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Digital Youth Market In China: Trends and Insights into the New Frontier

Published by: Connect Asia

Published: Sep. 1, 2004 - 38 Pages


Table of Contents


Chapter 1. Internet, Computers and Home Entertainment



Chapter 2. Music and Music Players

Extent of Digital Music Usage

CD and MP3 Player



Chapter 3. Mobile Communications

Mobile Phone Brand Preferences

Mobile Data Usage and Trends

Reasons of Purchasing Cellphone

Attitudes and Usage of SMS services



Table of Figures and Exhibits



Youth Population Demographics

Fast Facts - China's Education Market

Internet Usage Trends in China's Youth

Primary Location for Online Gaming

PC Ownership

Monthly CD purchases

Time Spend Listening to Music each day

Average Price Paid for a Cellphone by China's Youth

Peer to Peer vs 3rd Party SMS Growth in China 2002 - 2004

Sources of Mobile Content Purchases

Mobile Value Added Service - Most Frequently Used

Ringtone Frequency of Use

Mobile Phone Brand Preferences

China Youth Media Consumption Sources

MP3 Player Market Growth - 2004 - 2010

Projected Sales of Home Entertainment Systems 2004 - 2010

Consumer Electronics Brand Perception - Korean Products

Consumer Electronics Brand Perception - Japanese Products

Abstract

China's youth are spending freely on digital products and the trend will continue to rise with the growing middle class. They are creating a multi-billion dollar market for digital products, media and services.

By the year 2020, China will have about 30 million unmarried males ages 15-34…solid opportunity for digital media and gaming product to occupy their evenings.

Immersive entertainment experiences for PRC's young consumers will help drive PC, media, wireless and broadband usage in China over the next 10 years. In designing this research and publication, APRG endeavors to provide technology and media companies with insight to the essential aspects of the digital youth market in China.

This report outlines the consumer behavior in the youth market (aged 15-24) in China for digital technology such as PCs, music, Internet, mobile phones and gaming systems. Consumer youth attitudes and preferences for local, Korean, Japanese and western brands are provided. The research was conducted for four market segments of the PRC's digital youth market:

• Cellphones and mobile data services market
• PC, Internet and online entertainment
• CD and MP3 players
• Gaming and Home Entertainment systems

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