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China Gaming End-User Survey 2008Published by: IDC Published: Mar. 31, 2008 - 86 Pages Table of ContentsTable of Contents IDC Opinion In This Study Methodology Situation Overview Market Overview China Internet User Population Figure: China Internet User Population, 2007?2012 China Online Gaming End-User Population Figure: China Broadband Subscriber Population, 2007?2012 Figure: China Online Game User Population, 2007?2012 Figure: China Paid Online Game User Population, 2007?2012 China Online Gaming Revenue Figure: China Online Gaming Revenue, 2007?2012 China Game User Overview Demographic Analysis of China Gaming End Users Table: China Game Users by Gender (%) Table: China Game Users by Marital Status (%) Table: China Game Users by Age (%) Table: China Game Users by City of Residential Location (%) Table: China Game Users by Occupation (%) Table: China Game Users by Income (%) Table: China Game Users by Education Level (%) Internet Behaviors of China Gaming End Users Frequently Used Search Engines Figure: Search Engines Most Frequently Used by Game Users Common Online Services Used by Gamers Figure: China Game Users' Commonly Used Online Services Frequently Used Instant Messaging Software Figure: China Gamers' Frequently Used Instant Messaging Software Internet Behaviors of Gaming End Users Main Game Types End Users Played Figure: Main Game Types End Users Played China Gamers' Current Game-Playing Status Figure: China Gamers' Current Game-Playing Status Purpose of Gaming Figure: Purpose of Gaming Interest in Gaming Paraphernalia Figure: Gaming Paraphernalia Most Likely to Be Purchased China Online Gaming End Users Demographic Analysis of China Online Gaming End User Table: China Online Game Users by Gender (%) Table: China Online Game Users by Marital Status (%) Table: China Online Game Users by Age (%) Table: China Online Game Users by Occupation (%) Table: China Online Game Users by Income (%) Table: China Online Game Users by Education Level (%) Profile of Online Gaming End Users Average Number of Game Titles Played in a Given Period Figure: China Online Users by Average Number of Game Titles Played in a Given Period Average Years Spent Playing Online Games Figure: Average Years Spent Playing Online Games Frequency and Location of Online Gaming Frequency of Online Gaming Figure: Frequency of Online Game Playing Commitment to Online Games Figure: Commitment to Online Games Location of Online Gaming Figure: Location of Online Game Playing Online Gaming Expenditure and Purchase Channels Online Gaming Expenditure Figure: Spending on Online Gaming Average Monthly Expenditure on Point-of-Sale Cards Figure: Average Monthly Expenditure on Point-of-Sale Cards Average Monthly Expenditure on Gaming Commodities Figure: Average Monthly Expenditure on Gaming Commodities Most Frequently Used Payment Methods Figure: Most Frequently Used Payment Method Promotion of Online Games Source of Information about Online Games Figure: Source of Information about Online Games Most Readily Accepted Promotions and Events Figure: Most Readily Accepted Promotions and Events Online Game User Needs and Preferences User Opinion Towards Online Gaming Table: Reason for Playing Online Games (%) Most Valued Factors in Gaming Figure: Most Valued Factors in Gaming Reasons for Terminating Play of an Online Game Figure: Reasons for Terminating Play of an Online Game Unauthorized Online Gaming Activities Figure: Unauthorized Online Gaming Activities Needs and Preferences for Homegrown Games Online Games Users Played in 2007 by Origin Figure: Online Games Users Played in 2007 by Origin Number of Homegrown Online Games Users Played on a Trial Basis Figure: Number of Homegrown Online Games Users Played on a Trial Basis Favorite Type of Homegrown Online Games, 2007 Figure: Favorite Type of Homegrown Online Game User Attitude Towards Virtual Item Trading User Attitudes Towards Virtual Item Trading Figure: User Expectation of Homegrown Online Games Places Where Users Seek Information on Virtual Item Trading Figure: Places Where Users Seek for Information on Virtual Item Trading Resolving Disputes in Virtual Item Trading Figure: Resolution of Disputes in Virtual Item Trading Recommendations on Regulating Virtual Item Trading Figure: Recommendations on Regulating Virtual Item Trading User Attitudes Towards In-Game Advertising Figure: User Attitudes Towards In-Game Advertising User Acceptance of In-Game Advertising Figure: User Acceptance of In-Game Advertising Online Gaming PC Configurations Type of PCs Used Figure: Type of PC Used Type of Video Cards Used Figure: Type of Video Card Used CPU Used in PCs for Gaming Figure: CPU Used in PC for Gaming Memory Size of PC Used for Gaming Figure: Video Card Configuration of PC Used for Gaming Monitor Used for Gaming Figure: Monitor Size Used for Gaming Internet Access Methods Figure: Internet Access Methods China Mobile Gaming End Users Average Mobile Gaming Session Figure: Average Time Spent per Mobile Gaming Session Frequency of Mobile Gaming Figure: Frequency of Mobile Game Playing Mobile Communication Channels Figure: Mobile Communication Channels Mobile Phone Brands Currently Used for Gaming Figure: Mobile Phone Brands Currently Used for Gaming China Mobile Game Sources Figure: China Mobile Game Sources Deficiencies in Mobile Gaming Figure: Deficiencies in Mobile Gaming Preferred Mobile Game Types Figure: Preferred Mobile Game Types Prime Times for Mobile Gaming Figure: Prime Times for Mobile Gaming Use of Paid Mobile Phone Entertainment Content Figure: Use of Paid Mobile Phone Entertainment Content Average Monthly Expenditure on Mobile Gaming Figure: Average Monthly Expenditure on Mobile Gaming Affordable Monthly Fee for Mobile Gaming Figure: Affordable Monthly Fee for Mobile Gaming Most Anticipated Mobile Gaming-Related Content and Services Figure: Most Anticipated Mobile Gaming-Related Content and Services User Expectations for Gaming-Enabled Mobile Phones Figure: User Expectations for Gaming-Enabled Mobile Phones Selection Criteria for Mobile Online Games Figure: Selection Criteria for Mobile Online Games China PC Game End Users Number of PC Games Played in 2007 Figure: Number of PC Games Played in 2007 Frequency of PC Game Playing Figure: Frequency of PC Game Playing Commitment to a Single-PC Game Figure: Commitment to a Single-PC Game Sources of PC Gaming Software Figure: Sources of PC Gaming Software Monthly Expenditure on PC Gaming Software Figure: Monthly Expenditure on PC Gaming Software Affordable Price Levels of PC Gaming Software Figure: Affordable Pricing Levels of PC Gaming Software Favorite PC Game Types Figure: Favorite PC Game Types User Selection of Networked PC Gaming Platforms Figure: User Selection of Networked PC Gaming Platform User Expenditure on Networked PC Games Figure: User Expenditure on Networked PC Games China Handheld and Console Gaming End Users Average Years Spent Playing Video Console Games Figure: Average Number of Years Spent Playing Video Console Games Average Years Spent Playing Handheld Games Figure: Average Number of Years Spent Playing Handheld Games Favorite Videogame and Handheld Game Type Figure: Favorite Videogame Type Spending on Videogames Figure: Spending on Videogames Handheld and Videogame Console to Purchase in the Next 2 Years Figure: Handheld and Videogame Console to Purchases Planned in the Next Two Years Price Point for Videogame Consoles Figure: Price Point for Videogame Consoles Price Point for Handheld Gaming Devices Figure: Price Point for Handheld Gaming Devices Price Point for Legal Gaming Software Figure: Price Point for Legal Gaming Software Impact of Online Videogames on Videogame Console Purchases Figure: Impact of Online Videogames on Videogame Console Purchases Coverage of Videogame and Handheld Device Stores Figure: Coverage of Videogame and Handheld Device Stores Access of Videogame-Related Magazines and Web Sites Figure: Use of Videogame-Related Magazines and Web Sites Reasons for Preferring Videogames Figure: Reasons for Preferring Videogames Future Outlook Gaming Market Effects Impact of Item-Based Games Impact of Casual Games Impact of In-Game Advertising Impact of the Niche Market Essential Guidance Actions to Consider Learn More Related Research Appendix China Top 10 Most Popular Online Games, 2007 Figure: China Top 10 Most Popular Online Games, 2007 China Top 10 Single-PC Games, 2007 Figure: China Top 10 Single-PC Games, 2007 China Best Online Casual Gaming Platforms, 2007 Figure: China Best Online Casual Gaming Platforms, 2007 Definitions Electronic Game Definition and Taxonomy Definition of Electronic Game Taxonomy of Electronic Game Online Game Definition of Online Game Taxonomy of Online Game Single-PC Games Definition of Single-PC Games Taxonomy of Single Game Synopsis AbstractThis IDC study provides the demographics of China's gaming end users and their gaming behaviors from the China Gaming End-User Survey, 2007. This survey was designed to provide a comprehensive overview of China gamer activities and behaviors. Data was collected using a structured online questionnaire. Based on the responses from a sample of 30,843 who frequently play games. The survey focused on respondents' gaming habits and preferences in online, console, PC, and mobile gaming. As such, they were queried on their offline gaming habits. Respondents were survey from October 15 to November 15, 2007. "The China gaming market seems somewhat crowded with 140 vendors and 281 game titles altogether in 2007. It is really a challenge to find a profitable niche market, where revenue can be derived from this extremely competitive ecosystem. Competition is just beginning, but niche markets will always be out there with the variety of demands from different end-user groups," says Bryan Yuan, senior research analyst, Vertical Industry Research and Consulting, IDC China. Get Full Details About This Report >> |
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