Archive for the ‘MMO game market’ Category

GameLook China MMO Game Monthly Report [July 2011]

Research

China’s Online Games Publishing Industry to Reach 57.8 Billion Yuan in 2015

iResearch: 2011Q2 China’s customer online game market size arrived 9.48 billion Yuan

CNNIC: China’s online gamers stood at 311 million in June, 2011

Analysys: China’s net client games revenue reached 8.7 billion RMB in 2011Q2

ChinaJoy2011

ChinaJoy2011: Viewpoints of First Day Summit Forum

ChinaJoy2011: Viewpoints of First Day Summit Forum 2

South Korean Games Companies Made US$9.75 million Deal in ChinaJoy2011

ChinaJoy2011:Director of General Administration of Press and Publication Shoushan Sun’s speech abstract in Chinajoy

ChinaJoy2011:Ming Zong, Vice Minister of Shanghai Publicity Department

MMO Game Company News Last Month

Tencent

Tencent acquires Blade and Sword OL 2 from Pixel Soft, to be tested in August

Investing war of Alibaba, Tencent and Baidu

Tencent: TGA e-Sports League to become internationalized

Tencent’s League of Legends Enters Open Beta Today

Tencent Confirms Blade & Soul’s Attendence at ChinaJoy 2011 Today

Riot Games, Tencent’s Subsidiary, Announces to Enter Korea

Tencent Accquires NBA2K OL, 1st Closed Beta is About to Begin

Tencent to Begin Open Test of League of Legends: Starcraft 2 is in the Way

MIRAE ASSET:Tencent’s League of Legends touched 700K PCU

Tencent Acquires 15.68 % of Kingsoft in Strategic Investment

China’s Online Games Publishing Industry to Reach 57.8 Billion Yuan in 2015

According to reports from the Ninth ChinaJoy in Shanghai (July 28-31), China’s online games publishing industry will keep an increasing rate of 10% and to reach 57.8 billion Yuan in 2015.

According to the statistics from the GAPP, China’s online games publishing industry has grown quickly despite the Global Financial Crisis: the total revenue of last year was 32.37 billion Yuan, with a year on year growth rate of 26.3%. It is believed that the online games publishing industry will continue to grow in the 12th Five Year Plan period.

The Ninth ChinaJoy has welcomed nearly 300 well-known games companies and more than 500 games products, covering network games, PC games, TV games, mobile games, arcade games, PSP games and ancillary products including telecom value-added services, digital electronic products, etc.

ChinaJoy2011:Director of General Administration of Press and Publication Shoushan Sun’s speech abstract in Chinajoy

In the past five years, China’s online game players have increased from 32.6 million to 75.98 million; the games market’s sales revenue has grown from 6.54 billion Yuan to 32.37 billion Yuan today; in 2010, 34 Chinese game companies entered more than 40 countries/regions with 82 online games, and the total revenue reached $230 million, up 111% comparing to 2009; Internet users have reached 785 million and mobile Internet users 378 million.

The Chinese government only licensed less than 200 game publishers from 2003 to July 2009; while in 2010 alone, 76 game publishers were approved by the government.

The future plan of the GAPP:

1. To promulgate administrative rules on online games’ approval as soon as possible;

2. To give private game companies more access to relevant qualification for publishing games;

3. To guide and support the online games industry to produce more high-quality games and reward such games;

4. To establish financial supporting mechanisms for the development of online games industry (GAPP has signed strategic cooperation agreements with China Telecom and China Mobile. The next step is to support mobile games companies’ cooperation with network operators);
5. To promote exports of China’s online games;

6. To strengthen management and provide an innovative industrial environment and effective copyright protection services to game companies.

ChinaJoy2011:Ming Zong, Vice Minister of Shanghai Publicity Department

Ming Zong, Vice Minister of Shanghai Publicity Department, illustrated the history and current situation of Shanghai’s games industry.

Shanghai is one of the most important places for China’s entertainment industry. Games industry’s development in Shanghai has maintained a high speed, with its total revenue over 33% and sales income ranking the first in China’s games market. Shanghai has more than 200 companies engaged in network operation and R&D; among the 33 Internet publishers in Shanghai, 23 of them are game publishers and Shanda Games is one of the best.

During the 12th Five Year Plan, we will focus on supporting Internet publishers and online game companies to help them explore a larger overseas market.

iResearch: 2011Q2 China’s customer online game market size arrived 9.48 billion Yuan

According to the statistics from iResearch recently, China’s customer online game market size arrived 9.48 billion Yuan in 2011Q2, with a sequential growth rate of 3.0% and a year-on-year increase being 23.9%. The enterprise game market has exceeded customer game market, reaching 11.42 billion Yuan. With game giants’ (like Tencent) further expanding their market share, small and medium game companies will focus more on the enterprise game market.

iResearch believes the slowdown of customer game market’s growth has not affected enterprise game market, which is still growing very quickly. Small and medium game companies are retreating from the competitive customer game market and entering the enterprise game market, hoping to start a new round of growth.

During the process of pattern transformation, most game companies are cutting expenses on Internet advertising and paying more attention to all kinds of marketing methods. In 2011Q2, China’s online game advertising market size was $173 million, with a sequential decrease of 7.2% and a year-on-year growth rate being 16.4%. iResearch said in the report that, China’s user conversion and retention rate of online advertising is falling and online advertising costs are increasing.

As online game market’s growth slowing down, mobile Internet has become a very important platform for new games. However, the low threshold of web games, social games and mobile games will intensify competition.

CNNIC: China’s online gamers stood at 311 million in June, 2011

The statistics from CNNIC, the 28th statistics report of China’s Internet development, shows that China’s online gamers stood at 311 million in June, 2011.
Up to the end of June 2011, China’s online game user were 311 million, having increased 7.27 million comparing to the end of 2010, and the growth rate is only 2.4%. At the same time, the netizen utilization rate also dropped from 66.5% of late 2010 to 64.2% now.

Since 2010, China’s online gamers’ growth has entered a platform period: On one hand, games are becoming more and more the same after long time development, which results in tiredness and user-loss; On the other hand, online gamer base is very large now and the growth rate is relatively low.

In the future, it is important for China’s online games to differentiate with each other. As for game developers, they should make their games meet different gamers’ needs. The development of the mobile Internet is also a good opportunity.

Analysys: China’s net client games revenue reached 8.7 billion RMB in 2011Q2

According to Analysys International’s data of the Chinese online games market monitoring in the second quarter of 2011, China’s net client games revenue has reached 8.76 billion RMB in Q2, 2011, with a sequential growth rate of 3.1% and a year-on-year increase being 12.6%.

The growth of the market slowed sharply in the second quarter of 2011. The main reason is that the paying of consumers was increased under the strong sales promotion in the first quarter. The market slowed down in the second quarter because of the seasonally negative factors. While the market kept growing thanks to the summer promotion in late June.

Analysys believes, as the NCEE (National College Entrance Examination) ended in early June and the summer vacation began, a new wave of consumption has arrived. We are cautiously optimistic towards the possible explosive growth at the end of the second quarter. It is predicted that the market will completely warm up in terms of products and consumer confidence, while a great number of new games coming into the market may dilute the ARPU of the consumers.

Analysys Data shows the main motive power of the second quarter is the RPG games. Netease, NetDragon and Giant are average in performance, and have a tendency of a slowdown judging from their third-party trading performance. However, Perfect World International, Legend of ChuSen2 and other games maintain good momentum of growth.

It is expected that in Q3 more wonderful games will join in, such as Mabinogi: Heroes, League of Legends and Crazy-Shooting Bubble Fighter.

Gartner:Worldwide Video Game Spending Will Exceed $74B in 2011

Video game spending worldwide will exceed $74 billion in 2011, with that total reaching $112 billion by 2015, according to an analyst study.Software sales will make up $44.7 billion of the $74 billion total for 2011, The analyst firm estimates that, over the next five years, gaming hardware’s market share will remain constant, while software will lose part of its share to online gaming, with online gaming seeing a 27 percent annual growth rate through 2015.