Archive for the ‘research’ 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

GameLook China Social Games Monthly Report [July 2011]

Tencent Pengyou.com’s popular games this month

According to statistics from Tencent Pengyou.com, Zynga’s CityVille has performed well since it launched on July 26 and it now ranks 6. GameLook believes Tencent will do everything to make CityVille a big success to attract more foreign games giants.

Kunlun has three TOP10 games on Pengyou last month. Hoolai’s Hoolai Three Kingdoms ranks the third. ismole’s Ninja Village ranks the forth and it will enter QZone soon. KingNet has two TOP10 games and Shenma Three Kingdoms is a new game. Fanhou’s HomeWorld ranks the first.

Renren’s popular games this month

Renren’s game user counting system is special in that it is based on most active users. Fanhou’s puzzle game Fairy Tale City ranks the first, which is very impressive considering its HomeWorld on Pengyou. 5minutes’ Little Anchor ranks the tenth and Kingnet’s Pirates King Hook Ups ranks the eighth. The recent popular fishing game Fishing Tatsujin ranks the second. Fishing games are much diversified and many developers have made similar games.

Social Network

Tencent

Tencent’s biggest movement this month was the launching of open mobile flash gaming platform.Tencent’s VP announced that their open platform had nearly 80,000 registered developers since it launched a month ago. Currently 40,000 applications are entering the platform and 3 game applications have 10 million users respectively. Tencent’s social platform has 100 million active users and some games have already got revenue of 10 million Yuan.

Tencent Launched Mobile Flash Gaming Platform

Tencent Pengyou.com change its Chinese name to “PengYou”

[IMPORTANT NOTE]: The preparations for app access to Qzone

Tencent Suffers a Net Loss of RMB 10+ Million after Acquiring Comsenz

Sina

Sina is quickening its pace in opening its gaming platform. The micro gaming platform will be opened in August and it will be free for all developers in the first year.
Sina Weibo launched micro gaming platform

Sina to Issue Virtual Currency in the Third Quarter [...]

GameLook Weekly Report (7.25-7.31)

This year’s ChinaJoy is over and its audience has not increased much, maybe it is because the B2B pavilion, CGBC and CGDC conference have attracted more insiders, which is good for ChinaJoy to improve its quality.

Action MMORPGs seem to be a new trend of this year’s ChinaJoy. Shanda Games showcased an XBOX action game and many other small companies followed suit. Thunder’s Final Combat is the most shining star of all FPS games at Chinajoy; this year will see 27 FPS games online and it is really a “FPS” year.

The most remarkable thing of this year’s ChinaJoy is that social games and web games’ conferences were held before others on the CGBC summit, which is consistent to the trend of global games industry. 150 guests joined the social games luncheon, which indicates the rising of social games and web games: more and more companies and investments are joining in.

ChinaJoy2011

ChinaJoy2011: Viewpoints of First Day Summit Forum
ChinaJoy2011: Viewpoints of First Day Summit Forum 2
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
ChinaJoy 2011: Mobile Online Game Market Attract More Attention

Analysys International: AppStore China has over 370,000 applications

Analysys International announced yesterday the store monitoring applications in June showed the number of domestic stores to maintain the overall rapid development of applications, including Apple AppStore China, the number of domestic applications reached 370,000, more than all the other mainstream stores the total number of applications.

Data show that in June Apple AppStore than China, the number of applications increased by 7.7% in May, while Google AndroidMarket in China over the same period the number of applications increased from 140,000 to 150,000, with the growth rate of 7.1%. The performance of the domestic application stores was different; Tianyi Space had significantly increased its number of applications to 22,000, the growth rate of 20.7%; Applications of China Mobile’s MM store and China Unicom’s Wostore had decreased to some extent. Terminal application stores like Samsung Mobile, Nokia Ovi and Lenovo Music Phone Store remained a double-digit growth on the whole.

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.

GameLook Weekly Report (7.18-7.24)

Thunder’s failure IPO was the saddest thing last week. Though Thunder’s user base is very large and they have a monopoly on downloading services in China, foreign investors are still very cautious when making decisions. Thunder plans to enter the online video industry which has already been led by Youku; It is more feasible for Thunder to enter the game industry while the PE is very low.

Changyou’s Duke of Mount Deer has grown very quickly since its release. The game’s servers increased 68 sets on the first day and the total number is 96. Ads on 17173.com were all about Duke of Mount Deer that day, which shows Changyou attach great importance to the game.

Last week, several research companies released reports on games and mobile Internet, which are worth to look at. Mobile games have developed many years in China, but the focus is still not on smart phones.

China Mobile collected Android games globally, 100,000 RMB for each. China Mobile is about to take an active role in the Android market and enhance its competitiveness. China Union has launched its own operation system.

Sina Weibo launched micro gaming platform. Many social game companies are paying close attention to Sina, whose stock price raised from 40 dollars to 114 dollars because of its Weibo.

CNNIC: China Mobile Internet Development Statistics Report (2011 Mid-year)

China Internet Network Information Center (CNNIC) released its 28th Statistical Report on the internet development yesterday. China’s mobile internet users numbered 318 million, adding 84.3 million since the end of 2009. Some other findings are as follows:

1. The mobile IM represents the highest rates of mobile internet usage with 71.8%; the second is mobile news 62.6%. Large mobile IM user base and high mobile IM pre-installed rate contributed to this result.

2. Mobile micro-blogging represents 34.0% mobile internet usage, adding 18.5% since late 2010. The rapid expansion of mobile micro-blogging has two reasons: micro-blogging has developed very fast in 2011 and the user base is very large; micro-blogging is a very good mobile online application.

3. The mobile flow fee is still very high, which has prevented mobile Internet users from enjoying mobile music, mobile video, mobile games etc. Though the 3G service developed fast in 2011, the user base is still very small.

4. With the popularity of smart phones, mobile phone software installation has improved to 46.8%. Client based application service will surpass the web based application service very soon.

iResearch: 2011Q2 China Mobile Games Market Size Arrived 980 Million Yuan

According to the statistics from the 2010-2011 China Mobile Internet Research Report released by iResearch recently, China Mobile Internet market reached 7.79 billion Yuan in 2011Q2, with a sequential growth rate of 20.9% and a year-on-year increase being 93.8%.
The 2011Q2 China Mobile Games market size arrived 980 million Yuan, with a sequential growth of 11.3% and a year-on-year increase being 66.1%. The rapid expansion of smart phone games business had contributed to this steady growth.

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 International: Chinese Mobile Online Game Users Stood at 24 Million in Q2, 2011

The statistics from Enfodesk, the Seasonal Survey of Chinese Mobile Internet Business in Q2, 2011, recently released by Analysys International, shows that Chinese mobile online game users stood at 24.17 million in Q2, 2011, with a sequential growth rate of 3.64%, the rising speed is slowing down.

Analysys International believes three factors contribute to this slowing down:

1. Smart phones’ price has not significantly reduced. High flow rates, low speed and instability of mobile network also prevent mobile users from playing mobile games.

2. The mobile games are very similar with each other. Developers do not value brand building and cultivating new players but simply copy each others’ popular games, which disappoints the mobile users.

3. China’s mobile games revenue has reached 277 million RMB in Q2, 2011, with a sequential growth rate of 8.42%. The rising speed has also slowed down due to mobile internet users’ scale.

Analysys International found that the mobile market will be even crueler for late-comers, as the channel resources are becoming monopolized. While from the perspective of industry development, mobile gaming companies should not simply depending on high ARPU, which is not enough for a sustainable development. The most important thing for them now is to enlarge their user base and keep them for further development.

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.

GameLook Weekly Report (7.11-7.17)

Tencent’s Legends of League had received 700,000 players online simultaneously last week, which would also enter into the Korean market soon. NBA2K online has opened its beta test. E-sports games in South Korea are controlled by Blizzard’s games, while Tencent is making its best to be the largest e-sports game company in China. E-sports games are the most popular and most profitable games in China, which is totally different from western markets.

It is expected that Thunder will be officially listed this week. Their first FPS game Final Combat is being tested and many people look forward to its success. Finally we see Thunder is throwing itself into game business actively.

Sina is going to launch the Wei Credit system in Q3. Sina had previously claimed to launch a gaming platform, which would be free for only one year and then it would turn into a commercial social network. Developers who wish to join in should speed up; otherwise they will miss the opportunity.

Tencent had launched another open gaming platform based on mobile browser last week. Tencent is becoming China’s largest mobile social gaming platform, which will result in a quite different mobile social gaming market from western countries.

Shanda Games had launched its light social/web game studio “UUGame” in a high-profile. Shanda had also claimed acquiring mobile game companies before. Tencent, Shanda , Perfect World and Changyou had all entered the strategic execution phase. Game giants have already started the war on social games, mobile games and web games.