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Tencent will be in co-operation with the U.S. partners to promote online games Tencent will be in co-operation with the U.S. partners to promote online games(0)

Statistics showed that China’s online game industry was earning more than 20 billion yuan annually, accounting for only 7% in total in the global market. Liu Zhiping believed that if China’s online game industry wanted to further expand, they must take the internationalization and breakdown methods. QQ Speed, QQ-hyun dance, underground city with the Warriors, crossing the line of fire and other games created opportunities in different market segments. At present, Tencent is working with U.S. companies in developing the sports online games, will making well-known game-NBA2K-for net.

Blizzard enter the film industry Blizzard enter the film industry(0)

Ye Weilun said that the Blizzard had developed a total of 4 online games in 10 years, but each was significant in the market, and currently Blizzard had branch offices in eight countries and regions globally, China was one of them. Ye revealed that Blizzard’s business in addition to the game, had extended to peripheral products, novels, and they were now considering to enter the film industry.

ChinaJoy Seventh Summit was held at the Shanghai International Convention Center on 22th. People in charge of the game industry will be summing up the game industry development over the past year and most well-known CEOs from the game industry will be on the stage to share their feelings during the past one year or observation and thinking of the game industry. Sina science and technology was live broadcasting the whole forum.

Market size of online games is breaking 30 billion in this year Market size of online games is breaking 30 billion in this year(0)

It is expected that in 2009 China’s online game market grew 49.6% compared to the same period of previous year to reach 31.08 billion yuan.

IResearch report pointed out that in 2008 China’s online game market size was 20.78 billion yuan, increased by 52.2 percent. From a global perspective, in 2008 China’s online game market revenue accounted for about 27 percent in global share, ranking second, and the United States was in first place for 29%. In accordance with the trend of global online game industry, the China’s market share will be developing with a rate of about 5% annually. It was Expected in 2012, the Chinese online game market would reach 68.62 billion yuan, reaching 46.9% in the global market share.

Officials of the Ministry of Culture claimed they would standardize the game exhibition market order Officials of the Ministry of Culture claimed they would standardize the game exhibition market order(0)

It is reported that Ding met UBM Company CEO David Levin at the Ministry of Culture yesterday, the two sides exchanged views on international development and cooperation in games, game developers, and reached a number of cooperations.

Ding pointed out that as the China government department in charge of game industry, the Ministry of Culture fully supported GDC which had far-reaching strategic significance, in hope that in October in Shanghai the GDC China would further improve China’s game independent innovation, the ability of independent development, and promote international exchanges transactions, to bring more opportunities for the Chinese game industry.

He also said to David Levin that China was gradually building legal, justice and fair market competition environment. Ministry of Culture will further standardize the games exhibition market order and provide the necessary support and help to GDC when it encountered problems and difficulties entering China.

David Levin thanked the Ministry of Culture’s concern and support to UBM and GDC China and would invite leading international experts to help Chinese game enterprises to become international.

China world’s largest online games market China world’s largest online games market(0)

China’s online game market in 2008 created a 20.8 billion yuan revenue, representing an increase of 52.2 percent over the previous year. More than 80% of the income were from the participation of large-scale multi-player online games, the rest of the games were from the web page games and mobile games. In the next five years, the entire gaming market is expected to be at an average annual growth rate of 20 percent. iResearch estimated that by 2012 China’s online game market scale will be more than 68 billion yuan, accounting for nearly half of global market share.

iResearch report showed that, at present, the United States, China and South Korea are the world’s top three online games market, occupying 29%, 27% and 21% market share respectively. China has a huge group of online game players, the number is still growing, which will further promote China’s online game industry. According to the latest data released by China Internet Network Information Center, China currently has 55.5 million online game players.

Online games had 63% growth in China Online games had 63% growth in China(0)

The growth figure show that global economic chaos didi not negatively affect the Chinese online game market in 2008.

The firm projected that the market will grow to $5.5 billion in 2012.

The Pearl report said that the Chinese game operators are optimistic about the years ahead, saying the global economic downturn has had little impact on their businesses, as games are “small-ticket” items that people are still willing to buy.

The most popular online game in China is Netease’s Fantasy Westward Journey, which reached over 1.8 million peak concurrent users. Following that title is Giant?s Zhengtu Online (1.5 million users), Tencent’s Dungeon Fighter (1.2 million) and Blizzard’s World of Warcraft (1 million).

Pearl also said there are six game operators in China that have crossed the $200 million revenue mark: Tencent, Changyou, The9, Netease, Shanda and Giant.

About 70 percent of China’s 298 million Internet users are under 30 years old, Pearl said.

Pearl’s Allison Luong elaborated on the study. ?Trends to track in 2009 include the growth of social networking sites in China, with over 55 million users, and their cross-pollination with games.

“One overall concern is the lack of diversification with many game operators relying on a single title for the bulk of revenues.

“In addition, a glut of content with more than 200 games on the market, makes releasing a breakout hit increasingly difficult.?

Source : Konaxis

China’s online gaming 2008 China’s online gaming 2008(0)

Online gaming brought direct business income of 47.84 billion yuan to telecom and IT industries, according to Sun Shoushan, vice director of General Administration of Press and Publication.

Sun said the sales volume of the online gaming industry is far more than that of combined revenues generated by films, TV entertainment programs and publication of audio-visual products.

In 2008, a total of 33 online games, developed by 15 Chinese companies, were exported to 40 countries and regions, realizing an income of $70.74 million, a 30 percent increase year-on-year, Sun said.

Sun estimated that the export volume of China’s original online gaming programs is likely to exceed $100 million in 2009.

On the other hand, the popular MMO, World of Warcraft has encountered a stumbling block in China over the release of its second expansion, Wrath of the Lich King – with the Chinese government preventing its release due to some objectionable content.

According to a media report, the government has twice rejected applications by The9, the Chinese company responsible for licensing and distributing the game.

WoW game developer Blizzard Entertainment has deleted a link on the game’s North American site to the site’s simplified Chinese version, said the report.

World of Warcraft has undergone changes specific to the Chinese market in the past, namely removing skeletons altogether in order to receive approval to operate the game in mainland China.

Source : Konaxis

Online Gaming Profit Climbs For The9 Online Gaming Profit Climbs For The9(0)

Jun Zhu, chairman and CEO of The9 said in a prepared statement, ‘In the first quarter of 2008, we attained aggregate peak concurrent users of approximately 1.2 million for games that are currently in commercial operations, and as of March 31, 2008, we had over 38.1 million total registered users.’

Net revenues attributable to the operations of subscription-based games, which included revenues from game playing time, merchandise and installation package sales, increased by 1% quarter-over-quarter and by 47% year-over-year to RMB392.4 million in the first quarter of 2008. Net income for the first quarter of 2008 was RMB89.7 million, a 4% increase from RMB86.0 million in the fourth quarter of 2007, and a 36% increase from RMB66.1 million in the first quarter of 2007.

As at March 31, 2008, The9′s total cash and cash equivalents balance was RMB1.78 billion, compared to RMB2.2 billion as of December 31, 2007.

Source : Chinatechnews

Chinese Game Operations Suspended For 3 Days Of Mourning In China Chinese Game Operations Suspended For 3 Days Of Mourning In China(0)

The9 (NCTY) says it will suspend the operations of World of Warcraft, Soul of The Ultimate Nation, Granado Espada, Joyful Journey West, and MU from May 19, 2008 to May 21, 2008, in response to the government’s call for three days of mourning for the earthquake tragedy in Southeast China. The operations of the foregoing games will be reestablished starting from the calendar day of May 22, 2008.

Rival Shanda (SNDA) says it will resume its game services at 1:00 A.M. on May 22, 2008. Perfect World (PWRD) will resume its game services at at the start of May 22, 2008 in accordance with the end of the three-day national mourning.

The earthquake hit Sichuan province last Monday, May 12, 2008, leaving thousands dead and many more injured. From today until May 21, China will observe a three-minute moment of silence each day at 14:28.

Source : Chinatechnews

Baidu Brewing Plans To Enter Online Games Market Baidu Brewing Plans To Enter Online Games Market(0)

Chinese media reports that Baidu is secretly brewing plans to enter the online games market and will soon launch several types of computer games to be operated exclusively by its own departments. Baidu will make use of its own online platform and online game channel to run the games and may source games from other partners.

Baidu’s entry into the games industry will bring a great change to the industry. Other Chinese Internet companies like Tencent and Alibaba have started game divisions probably because of the potential real income to be earned from the sector. While companies like Sohu.com and Netease.com have struggled over the past couple of years to legally earn good income from wireless channels, their gaming channels have continued to do well. China’s online game market value was RMB12.8 billion in 2007 and it will keep increase by more than 20% in the coming four to five years and will reach RMB40.1 billion by 2011.

Net revenues for the fourth quarter of 2007 increased by 34% quarter-over-quarter and by 50% year-over-year to RMB423.7 million for Chinese online gaming firm The9, while rival Shanda said net revenues increased 51.8% year-over-year for all of 2007.

Source : Chinatechnews

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