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Giant network denied the collective resignation of its marketing department Giant network denied the collective resignation of its marketing department(0)

There were media reports that because of the profits decline, organizational structure adjustment, corporate relocation and other reasons, rumor was that giant network had collective resignation at its marketing department. PR department of Giant Network Communications denied this news, and emphasized that the current giant marketing staff were stable, and no employee to leave.

Giant Network on August 19 released its second-quarter earnings, and the quarterly financial report showed the net revenues of second quarter of 2009 was 364.1 million yuan (about 53.3 million U.S. dollars), the last quarter was 373.5 million yuan, same time a year ago was 504.8 million yuan; net profit was 231.9 million yuan (about 34 million U.S. dollars), that of the last quarter was 231.9 million yuan, same time a year earlier was 350.6 million yuan.

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

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