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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.

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

New Online Games For Shanda New Online Games For Shanda(0)

“Gui Chui Deng Online”, “Creation of the Gods” and “World Hegemony” are expected to commence beta testing in the first half of 2008.

“We are excited to see that Shanda has further diversified its content resources by establishing partnerships with Maishi and Lingyu following the successful acquisition of Aurora Technology in July of this year” said Tianqiao Chen, Shanda’s chairman and CEO. “In addition, the newly introduced web game once again demonstrates the strength and quality of our in-house R&D team. Looking forward, we will work hard to enrich our content through multiple channels, in an effort to constantly provide our gamers with a fun and entertaining game experience.”

Source : Chinatechnews

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 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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