a report by S&P Global.</p><p><blockquote>但该领域的竞争只会加剧。与雷蛇一样,许多科技公司进入电子钱包领域,作为其现有业务(例如网约车)的延伸,希望利用该地区新兴的支付市场。例如,根据S&P Global的一份报告,截至去年10月,仅马来西亚就有53家提供商,其中47家不是银行。</blockquote></p><p> The biggest e-wallet operators in Southeast Asia include Singapore's Grab and Indonesia's Gojek. They have been aggressively expanding GrabPay and GoPay as the core of their \"superapp\" strategies. There are also well-funded local champions such as Vietnam's MoMo. Traditional banks, like DBS Group Holdings, also have a strong presence.</p><p><blockquote>东南亚最大的电子钱包运营商包括新加坡的Grab和印度尼西亚的Gojek。他们一直在积极扩展GrabPay和GoPay,作为其“超级应用”战略的核心。还有资金雄厚的本土冠军企业,如越南的陌陌。星展集团控股等传统银行也拥有强大的影响力。</blockquote></p><p> Notably, Singapore's e-commerce giant Sea has dramatically increased its e-wallet presence over the past year as the COVID-19 pandemic accelerated digitalization. It spent as much as $166 million on marketing its digital finance business during the April-June quarter, such as cash-back campaigns, resulting in a quarterly operating loss of $159 million for that business.</p><p><blockquote>值得注意的是,随着COVID-19大流行加速数字化,新加坡电子商务巨头Sea在过去一年中大幅增加了其电子钱包业务。该公司在4月至6月季度期间花费了高达1.66亿美元用于营销其数字金融业务,例如现金返还活动,导致该业务季度运营亏损1.59亿美元。</blockquote></p><p> \"For a platform that primarily centers on gaming, convincing both existing Razer users and, more importantly, new users to use Razer Pay would have been incredibly challenging and expensive, especially as gaming doesn't naturally tie into spending money, say, in a convenience store or buying groceries online,\" said Zennon Kapron, director at financial research company Kapronasia in Singapore.</p><p><blockquote>“对于一个主要以游戏为中心的平台来说,说服现有Razer用户,更重要的是,说服新用户使用Razer Pay将是非常具有挑战性和昂贵的,特别是因为游戏并不自然地与花钱挂钩,比如在便利店或在线购买杂货,”新加坡金融研究公司Kapronasia总监Zennon Kapron表示。</blockquote></p><p> \"Razer seems to have come to the realization that continuing to grow the e-wallet business would have been both incredibly expensive and a continuing distraction to their core business of gaming.\"</p><p><blockquote>“雷蛇似乎已经意识到,继续发展电子钱包业务不仅成本高昂,而且会持续分散其核心游戏业务的注意力。”</blockquote></p><p> Indeed, Razer appears to be much more focused on its core gaming business, which has steadily grown throughout the pandemic. On Wednesday, the Hong Kong-listed company reported a net profit of $33.9 million for the six months through June, compared with a $17.3 million net loss a year earlier.</p><p><blockquote>事实上,雷蛇似乎更加专注于其核心游戏业务,该业务在整个大流行期间稳步增长。周三,这家在香港上市的公司公布截至6月份的六个月净利润为3390万美元,而去年同期净亏损为1730万美元。</blockquote></p><p> Meanwhile, the focus of Southeast Asia's e-wallet battle is shifting to the next phase. E-wallet operators hope to add other services such as online lending and microinsurance to scale their fintech businesses. Sea, for example, acquired a bank in Indonesia to provide digital banking services in the country.</p><p><blockquote>与此同时,东南亚电子钱包大战的焦点正在转移到下一阶段。电子钱包运营商希望增加在线贷款和小额保险等其他服务,以扩大其金融科技业务。例如,Sea收购了印度尼西亚的一家银行,在该国提供数字银行服务。</blockquote></p><p> Razer had also eyed that direction. It applied for a digital banking license in Singapore. \"We know in the long run a wallet by itself, just as a payment, is something that's very difficult to make money [with] because there's competition not just in a country but regionally with the bigger players,\" Lee told Nikkei Asia in an interview in early 2020.</p><p><blockquote>雷蛇也看向了那个方向。它在新加坡申请了数字银行牌照。李在接受《日经亚洲》采访时表示:“我们知道,从长远来看,钱包本身,就像一种支付方式一样,很难赚钱,因为不仅在一个国家,而且在地区范围内都存在与更大参与者的竞争。”2020年初的一次采访。</blockquote></p><p></p><p> But Razer lost in the digital bank bidding to Sea and Grab, which might have made the company rethink its consumer fintech strategy.</p><p><blockquote>但Razer在数字银行竞购中输给了Sea和Grab,这可能会让该公司重新思考其消费者金融科技战略。</blockquote></p><p> With Razer heading for the exit, the pressure is growing for other e-wallet players.</p><p><blockquote>随着雷蛇走向退出,其他电子钱包玩家的压力也越来越大。</blockquote></p><p> \"Losses appear to be mounting for technology firms,\" an analyst at S&P Global said in the report, pointing out that revenues from payment services are limited. \"The e-money market could see consolidation, and the tech firms are likely to seek mergers or close collaborations.\"</p><p><blockquote>标准普尔全球分析师在报告中表示:“科技公司的损失似乎正在增加。”他指出,支付服务的收入有限。“电子货币市场可能会出现整合,科技公司可能会寻求合并或密切合作。”</blockquote></p><p> Kapron pointed out that a unique value proposition is critical for an e-wallet. \"The e-wallet space in ASEAN won't be won necessarily by size, but by ecosystem,\" he said, noting that Tencent Holdings' WeChat Pay in China is successful because millions of Chinese use the app not just to pay for things but also to chat with friends and be entertained.</p><p><blockquote>Kapron指出,独特的价值主张对于电子钱包至关重要。他表示:“东盟的电子钱包空间不一定取决于规模,而是取决于生态系统。”他指出,腾讯控股控股在中国的微信支付之所以成功,是因为数百万中国人使用该应用程序不仅是为了支付东西,也是为了与朋友聊天和娱乐。</blockquote></p><p> \"The ASEAN wallet that is able to provide a similar sticky value proposition that encourages users to use the platform on a daily basis will be the winner,\" Kapron said.</p><p><blockquote>Kapron表示:“能够提供类似粘性价值主张、鼓励用户每天使用该平台的东盟钱包将成为赢家。”</blockquote></p><p></p>","collect":0,"html":"<!DOCTYPE html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html; 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overflow: hidden}\n.head .h-thumb { width: 30px; height: 30px; margin: 0; padding: 0; border-radius: 50%; float: left;}\n.head .h-content { margin: 0; padding: 0 0 0 9px; float: left;}\n.head .h-name {font-size: 13px; color: #eee; margin: 0;}\n.head .h-time {font-size: 12.5px; color: #7E829C; margin: 0;}\n.small {font-size: 12.5px; display: inline-block; transform: scale(0.9); -webkit-transform: scale(0.9); transform-origin: left; -webkit-transform-origin: left;}\n.smaller {font-size: 12.5px; display: inline-block; transform: scale(0.8); -webkit-transform: scale(0.8); transform-origin: left; -webkit-transform-origin: left;}\n.bt-text {font-size: 12px;margin: 1.5em 0 0 0}\n.bt-text p {margin: 0}\n</style>\n</head>\n<body>\n<div class=\"wrapper\">\n<header>\n<h2 class=\"title\">\nSingapore's Razer gives up costly ASEAN e-wallet battle<blockquote>新加坡雷蛇放弃代价高昂的东盟电子钱包之战</blockquote>\n</h2>\n<h4 class=\"meta\">\n<p class=\"head\">\n<strong class=\"h-name small\">Nikkei Asia</strong><span class=\"h-time small\">2021-08-26 16:39</span>\n</p>\n</h4>\n</header>\n<article>\n<p>More consolidation expected as big players invest heavily in user acquisition</p><p><blockquote>随着大型企业大力投资用户获取,预计将出现更多整合</blockquote></p><p> <p class=\"t-img-caption\"><img src=\"https://static.tigerbbs.com/457780c99df63262b95067e8507daa9b\" tg-width=\"1400\" tg-height=\"787\" width=\"100%\" height=\"auto\"><span>Razer Pay will be shut down at the end of September as e-wallet competition heats up in Southeast Asia.</span></p><p><blockquote><p class=\"t-img-caption\"><span>随着东南亚电子钱包竞争的升温,Razer Pay将于9月底关闭。</span></p></blockquote></p><p> SINGAPORE -- The high-cost battle to capture Southeast Asia's growing e-wallet market has claimed a major casualty, with Singaporean startup Razer announcing it will shut down a business that had over 1 million users.</p><p><blockquote>新加坡——占领东南亚不断增长的电子钱包市场的高成本战斗造成了重大伤亡,新加坡初创公司Razer宣布将关闭一家拥有超过100万用户的业务。</blockquote></p><p> Razer, primarily a gaming hardware maker, will stop its Razer Pay e-wallet at the end of September. The withdrawal could make other tech companies rethink their e-wallet strategy and pave the way for industry consolidation.</p><p><blockquote>主要是游戏硬件制造商Razer将于9月底停止其Razer Pay电子钱包。此次退出可能会让其他科技公司重新思考其电子钱包战略,并为行业整合铺平道路。</blockquote></p><p> \"The app will no longer be available from October 1, 2021 onwards,\" Razer said in a notice on its website, instructing account holders to withdraw their balance. Payments will only be accepted until the end of this month, and new sign-ups are no longer allowed.</p><p><blockquote>Razer在其网站上的一份通知中表示:“从2021年10月1日起,该应用程序将不再可用。”并指示账户持有人提取余额。付款只接受到本月底,不再允许新注册。</blockquote></p><p> Razer's e-wallet shutdown comes as the high costs of customer acquisition weigh on operators. The company explained it will narrow its focus to business-to-business digital payments, in which it provides payment processing services for merchants.</p><p><blockquote>Razer关闭电子钱包之际,高昂的客户获取成本给运营商带来了压力。该公司解释说,它将把重点缩小到企业对企业数字支付,为商家提供支付处理服务。</blockquote></p><p> \"We took the view that if you have capital -- not unlimited -- and if you want to invest in certain areas, it was the decision that the B2B business has the opportunity,\" said Lee Li Meng, Razer's chief strategy officer and head of its fintech unit. He told reporters on Wednesday that the e-wallet business involves a lot of user acquisition costs, \"especially in Southeast Asia.\"</p><p><blockquote>Razer首席战略官兼金融科技部门负责人Lee Li Meng表示:“我们认为,如果你有资本——不是无限的——并且你想在某些领域投资,那么B2B业务就有机会。”他周三对记者表示,电子钱包业务涉及大量用户获取成本,“尤其是在东南亚地区。”</blockquote></p><p> Razer Pay was launched first in Malaysia in July 2018 and then Singapore in March 2019, acquiring about 1.1 million users in total.</p><p><blockquote>Razer Pay于2018年7月首先在马来西亚推出,然后于2019年3月在新加坡推出,总共获得了约110万用户。</blockquote></p><p> Originally, Razer started the payment service to allow gamers to buy its gaming items online. Then it expanded the service for nongamers by installing it at offline merchants such as convenience stores and even vending machines. Touted as an \"e-wallet for youths and millennials,\" it targeted young consumers, including those who do not have a bank account or a credit card.</p><p><blockquote>最初,Razer推出支付服务是为了让游戏玩家在线购买其游戏物品。然后,它通过在便利店甚至自动售货机等线下商家安装它来扩展针对非游戏玩家的服务。它被吹捧为“年轻人和千禧一代的电子钱包”,目标客户是年轻消费者,包括那些没有银行账户或信用卡的人。</blockquote></p><p> But competition in the field only intensified. Like Razer, many tech companies entered the e-wallet space as an extension of their existing business, such as ride-hailing, hoping to tap the region's nascent payment market. Malaysia alone, for example, had 53 providers as of October last year, of which 47 were not banks, according to a report by S&P Global.</p><p><blockquote>但该领域的竞争只会加剧。与雷蛇一样,许多科技公司进入电子钱包领域,作为其现有业务(例如网约车)的延伸,希望利用该地区新兴的支付市场。例如,根据S&P Global的一份报告,截至去年10月,仅马来西亚就有53家提供商,其中47家不是银行。</blockquote></p><p> The biggest e-wallet operators in Southeast Asia include Singapore's Grab and Indonesia's Gojek. They have been aggressively expanding GrabPay and GoPay as the core of their \"superapp\" strategies. There are also well-funded local champions such as Vietnam's MoMo. Traditional banks, like DBS Group Holdings, also have a strong presence.</p><p><blockquote>东南亚最大的电子钱包运营商包括新加坡的Grab和印度尼西亚的Gojek。他们一直在积极扩展GrabPay和GoPay,作为其“超级应用”战略的核心。还有资金雄厚的本土冠军企业,如越南的陌陌。星展集团控股等传统银行也拥有强大的影响力。</blockquote></p><p> Notably, Singapore's e-commerce giant Sea has dramatically increased its e-wallet presence over the past year as the COVID-19 pandemic accelerated digitalization. It spent as much as $166 million on marketing its digital finance business during the April-June quarter, such as cash-back campaigns, resulting in a quarterly operating loss of $159 million for that business.</p><p><blockquote>值得注意的是,随着COVID-19大流行加速数字化,新加坡电子商务巨头Sea在过去一年中大幅增加了其电子钱包业务。该公司在4月至6月季度期间花费了高达1.66亿美元用于营销其数字金融业务,例如现金返还活动,导致该业务季度运营亏损1.59亿美元。</blockquote></p><p> \"For a platform that primarily centers on gaming, convincing both existing Razer users and, more importantly, new users to use Razer Pay would have been incredibly challenging and expensive, especially as gaming doesn't naturally tie into spending money, say, in a convenience store or buying groceries online,\" said Zennon Kapron, director at financial research company Kapronasia in Singapore.</p><p><blockquote>“对于一个主要以游戏为中心的平台来说,说服现有Razer用户,更重要的是,说服新用户使用Razer Pay将是非常具有挑战性和昂贵的,特别是因为游戏并不自然地与花钱挂钩,比如在便利店或在线购买杂货,”新加坡金融研究公司Kapronasia总监Zennon Kapron表示。</blockquote></p><p> \"Razer seems to have come to the realization that continuing to grow the e-wallet business would have been both incredibly expensive and a continuing distraction to their core business of gaming.\"</p><p><blockquote>“雷蛇似乎已经意识到,继续发展电子钱包业务不仅成本高昂,而且会持续分散其核心游戏业务的注意力。”</blockquote></p><p> Indeed, Razer appears to be much more focused on its core gaming business, which has steadily grown throughout the pandemic. On Wednesday, the Hong Kong-listed company reported a net profit of $33.9 million for the six months through June, compared with a $17.3 million net loss a year earlier.</p><p><blockquote>事实上,雷蛇似乎更加专注于其核心游戏业务,该业务在整个大流行期间稳步增长。周三,这家在香港上市的公司公布截至6月份的六个月净利润为3390万美元,而去年同期净亏损为1730万美元。</blockquote></p><p> Meanwhile, the focus of Southeast Asia's e-wallet battle is shifting to the next phase. E-wallet operators hope to add other services such as online lending and microinsurance to scale their fintech businesses. Sea, for example, acquired a bank in Indonesia to provide digital banking services in the country.</p><p><blockquote>与此同时,东南亚电子钱包大战的焦点正在转移到下一阶段。电子钱包运营商希望增加在线贷款和小额保险等其他服务,以扩大其金融科技业务。例如,Sea收购了印度尼西亚的一家银行,在该国提供数字银行服务。</blockquote></p><p> Razer had also eyed that direction. It applied for a digital banking license in Singapore. \"We know in the long run a wallet by itself, just as a payment, is something that's very difficult to make money [with] because there's competition not just in a country but regionally with the bigger players,\" Lee told Nikkei Asia in an interview in early 2020.</p><p><blockquote>雷蛇也看向了那个方向。它在新加坡申请了数字银行牌照。李在接受《日经亚洲》采访时表示:“我们知道,从长远来看,钱包本身,就像一种支付方式一样,很难赚钱,因为不仅在一个国家,而且在地区范围内都存在与更大参与者的竞争。”2020年初的一次采访。</blockquote></p><p></p><p> But Razer lost in the digital bank bidding to Sea and Grab, which might have made the company rethink its consumer fintech strategy.</p><p><blockquote>但Razer在数字银行竞购中输给了Sea和Grab,这可能会让该公司重新思考其消费者金融科技战略。</blockquote></p><p> With Razer heading for the exit, the pressure is growing for other e-wallet players.</p><p><blockquote>随着雷蛇走向退出,其他电子钱包玩家的压力也越来越大。</blockquote></p><p> \"Losses appear to be mounting for technology firms,\" an analyst at S&P Global said in the report, pointing out that revenues from payment services are limited. \"The e-money market could see consolidation, and the tech firms are likely to seek mergers or close collaborations.\"</p><p><blockquote>标准普尔全球分析师在报告中表示:“科技公司的损失似乎正在增加。”他指出,支付服务的收入有限。“电子货币市场可能会出现整合,科技公司可能会寻求合并或密切合作。”</blockquote></p><p> Kapron pointed out that a unique value proposition is critical for an e-wallet. \"The e-wallet space in ASEAN won't be won necessarily by size, but by ecosystem,\" he said, noting that Tencent Holdings' WeChat Pay in China is successful because millions of Chinese use the app not just to pay for things but also to chat with friends and be entertained.</p><p><blockquote>Kapron指出,独特的价值主张对于电子钱包至关重要。他表示:“东盟的电子钱包空间不一定取决于规模,而是取决于生态系统。”他指出,腾讯控股控股在中国的微信支付之所以成功,是因为数百万中国人使用该应用程序不仅是为了支付东西,也是为了与朋友聊天和娱乐。</blockquote></p><p> \"The ASEAN wallet that is able to provide a similar sticky value proposition that encourages users to use the platform on a daily basis will be the winner,\" Kapron said.</p><p><blockquote>Kapron表示:“能够提供类似粘性价值主张、鼓励用户每天使用该平台的东盟钱包将成为赢家。”</blockquote></p><p></p>\n<div class=\"bt-text\">\n\n\n<p> 来源:<a href=\"https://asia.nikkei.com/Business/Startups/Singapore-s-Razer-gives-up-costly-ASEAN-e-wallet-battle\">Nikkei Asia</a></p>\n<p>为提升您的阅读体验,我们对本页面进行了排版优化</p>\n\n\n</div>\n</article>\n</div>\n</body>\n</html>\n","type":0,"thumbnail":"","relate_stocks":{"STI.SI":"富时新加坡海峡指数"},"source_url":"https://asia.nikkei.com/Business/Startups/Singapore-s-Razer-gives-up-costly-ASEAN-e-wallet-battle","is_english":true,"share_image_url":"https://static.laohu8.com/e9f99090a1c2ed51c021029395664489","article_id":"1193702821","content_text":"More consolidation expected as big players invest heavily in user acquisition\nRazer Pay will be shut down at the end of September as e-wallet competition heats up in Southeast Asia.\nSINGAPORE -- The high-cost battle to capture Southeast Asia's growing e-wallet market has claimed a major casualty, with Singaporean startup Razer announcing it will shut down a business that had over 1 million users.\nRazer, primarily a gaming hardware maker, will stop its Razer Pay e-wallet at the end of September. The withdrawal could make other tech companies rethink their e-wallet strategy and pave the way for industry consolidation.\n\"The app will no longer be available from October 1, 2021 onwards,\" Razer said in a notice on its website, instructing account holders to withdraw their balance. Payments will only be accepted until the end of this month, and new sign-ups are no longer allowed.\nRazer's e-wallet shutdown comes as the high costs of customer acquisition weigh on operators. The company explained it will narrow its focus to business-to-business digital payments, in which it provides payment processing services for merchants.\n\"We took the view that if you have capital -- not unlimited -- and if you want to invest in certain areas, it was the decision that the B2B business has the opportunity,\" said Lee Li Meng, Razer's chief strategy officer and head of its fintech unit. He told reporters on Wednesday that the e-wallet business involves a lot of user acquisition costs, \"especially in Southeast Asia.\"\nRazer Pay was launched first in Malaysia in July 2018 and then Singapore in March 2019, acquiring about 1.1 million users in total.\nOriginally, Razer started the payment service to allow gamers to buy its gaming items online. Then it expanded the service for nongamers by installing it at offline merchants such as convenience stores and even vending machines. Touted as an \"e-wallet for youths and millennials,\" it targeted young consumers, including those who do not have a bank account or a credit card.\nBut competition in the field only intensified. Like Razer, many tech companies entered the e-wallet space as an extension of their existing business, such as ride-hailing, hoping to tap the region's nascent payment market. Malaysia alone, for example, had 53 providers as of October last year, of which 47 were not banks, according to a report by S&P Global.\nThe biggest e-wallet operators in Southeast Asia include Singapore's Grab and Indonesia's Gojek. They have been aggressively expanding GrabPay and GoPay as the core of their \"superapp\" strategies. There are also well-funded local champions such as Vietnam's MoMo. Traditional banks, like DBS Group Holdings, also have a strong presence.\nNotably, Singapore's e-commerce giant Sea has dramatically increased its e-wallet presence over the past year as the COVID-19 pandemic accelerated digitalization. It spent as much as $166 million on marketing its digital finance business during the April-June quarter, such as cash-back campaigns, resulting in a quarterly operating loss of $159 million for that business.\n\"For a platform that primarily centers on gaming, convincing both existing Razer users and, more importantly, new users to use Razer Pay would have been incredibly challenging and expensive, especially as gaming doesn't naturally tie into spending money, say, in a convenience store or buying groceries online,\" said Zennon Kapron, director at financial research company Kapronasia in Singapore.\n\"Razer seems to have come to the realization that continuing to grow the e-wallet business would have been both incredibly expensive and a continuing distraction to their core business of gaming.\"\nIndeed, Razer appears to be much more focused on its core gaming business, which has steadily grown throughout the pandemic. On Wednesday, the Hong Kong-listed company reported a net profit of $33.9 million for the six months through June, compared with a $17.3 million net loss a year earlier.\nMeanwhile, the focus of Southeast Asia's e-wallet battle is shifting to the next phase. E-wallet operators hope to add other services such as online lending and microinsurance to scale their fintech businesses. Sea, for example, acquired a bank in Indonesia to provide digital banking services in the country.\nRazer had also eyed that direction. It applied for a digital banking license in Singapore. \"We know in the long run a wallet by itself, just as a payment, is something that's very difficult to make money [with] because there's competition not just in a country but regionally with the bigger players,\" Lee told Nikkei Asia in an interview in early 2020.\nBut Razer lost in the digital bank bidding to Sea and Grab, which might have made the company rethink its consumer fintech strategy.\nWith Razer heading for the exit, the pressure is growing for other e-wallet players.\n\"Losses appear to be mounting for technology firms,\" an analyst at S&P Global said in the report, pointing out that revenues from payment services are limited. \"The e-money market could see consolidation, and the tech firms are likely to seek mergers or close collaborations.\"\nKapron pointed out that a unique value proposition is critical for an e-wallet. \"The e-wallet space in ASEAN won't be won necessarily by size, but by ecosystem,\" he said, noting that Tencent Holdings' WeChat Pay in China is successful because millions of Chinese use the app not just to pay for things but also to chat with friends and be entertained.\n\"The ASEAN wallet that is able to provide a similar sticky value proposition that encourages users to use the platform on a daily basis will be the winner,\" Kapron said.","news_type":1,"symbols_score_info":{"STI.SI":0.9}},"isVote":1,"tweetType":1,"viewCount":246,"commentLimit":10,"likeStatus":false,"favoriteStatus":false,"reportStatus":false,"symbols":[],"verified":2,"subType":0,"readableState":1,"langContent":"EN","currentLanguage":"EN","warmUpFlag":false,"orderFlag":false,"shareable":true,"causeOfNotShareable":"","featuresForAnalytics":[],"commentAndTweetFlag":false,"andRepostAutoSelectedFlag":false,"upFlag":false,"length":74,"xxTargetLangEnum":"ORIG"},"commentList":[],"isCommentEnd":true,"isTiger":false,"isWeiXinMini":false,"url":"/m/post/810877432"}
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