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Games Market in China

Published by: Pearl Research

Published: Mar. 1, 2008 - 131 Pages


Table of Contents


I. Executive Summary

II. PC Hardware

III. Internet and Broadband

Speed and Price of Broadband

“The Great Firewall of China”

IV. Internet Cafes

V. Unique Characteristics of Online Games

Online Games Marketing

MMORPG

Casual Games

Casual Games Revenue Models

In-Game Advertising

VI. Drivers to Growth

VII. Inhibitors to Growth

VIII. Games Market Top Trends

Rising Development Capabilities and Licensing

Declining Popularity of Korean Titles

New Market Entrants and Emerging Companies

Improved Market Capitalization

Perfect World

KingSoft

Giant Interactive

NetDragon

Consolidations and Investments

Rising ARPU

IX. Games Market Forecasts

X. Top Game Operators

XI. Top Online Games

XII. Profiles of Select Online Games

Fantasy Westward Journey

World of Warcraft

Eudemons Online

Zhengtu Online

Tianlong Babu

Freestyle

XIII. Billing and Payment Methods

XIV. Leading Game Publishers and Operators

CDC Games

Key Highlights

Games

Financial Information

Marketing News

Future Outlook

Giant Interactive Group Inc

Key Highlights

History

Strategy

Games

Financial Information

Future Outlook

NetEase

Key Highlights

Games

Financial Information

Marketing News

History

Future Outlook

NetDragon

Key Highlights

Games

Financial Information

Marketing News

Games Market in China iii

History

Future Outlook

Shanda Entertainment

Key Highlights:

Games

Financial Information

Marketing News

History

Future Outlook

Sohu.com Inc.

Key Highlights

Games Division

Financial Analysis

Future Outlook

Tencent

Key Highlights

Products

Financial Information

Marketing News

Future Outlook

The9 Limited

Key Highlights

Strategy

World of Warcraft

Games

Financial Information

Marketing News

Future Outlook

Perfect World

Key Findings

History

Strategy

Games

Financial Information

Future Outlook

9you

Games

Upcoming Releases

Marketing News

Future Outlook

XV. The Phoenix Generation: Consumer Insights into Chinese Youth

The Phoenix Generation: Youth Gaming and Culture

Hot List of Favorite Brands

Youth Gaming

Online gaming is a popular leisure activity

Cheating and Fraud in Games

PC most popular platform; handheld consoles are on the rise

XVI. Socio-Economic Overview

Economy

Development in the Western Regions

Population

Per Capita Income

Regional Differences

One-Child Policy

Gaming Centers

Unique Characteristics of Chinese Society

Guanxi

Floating of the Yuan

Transparency and Corruption

XVII. Software Piracy

Internet Download and Peer to Peer File Sharing

Physical Piracy

Pirate Servers

Lack of government enforcement

Low per capita income and consumer habits

XVIII. Government Regulations

Government Agencies Involved in Regulating Games

Fatigue System




Table of Figures

Figure 1: Matrix Comparing Casual and MMORPG Games in China

Figure 2: Chinese Games Forecasts 2006 to 2011 Data Table, $m

Figure 3: New Desktop PC Purchases Based on Income

Figure 4: Number of Broadband and Dial-Up Connections in China

Figure 5: Reasons to Use the Internet

Figure 6: Age of Internet Users

Figure 7: Location for Online Gaming (multiple-choice)

Figure 8: Age of Chinese Internet Cafe Users

Figure 9: Most Installed MMORPGs at Internet Cafes

Figure 10: Main Purpose for Going to Internet Cafes

Figure 11: 9you’s Crazy Kart

Figure 12: Perfect World’s in-house developed MMORPG Perfect World

Figure 13: Online Games Market Forecast 2006-2011 Graph, $m

Figure 14: Online Games Market Forecast 2006-2011 Data Table, $m

Figure 15: Top Online Games Operators by Revenue

Figure 16: Game Operator Revenue Market Share 2007

Figure 17: Select Operator-Developer Relationships

Figure 18: Select Online Games by Peak Concurrent Users

Figure 19: Logo and Screenshot for Fantasy Westward Journey

Figure 20: Screenshot of the Burning Crusade

Figure 21: Screenshot of Eudemons Online

Figure 22: Advertisement for Zhengtu Online

Figure 23: Combat scenes from Zhengtu Online

Figure 24: A combat scene in Tianlong Babu

Figure 25: Advertising for Sohu’s Tianlong Babu in Taiwan

Figure 26: Screenshots of T2CN’s Freestyle

Figure 27: Comparison of Top Four Game Operators

Figure 28: Revenues and Net Income of Top 4 Game Operators ($m)

Figure 29: Screenshot of Special Forces

Figure 30: Screenshot of Yulgang

Figure 31: Existing and Upcoming Games by CDC Games

Figure 32: CDC Games Revenues from Q2 2006 - Q3 2007

Figure 33: Screenshots of ZT Online

Figure 34: ZT Online’s User Metrics (in 000s)

Figure 35: Screenshots of Giant Online

Figure 36: Popular and Upcoming Games by NetEase

Figure 37: Screenshot of Fantasy Westward Journey

Figure 38: NetEase’s Corporate Net Income and Revenues

Figure 39: Screenshot of Conquer Online

Figure 40: Screenshot of Eudemons Online

Figure 41: NetDragon’s Q3 2007 Revenue by Game

Figure 42: Top Three Games by NetDragon

Figure 43: NetDragon’s Corporate Net Income and Revenues Graph

Figure 44: NetDragon’s Corporate Net Income and Revenues ($m)

Figure 45: Screenshot of Mir II

Figure 46: Top Titles by Shanda

Figure 47: Shanda’s Corporate Net Income and Revenues (in millions)

Figure 48: Shanda Casual and MMORPG Q4 2007

Figure 49: Screenshots of TLBB

Figure 50: TianLong BaBu Metrics

Figure 51: Sohu Financial Performance (In $m)

Figure 52: Tencent Penguin Mascot

Figure 53: Tencent’s Corporate Net Income and Revenues ($m)

Figure 54: Screenshot of Soul of the Ultimate Nation (SUN)

Figure 55: The9’s Corporate Net Income and Revenues

Figure 56: Screenshot of Perfect World

Figure 57: Screenshots of Zhu Xian

Figure 58: Perfect World Game Metrics

Figure 59: Screenshot of Audition

Figure 60: Most Mentioned Brands in Phoenix Generation Reports

Figure 61: Most Mentioned Games in Phoenix Generation Reports

Figure 62: Most Popular Leisure Activities

Figure 63: ZT Online Photos of Female Gamers

Figure 64: Netease Password Protection Card

Figure 65: Popular Gaming Platforms

Figure 66: Monthly Entertainment Spending

Figure 67: Key Country Metrics

Figure 68: China’s Population by Age Group

Figure 69: Map of China’s Provinces

Figure 70: Major Cities in China (Population in millions)

Figure 71: Verycd.com screenshot

Abstract

Pearl Research forecasts the online games market in China will exceed $3 billion in 2010. The market grew more than 60% to reach $1.66 billion in 2007. These findings are contained in Pearl Research’s exclusive 130-page “Games Market in China” study. A key trend to track in 2008 is rising average-revenue-per-user (ARPU). Certain online games are reaching $7 to $12 a month in average-revenue-per-user, significantly higher than past averages of $5 or less per month.

Game operators in China experienced strong revenue growth in 2007. The biggest gainers were game operators Shanda (up 49% to $338 million), Giant (up 274% to $209 million), The9 (up 30% to $175 million) and Perfect World (up 593% to $95 million). Game operator Giant Interactive generated the majority of its $209 million revenues from one title, “Zhengtu Online.” China’s most popular online game, Netease’s “Fantasy Westward Journey” has 1.66 million peak concurrent users, followed by Giant’s “Zhengtu Online” with 1.52 million peak concurrent users. Successful MMORPGs can be highly profitable. Game operator Giant Interactive generated the majority of its $209 million revenues from one title, “Zhengtu Online.”

The study also contains highlights from Pearl Research’s Phoenix Generation reports, consisting of more than 200 one-on-one, personalized interviews conducted with Chinese youth. Gamers cite cheating and account thefts as a top reason for abandoning a game and seek out game operators with a reliable reputation. -Pearl Research’s “Games Market in China” study provides an in-depth analysis of the Chinese games market. The report contains 2006 to 2011 forecasts; inhibitors and drivers to growth; deep marketplace analysis; profiles of key market players; and strategic conclusions.

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