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Netease To Offer Free Computer Game, Won’t Develop New Games In 2008 Netease To Offer Free Computer Game, Won’t Develop New Games In 2008(0)

The game to be launched is Tian Xia Er, which did not achieve as good success for Netease as its Da Hua Xi You or Meng Huan Xi You games. Ding spoke to local media and said that the game was not successful on the market mainly because they ignored the difference in China’s 40 million game players and emphasized too much on its time-based charging. Ding said that with the change of the market, Netease will launch the game as a free game to players.

Speaking of its social responsibility, Ding said that being ‘green’ is a standard that Netease has been adhering to as a game developer and the company will continue to follow this route to wrap China’s traditional cultural value into their game products.

Ding disclosed that Netease would not focus on developing games of its own in 2008. Instead, he said that it would co-develop some games with its partners to bring better experience to gamers in China.

Source : Chinatechnews

9you.com Launches Credit Card With China Merchants Bank 9you.com Launches Credit Card With China Merchants Bank(0)

China Merchants Bank says that as one of the largest online game operators in China, the value of 9you.com is being recognized by more and more clients.

A spokesperson at 9you.com says that 9you will try its hand in many different fields to better present its value as a lifestyle interactive entertainment community. The cooperation with China Merchants Bank should push Chinese game industry’s cooperation with the financial sector, thereby offering more payment solutions to players.

Source : Chinatechnews

iResearch: Online Game-A New Opportunity for Kingsoft iResearch: Online Game-A New Opportunity for Kingsoft(0)

According to data from iResearch’s ‘Online Game Quarterly Report Q2, 2007′, the market size for online game was 2.65 billion and the biggest 5 companies’ income accounts for 72.6% of the market. Now there’re about 150 companies in online game industry in China, with 5 million revenues a quarter on average. Although the situation is grim, opportunity still exists. Compare with more than 10 million netizens, there’re only 100 million online game users, so online game market has great potential.

Since there’re for Kingsoft in the field of application software and Kingsoft has successfully developed and launched JX online series, iResearch believe that developing online game business is the best choice for Kingsoft.

Kingsoft doesn’t form a core competitiveness in online game yet

According to Kingsoft operation and products, iResearch believes that Kingsoft is strong in innovation and research and development capabilities while weak in operation capability. Kingsoft once said that they would learn from Nintendo to develop popular games and attract users do not play games. With this concept, Kingsoft launched CO online which was easy to operate and became a successful game for new players. But the game lacks of core competitiveness to attract players to stay. Unengaging tasks and boring conversations make the game a common one.

Although quality is a flaw for Kingsoft’s development, but the biggest constraints is its operation capability. iResearch advised that strengthen operation team is the first problem to be solved after IPO.

IPO provides fund for expanding R&D team

Kingsoft said that fund will be used for software personnel recruitment and strategic acquisitions after IPO. Considered of experience and profit, online game will still be the core business after IPO, but the research love knot and lack of operation capability restricted Kingsoft. So iResearch believes that the fund from IPO will be used to game development and the possibility of buying games is rare.

To sum up, Kingsoft is transferring to game operation company from a software company. From business and income distribution structure, online game business is important to Kingsoft. To some extent, without online game business, Kingsoft would not IPO successfully.

Kingsoft will focus on online game business after IPO. In the fierce competing industry, Kingsoft is not in inferior position in technology. iResearch advises Kingsoft to strengthen its operation team building and marketing service to form 2-3 core products.

Perfect World Obtains Certification, Launches Game Expansion Pack Perfect World Obtains Certification, Launches Game Expansion Pack(0)

Other recently introduced policies that are intended to protect the interests of players include the “Perfect World Password Protection Card”, “Perfect World Retrieval Business”, and the “Perfect World Telephone Password Protection Card”. The company says the ISO 9001 certification is a further validation of the company’s efforts to provide better and more caring customer service for every player of the company’s proprietary games.

The company also announced that the “Sanjie Tianshu” Zhu Xian expansion pack has been launched for online game players in China. The expansion pack introduces an expanded online world, dozens of new characters, nearly 1,000 new monsters, 100 new pieces of armor, scores of new magic weapons, and thousands of newly added tasks.

Additionally, the upper limit of game levels has been raised and many new scenes have been added. All of these features bring an entirely new experience to game players and offer more opportunities for users to maximize their performance potential.

Source : Chinatechnews

CDC Games Expands Online Gaming Partnership With Sonokong CDC Games Expands Online Gaming Partnership With Sonokong(0)

The expanded partnership includes the licensing, in China, of a new game called Dragonsky, as well as Sonokong’s commitment to continued support of content updates for Shaiya Online, which was ranked as one of the top 10 most anticipated games in China in 2006. The agreement also partners CDC Games and Sonokong to distribute Shaiya in Taiwan through MacroWell, a local publisher.

Through the agreement, CDC Games has secured exclusive distribution rights in China for Dragonsky. The game, under development now by Sonov, a studio in Korea which draws on the support of Sonokong, is anticipated for commercial launch by CDC Games in the second quarter of 2008.

Source : Chinatechnews

2005 China Online Casual Game Research Report 2005 China Online Casual Game Research Report(0)

Page5¡ª¡ªI. Background
Page7¡ª¡ªII. Definitions
Page8¡ª¡ªIII. Methodology
Page9¡ª¡ªIV. Summary
Page10¡ª¡ªV. Text
Page10¡ª¡ª1. Definition and Classification of Online Casual Game
Page10¡ª¡ª1.1. Definition and Classification of Online Game
Page10¡ª¡ª1.1.1. Definition and Classification of Electronic Game
Page10¡ª¡ª1.1.2. Definition and Classification of Online Game
Page12¡ª¡ª1.2. Definition and Classification of Online Casual Game
Page14¡ª¡ª1.3. Features of Various Online Game Genre
Page16¡ª¡ª2. Overview of Online Casual Game Industry Development in China
Page16¡ª¡ª2.1. Market Sizes and Market Features
Page16¡ª¡ª2.1.1. Market Size of Online Game Industry
Page18¡ª¡ª2.1.2. Market Size of Online Casual Game Industry
Page20¡ª¡ª2.2. Number of Users and User Features
Page20¡ª¡ª2.2.1. Number of Online Gamers
Page22¡ª¡ª2.2.2. Number of Online Casual Gamers
Page24¡ª¡ª2.3. Industry Value Chain of China Online Casual Game Industry
Page24¡ª¡ª2.3.1. Industry Value Chain of China Online Game Industry
Page25¡ª¡ª2.3.2. Comparison on Value Chain Features of Various Game Genre
Page26¡ª¡ª3. Analysis on Online Casual Game Products in China
Page26¡ª¡ª3.1. Platform Game
Page26¡ª¡ª3.1.1. Board & Chess Platform
Page27¡ª¡ª3.1.2. Network PC Game Platform
Page28¡ª¡ª3.2. Casual Action Game
Page29¡ª¡ª3.2.1. Sports
Page32¡ª¡ª3.2.2. Music & Dancing
Page34¡ª¡ª3.2.3. Action
Page35¡ª¡ª3.2.4. Others
Page37¡ª¡ª4. Analysis on Major Casual Game Operators in China
Page37¡ª¡ª4.1. Shanda
Page37¡ª¡ª4.1.1. Overview of the Company
Page38¡ª¡ª4.1.2. Importance of Online Casual Game to the Company
Page39¡ª¡ª4.1.3. Analysis on Online Casual Game Products of the Company
Page43¡ª¡ª4.2. Chinagames
Page43¡ª¡ª4.2.1. Overview of the Company
Page44¡ª¡ª4.2.2. Revenue from Online Casual Game
Page45¡ª¡ª4.2.3. Analysis on Online Casual Game Products of the Company
Page48¡ª¡ª4.3. Ourgame
Page48¡ª¡ª4.3.1. Overview of the Company
Page49¡ª¡ª4.3.2. Importance of Online Casual Game to the Company
Page50¡ª¡ª4.3.3. Analysis on Online Casual Game Products of the Company
Page53¡ª¡ª4.4. QQ
Page53¡ª¡ª4.4.1. Overview of the Company
Page54¡ª¡ª4.4.2. Importance of Online Casual Game to the Company
Page55¡ª¡ª4.4.3. Analysis on Online Casual Game Products of the Company
Page58¡ª¡ª4.5. 9you
Page58¡ª¡ª4.5.1. Overview of the Company
Page59¡ª¡ª4.5.2. Importance of Online Casual Game to the Company
Page60¡ª¡ª4.5.3. Strategy Analysis on Game Products
Page61¡ª¡ª5. Core Features of China Online Casual Game Industry
Page61¡ª¡ª5.1. Competition among Four Major Market Players
Page62¡ª¡ª5.2. Operators Extend Business Lines
Page63¡ª¡ª5.3. Increasing Variety of Game Products
Page63¡ª¡ª5.4. Promote Health Game Energetically
Page64¡ª¡ª5.5. Change in Profit Model
Page64¡ª¡ª5.6. Increasing Integration of Various Marketing Methods
Page64¡ª¡ª5.7. Number of Online Gamers Keep Growing
Page65¡ª¡ª5.8. More Options for Gamer Payment
Page65¡ª¡ª5.9. Competition Increases along with the Market Growth
Page66¡ª¡ª6. Analysis on Genres of Online Games that China Online Gamers Play
Page66¡ª¡ª6.1. Genres of Online Games that China Online Gamers have Played and Most Frequently Play
Page67¡ª¡ª6.2. Genres of Online Games that China Online Gamers Most Frequently Play by Gender
Page68¡ª¡ª6.3. Genres of Online Games that China Online Gamers Most Frequently Play by Age
Page69¡ª¡ª6.4. Genres of Online Games that China Online Gamers Most Frequently Play by Income Level
Page70¡ª¡ª6.5. Features of Various Genre Gamers
Page71¡ª¡ª7. Needs of China Online Casual Gamers
Page71¡ª¡ª7.1. Needs of China Online Casual Action Gamers
Page71¡ª¡ª7.1.1. Gaming Purpose of China Online Casual Action Gamers
Page72¡ª¡ª7.1.2. Purchase of Virtual Item by China Casual Action Gamers
Page73¡ª¡ª7.2. Needs of China Online Casual Platform Gamers
Page73¡ª¡ª7.2.1. Gaming Purpose of China Online Casual Platform Gamers
Page74¡ª¡ª7.2.2. Service Type of Online Casual Game Platform Bought by Paid China Online Casual Platform Gamers
Page75¡ª¡ª7.2.3. Reasons for Paid China Online Casual Platform Gamers to Buy Various Services
Page76¡ª¡ª8. Preference of China Online Casual Gamers
Page76¡ª¡ª8.1. Preference of China Online Casual Action Gamers
Page76¡ª¡ª8.1.1. Favorite Game Graphic Style of China Online Casual Action Gamers
Page78¡ª¡ª8.1.2. Favorite Game Graphic Format of China Online Casual Action Gamers
Page80¡ª¡ª8.1.3. Favorite Game Background Music of China Online Casual Action Gamers
Page81¡ª¡ª8.1.4. Favorite Game Conversation Style of China Online Casual Action Gamers
Page83¡ª¡ª8.1.5. Game Features Paid Most Attention to by China Online Casual Action Gamers When Determining What to Play
Page84¡ª¡ª8.1.6. Reasons for China Online Casual Action Gamers to Quit a Game
Page85¡ª¡ª8.2. Preference of China Online Casual Platform Gamers
Page85¡ª¡ª8.2.1. Satisfaction Level of China Platform Gamers toward Their Most Frequently Use Game Platform on Various Aspects
Page86¡ª¡ª8.2.2. Switch of Most Frequently Use Platform by China Online Casual Platform Gamers
Page87¡ª¡ª9. User Experience of China Online Casual Gamers
Page87¡ª¡ª9.1. Through Which Channel Do China Online Casual Gamers Obtain Game Related Information
Page87¡ª¡ª9.1.1. Through Which Channel Do China Online Casual Action Gamers Obtain Game Related Information
Page88¡ª¡ª9.1.2. Through Which Channel Do China Online Casual Platform Gamers Obtain Game Related Information
Page89¡ª¡ª9.2. Analysis on Difference among Gamers of Major Casual Game Platforms
Page89¡ª¡ª9.2.1. Difference on Gender Distribution among Gamers of Major Casual Game Platforms
Page90¡ª¡ª9.2.2. Difference on Age Distribution among Gamers of Major Casual Game Platforms
Page91¡ª¡ª9.2.3. Difference on Education Background among Gamers of Major Casual Game Platforms
Page92¡ª¡ª9.2.4. Difference on City Level Distribution among Gamers of Major Casual Game Platforms
Page93¡ª¡ª9.2.5. Difference on Regional Distribution among Gamers of Major Casual Game Platforms
Page94¡ª¡ª9.2.6. Difference on Personal Income among Gamers of Major Casual Game Platforms
Page95¡ª¡ªAppendix: Research Methodology and Procedures
Page97¡ª¡ªDisclaimers

2005 China Online Game Research Report 2005 China Online Game Research Report(0)

Page5 I. Background
Page7 II. Definitions
Page8 III. Methodology
Page9 IV. Summary
Page10 V. Text
Page10 1. Definition and Classification of Online Game
Page10 1.1. Definition and Classification of Electronic Game
Page10 1.2. Definition and Classification of Online Game
Page12 2. Overview of China Online Game Industry Development in 2005
Page12 2.1. Market Sizes and Market Shares
Page17 2.2. Number of Users and User Features
Page20 3. Industry Value Chain of China Online Game Industry
Page21 4. Analysis on Operation Model of China Online Game Industry
Page21 4.1. Both Game Licence and in-house Development Keep Growing
Page21 4.2. More Game Operated in or Exported to Oversea Markets
Page22 4.3. More Target Users
Page23 4.4. Pay-to-Play to Free-to-Play
Page24 5. Analysis on Marketing and Promotion in China Online Game Industry
Page24 5.1. Use of Celebrity in Marketing Become More Popular
Page25 5.2. Cross Marketing Campaign Adopted by More Market Players
Page26 6. Analysis on Factors Influencing China Online Game Industry
Page26 6.1. Authorities Increase Policy Influence
Page28 6.2. Deeper Market Segmentation Required
Page28 6.3. Industry Integration Increases
Page29 7. Forecast of China Online Game Market Development 2006-2010
Page29 7.1. Market Sizes and Market Features
Page32 7.2. Number of Users and User Features
Page34 8. Analysis on Major Market Players
Page34 8.1. Shanda Aimed at Digital Entertainment
Page36 8.2. Netease Continued Success in Westward Journey
Page38 8.3. Warcraft Helped the 9 to Revive
Page40 8.4. Kingsoft Advanced for Oversea Market
Page43 9. Analysis on Competency of Major MMORPG Product
Page43 9.1. Popular Games in 2005
Page44 9.2. WoW
Page46 9.3. Mir2
Page48 9.4. Fantasy Westward Journey
Page50 9.5. Love Story of Swordsmen Online
Page51 10. Analysis on Genres of Online Games that China Online Gamers Play
Page51 10.1. Genres of Online Games that China Online Gamers have Played and Most Frequently Play
Page52 10.2. Genres of Online Games that China Online Gamers Most Frequently Play by Gender
Page53 10.3. Genres of Online Games that China Online Gamers Most Frequently Play by Age
Page54 10.4. Genres of Online Games that China Online Gamers Most Frequently Play by Income Level
Page55 10.5. Features of Various Genre Gamers
Page56 11. Analysis on Playing Habits of China MMORPG Gamers
Page56 11.1. Gaming Purpose of China MMORPG Gamers
Page57 11.2. Major Location of Game Playing by China MMORPG Gamers
Page58 11.3. Purchase of Virtual Item by China MMORPG Gamers
Page59 11.4. Percentage of Expenditure on Virtual Item Purchase to Total Gaming Expenditure
Page60 11.5. Favorite Billing Method of Paid China MMORPG Gamers
Page61 11.6. Attitude Toward Anti-Obsession System by China MMORPG Gamers
Page61 11.6.1. Attitude Toward Anti-Obsession System by China MMORPG Gamers
Page62 11.6.2. Attitude Toward Anti-Obsession System by China MMORPG Gamers of Different Gaming Expenditure Level
Page63 11.7. Analysis on Channel that China MMORPG Gamers Obtain Game Related Information
Page63 11.7.1. Through Which Channel Do China MMORPG Gamers Obtain Game Related Information
Page64 11.7.2. Which Magazine/Newspaper Do China MMORPG Gamers Often Review to Obtain Game Related Information
Page65 11.7.3. Which Websites Do China MMORPG Gamers Often Visit to Obtian Game Related Information
Page66 11.8. Game Features Paid Most Attention to by Chian MMORPG Gamers When Determining What to Play
Page67 11.9. Reasons for China MMORPG Gamers to Quit A Game
Page68 12. Analysis on Gaming Preferences of China MMORPG Gamers
Page68 12.1. Favorite Game Theme of China MMORPG Gamers
Page69 12.2. Favorite Game Graphic Style of China MMORPG Gamers
Page70 12.3. Favorite Game Graphic Format of China MMORPG Gamers
Page71 12.4. Favorite Game Background Music of China MMORPG Gamers
Page72 12.5. Favorite Game Conversation Style of China MMORPG Gamers
Page73 12.6. Favorite Game Activity of China MMORPG Gamers
Page75 12.7. Favorite Game Character Category of China MMORPG Gamers
Page76 13. Analysis on Difference among Gamers of Major Popular MMORPG Products
Page76 13.1. General Illustration of Difference among Gamers of Major Popular MMORPGS Products
Page77 13.2. Differences in Personal Features among Gamers of Major Popular MMORPG Products
Page77 13.2.1. Difference on Gender Distribution among Gamers of Major Popular MMORPG Products
Page78 13.2.2. Difference on Marital Status among Gamers of Major Popular MMORPG Products
Page79 13.2.3. Difference on Age Distribution among Gamers of Major Popular MMORPG Products
Page80 13.2.4. Difference on Occupation Distribution among Gamers of Major Popular MMORPG Products
Page81 13.2.5. Difference on Regional Distribution among Gamers of Major Popular MMORPG Products
Page82 13.2.6. Difference on Monthly Income among Gamers of Major Popular MMORPG Products
Page84 13.2.7. Integrated Analysis on Personal Features of Gamers of Major Popular MMORPG Products
Page85 13.3. Differences in Gaming Habits among Gamers of Major Popular MMORPG Products
Page85 13.3.1. Differences on Gaming Frequency, Length of Time, and Expenditure among Gamers of Major Popular MMORPG Products
Page87 13.3.2. Difference on Virtual Item Purchase among Gamers of Major Popular MMORPG Products
Page89 13.3.3. Integrated Analysis on Gaming Habits of Gamers of Major Popular MMORPG Products
Page90 Appendix: Research Methodology and Procedures
Page92 Disclaimers

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