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Kaixin001 sued Qian Xiang ‘’ Kaixin001 sued Qian Xiang ‘’(0)

Plaintiff is a the owner of a popular SNS among white-collar popular “Kaixin(” and the defendant company Qian Xiang bought the domain name “” launched as “Kaixin” in October last year.

This reporter knew that Kaixin Ren are not in the indictment claims, just requiring the defendant to stop using “Kaixin” and similar site names, and publicly apologize. However, as of press time, the plaintiff and the defendant both declined to comment on the issue, nor disclose further details.

60% home people think negatively of online friends-making 60% home people think negatively of online friends-making(0)

Respondents believed that the urban communities activities are too few, and people are not active in volunteer activities, which is a primary reason to make large number of young white-collar workers home people.

Home people are primarily only-child

Survey showed that more than 40% net users did not have opinions on the “home” lifestyle, as well as 33% of users said that the “home people” was the trend of social development, and only 20% thought this was a bad lifestyle .

“No one wants to be home people and this lifestyle is not good for health.” In the survey, more than half of “home people” believed that the biggest worry was “very few friends, a very small friends circle.” 30% of those surveyed believed that the “home stay” can easily lead to a lack of spiritual sustenance.

Although they are at home, they think negatively of online friends-making, and only 10% had online personals, whereas 59% of the respondents said online Dating “did not work at all”

Xiao Yang, a “Born after 80th” white-collar who once worked in Seattle for 3 years, said that local youth usually work as volunteers on holidays and weekends.

“Most of these people are the one-child who like to have their own space since childhood.” Xiao-Min Zhao, a writer who has engaged in youth psychological research for many years and executive vice president of boys and girls magazine said during an interview that many of the “born after 80th” have managed to jobs but now become the “home people”, this has close relations with their environment for growth. This generation has more self-consciousness, and parents do not interfere much in their lives, and they like their own space, a lot of hidden feelings can not be told to friends except by ways of Internet and so on.

Second Life model can not be copied; there is still hope for virtual world in China Second Life model can not be copied; there is still hope for virtual world in China(0)

Anshe Chung’s Halo and the Second Life’s brilliance can not be copied completely in China. Having experienced blundering imitation, the 3D virtual world in China needs to reconsider the reality of China as well as the issue of landing in China. Re-examining the development of SL, we can divide it into two semi-stages, which reflect the quiet changes of the SL business model.

The first stage: For individual users. At this stage, Anshe Chung is a typical representative of the SL. Anshe Chung gives the closest and distant goal for those Internet users who dream of getting wealth in the virtual world as if that all of us can create a myth of wealth in 3D virtual world.

Anshe Chung really brought enormous users for SL, but no one can go beyond the Anshe Chung. In tens of millions of users among SL, The number of independent users who can really achieve “Balance of Payments is surplus” is no more than 66,000. The number of active users is in stagnation.

Linden Lab may have already foreseen this problem, so when in grand and spectacular scale Anshe Chung myth, it has not been intoxicated by the myth, it is quietly developing institutional users.

This is the beginning of the second phase of it. A considerable number of the world 500 enterprises such as IMB, Intel, Microsoft and so on settled down in China. Even some government agencies also set up its virtual embassies, such as the Maldives, Sweden and Estonia. U.S. presidential election campaign is also camped in SL.

However, in the process of developing institutional users, the phenomenon of withdrawal began to appear in the institutional users in SL. For example, Starwood Hotels Group, Reuters and so on announced withdrawal from the SL because the hits can not bring real growth in the actual business. In such background, SL institutional users strategy was fine-tuned , this is what we called at the beginning – semi-stage one.

In this semi-stage, SL focused on a more pragmatic development to really bring values to the actual businesses of the agencies, such as online education, virtual training. A number of universities in SL set up virtual classrooms, in which IBM held the virtual meetings, in which Britain and the United States military conducted joint military exercises and so on.

From SL development process, we can see the changes from individual users to institutional users, from the retreat to the practical, from the popularity development to a pragmatic number of active users.

At present, China’s several 3D virtual worlds, either imitate SL (actually mimic the first stage of SL), or make a virtual world of games or community. China’s Internet has indeed very obvious entertainment feature, but the demand for entertainment has been seized by games, web video, online music, what can virtual world use to grab users?

The current community-based applications have extremely low threshold, virtual worlds have to use a high threshold to seize the low-threshold application users and it is difficult to provide a better user experiences. How do you convince customers to buy yours?

CNNIC analysts: SL’s several changes worth study by domestic carriers of the virtual world. Under the present conditions in China, it is not possible to realize free convertibility between RMB and virtual currency as the Linden currency to US dollars do, therefore the possibility of developing economies in Chinese virtual world is nearly zero.

What China’s 3D virtual world operators should really learn from SL is their second semi-stage work. The virtual experiences will be combined with the practical application and entities, such as cooperation with the Radio and Television University Virtual instruction; training institutions for the entity to conduct the development of virtual training; cooperation with on-line virtual mall showings, Virtual Dressing, virtual test drive and so on.

Finding and focusing on their target market, we believe the 3D virtual world will be much more successful in China.

Chen,Jiangong, Senior analyst, Internet Development Research department, CNNIC

Tudou copyright Tudou copyright(0)

‘Crazy Stone’ is a film co-produced by Sifang Yuanchuang International Film and Television Culture (Beijing) Co., Ltd, Zhongying Huana Hengdian Film and Television Co., Ltd and Yingyi Entertainment Co., Ltd. In July 2006, Zhongying Huanan Hengdian Film and Television Co., Ltd. granted the exclusive right of running the film online in mainland China to NuCom Online (Beijing), but the company later found that was providing the film online to its registered users without its approval.

As punishment, the court asked to delete the film from its website immediately and pay RMB50000 to NuCom Online (Beijing) to cover its economic losses and other expenses.

Source : Chinatechnews

PPlive Accused Of Violating IPR PPlive Accused Of Violating IPR(0)

This is the first time that PPlive has been sued because of a violation of intellectual property rights.

Shidai Yingyin says it found in March this year that PPlive was offering Huahua Xingjing, a film for which it owns the copyright, online to users and this has caused great economic loss. A representative from Juli Media says that PPlive has been respecting copyrights and spent more than RMB60 on copyright protection last year.

The P2P technology PPlive had a total userbase of 85 million by October 2007. At the beginning of this year, Juli Media received a third batch of venture capital, worth US$21 million, for PPlive.

No decision in the case will probably be known for at least one more month.

Source : Chinatechnews

Finet Group Breaks Into Chinese Internet Games Sector Finet Group Breaks Into Chinese Internet Games Sector(0)

‘The establishment of China Game as our online game group demonstrates Finet’s ambition and commitment to invest in this industry,’ stated Dr. George Yu, chairman of Finet. ‘Our emphasis on enhancing the group’s R&D capabilities also indicates Finet’s unwavering determination to build a competitive edge in the market.’

Finet’s China Game also has unveiled the timetables of its three self-developed three-dimensional massively multiplayer online role-playing games: ‘Warage’, ‘Tang Dynasty II’, and ‘Swordsman-Plus’. The closed beta testing of ‘Warage’ is scheduled to begin on May 13.

Headquartered in Shanghai, China Game aims to be a world-class group brand in China’s online game market. The company is planning to launch three to five new titles in 2009, and it targets to reach an aggregate of over one million concurrent users for all its games. While China Game is open to source for more domestic and overseas quality games, it also plans to set up additional R&D centers in Chengdu and other areas in China.

Founded in 1998, Finet Group is headquartered in Hong Kong, and has offices in Beijing, Shanghai and Shenzhen specializing in the Internet and financial business.

Source : Chinatechnews To Set Up Branch In Chengdu To Set Up Branch In Chengdu(0)

The four investors of are said to be IDG, General Catalyst, GGV and the Rockefeller family. The financing of US$57 million that received this time is reported to be the largest sum ever received by an online video service provider in China.

Coupled with the first three rounds of financing, has now totally gained US$85 million in investment. According to a representative from the company’s PR department, the new investment will mainly be used on the company’s corporate operations, bandwidth server and video sharing program development.

In addition, will set up a branch in Chengdu this year and the company has reportedly already begun to recruit talent, mainly in technology and marketing areas, for the new branch in Chengdu, which is expected to be the company’s most important strategic city in the southwest part of China.

Source : Chinatechnews

ROK Entertainment Takes Chinese 3D Poker Service Stake ROK Entertainment Takes Chinese 3D Poker Service Stake(0)

Matchday’s 3D Texas Holdem service is tailored specifically to the Chinese market and only players from China will be allowed to participate on this platform. Local customer service personnel will also be available to provide full player assistance.

‘We are really proud to be bringing our 3D technology with the latest gaming advances to the people of China’, said Jonathan Kendrick, chairman of ROK. ‘We have combined the excitement of the big soccer stage with fantastic 3D graphics and all the skill of playing Texas Holdem’.

Through this sponsorship, Asia Poker Limited created a partnership with the Guangzhou Chess Institute and Guangzhou Poker Game Association and Jupiter Entertainment Limited to promote the new 3D game.

Source : Chinatechnews Raises US$25 Million For Chinese Online Video Raises US$25 Million For Chinese Online Video(0)

Officially launched in December 2006, Youku is one of many online video services in China. Youku says it currently delivers more than 80 million video views on a daily basis.

“Youku has achieved its leadership position in the last 12 months by growing more than 10 times in user base and number of videos viewed per day,” said Victor Koo, Founder and CEO of “We are honored to have Brookside Capital Partners, a fund affiliated with global private equity firm Bain Capital, as our new investment partner, and continued participation by Sutter Hill, Farallon and Chengwei Ventures. With the support of these world-class investors, we are confident to build Youku into the largest and most profitable online video company in China.”

Besides closing a new round of financing, Youku also announced recently that it has entered into an online video strategic cooperation with Previously, formed a strategic partnership with Baidu, the leading search engine in China and the company also provides exclusive game video support to Shanda, the Nasdaq-listed online game operator in China. In the mean time, Youku has also cooperated with many leading media and entertainment organizations in China, including China Film Group, CCTV, Universal Music, Phoenix TV, Shanghai TV, Jiangsu Satellite TV and China Education TV.

“We are very happy to bring our firm’s media expertise to this partnership with Youku,” said Mark Moore, Director at Brookside Capital Partners. “We believe Victor and his team are well positioned to replicate the success of the leading Chinese internet portals in the video space and succeed in building another strong internet company in China.”

Before Series C, Youku successfully completed two rounds of venture financing of US$15 million in total from Sutter Hill Ventures, Farallon Capital and Chengwei Ventures.

Source : Chinatechnews

Digital Music Deal Heads For Taiwan Digital Music Deal Heads For Taiwan(0)

Launched in January 2005, KKBOX says it differentiates itself from other music download service providers by offering an array of services for millions of users to legitimately listen to music, including unlimited music streaming, creating their own music blogs, sharing their playlists and making new friends based on their interests. Being one of the world’s largest collection of Chinese songs, its database offers content from over 140 music labels with 1.5 million songs. KKBOX also says ut has become Taiwan’s top music download services provider with close to 300,000 paying subscribers and over 3.5 million registered users as of July 2007.

CHT currently dominates over 85% of Taiwan’s consumer broadband Internet access market, and is a leader in the nation’s mobile 2.5G and 3G phone service subscribers.

Source : Chinatechnews

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