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Games Market in China 2008

Product Type: Market Research Report Publication Date: Mar 19, 2008
 
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SUMMARY

Pearl Research's exclusive 130+ page study analyzes the rapidly growing Chinese games and interactive entertainment. China's games market grew 60% to reach $1.7 billion in 2007.

Pearl Research's "Games Market in China" study contains 2006 to 2011 forecasts; inhibitors and drivers to growth; deep marketplace analysis; profiles of key market players. Pearl Research has also published a separate brief on game development and outsourcing in China.

TABLE OF CONTENTS

  • Methodology
  • Glossary of Terms and Abbreviations
  • Defining Online Games

I. Executive Summary

II. PC Hardware

III. Internet and Broadband

  • Speed and Price of Broadband
  • "The Great Firewall of China"

IV. Internet Cafes

V. Unique Characteristics of Online Games

  • Online Games Marketing
  • MMORPG
  • Casual Games
  • Casual Games Revenue Models
  • In-Game Advertising

VI. Drivers to Growth

VII. Inhibitors to Growth

VIII. Games Market Top Trends

  • Rising Development Capabilities and Licensing
  • Declining Popularity of Korean Titles
  • New Market Entrants and Emerging Companies
  • Improved Market Capitalization
  • Perfect World
  • KingSoft
  • Giant Interactive
  • NetDragon
  • Consolidations and Investments
  • Rising ARPU

IX. Games Market Forecasts

X. Top Game Operators

XI. Top Online Games

XII. Profiles of Select Online Games

  • Fantasy Westward Journey
  • World of Warcraft
  • Eudemons Online
  • Zhengtu Online
  • Tianlong Babu
  • Freestyle

XIII. Billing and Payment Methods

XIV. Leading Game Publishers and Operators

  • CDC Games
    • Key Highlights
    • Games
    • Financial Information
    • Marketing News
    • Future Outlook
  • Giant Interactive Group Inc
    • Key Highlights
    • History
    • Strategy
    • Games
    • Financial Information
    • Future Outlook
  • NetEase
    • Key Highlights
    • Games
    • Financial Information
    • Marketing News
    • History
    • Future Outlook
  • NetDragon
    • Key Highlights
    • Games
    • Financial Information
    • Marketing News
    • History
    • Future Outlook
  • Shanda Entertainment
    • Key Highlights:
    • Games
    • Financial Information
    • Marketing News
    • History
    • Future Outlook
  • Sohu.com Inc.
    • Key Highlights
    • Games Division
    • Financial Analysis
    • Future Outlook
  • Tencent
    • Key Highlights
    • Products
    • Financial Information
    • Marketing News
    • Future Outlook
  • The9 Limited
    • Key Highlights
    • Strategy
    • World of Warcraft
    • Games
    • Financial Information
    • Marketing News
    • Future Outlook
  • Perfect World
    • Key Findings
    • History
    • Strategy
    • Games
    • Financial Information
    • Future Outlook
  • 9you
    • Games
    • Upcoming Releases
    • Marketing News
    • Future Outlook

XV. The Phoenix Generation: Consumer Insights into Chinese Youth

  • The Phoenix Generation: Youth Gaming and Culture
  • Hot List of Favorite Brands
  • Youth Gaming
  • Online gaming is a popular leisure activity
  • Cheating and Fraud in Games
  • PC most popular platform; handheld consoles are on the rise

XVI. Socio-Economic Overview

  • Economy
  • Development in the Western Regions
  • Population
  • Per Capita Income
  • Regional Differences
  • One-Child Policy
  • Gaming Centers
  • Unique Characteristics of Chinese Society
  • Guanxi
  • Floating of the Yuan
  • Transparency and Corruption

XVII. Software Piracy

  • Internet Download and Peer to Peer File Sharing
  • Physical Piracy
  • Pirate Servers
  • Lack of government enforcement
  • Low per capita income and consumer habits

XVIII. Government Regulations

  • Government Agencies Involved in Regulating Games
  • Fatigue System

Table of Figures

  • Figure 1: Matrix Comparing Casual and MMORPG Games in China
  • Figure 2: Chinese Games Forecasts 2006 to 2011 Data Table, $m
  • Figure 3: New Desktop PC Purchases Based on Income
  • Figure 4: Number of Broadband and Dial-Up Connections in China
  • Figure 5: Reasons to Use the Internet
  • Figure 6: Age of Internet Users
  • Figure 7: Location for Online Gaming (multiple-choice)
  • Figure 8: Age of Chinese Internet Cafe Users
  • Figure 9: Most Installed MMORPGs at Internet Cafes
  • Figure 10: Main Purpose for Going to Internet Cafes
  • Figure 11: 9you's Crazy Kart
  • Figure 12: Perfect World's in-house developed MMORPG Perfect World
  • Figure 13: Online Games Market Forecast 2006-2011 Graph, $m
  • Figure 14: Online Games Market Forecast 2006-2011 Data Table, $m
  • Figure 15: Top Online Games Operators by Revenue
  • Figure 16: Game Operator Revenue Market Share 2007
  • Figure 17: Select Operator-Developer Relationships
  • Figure 18: Select Online Games by Peak Concurrent Users
  • Figure 19: Logo and Screenshot for Fantasy Westward Journey
  • Figure 20: Screenshot of the Burning Crusade
  • Figure 21: Screenshot of Eudemons Online
  • Figure 22: Advertisement for Zhengtu Online
  • Figure 23: Combat scenes from Zhengtu Online
  • Figure 24: A combat scene in Tianlong Babu
  • Figure 25: Advertising for Sohu's Tianlong Babu in Taiwan
  • Figure 26: Screenshots of T2CN's Freestyle
  • Figure 27: Comparison of Top Four Game Operators
  • Figure 28: Revenues and Net Income of Top 4 Game Operators ($m)
  • Figure 29: Screenshot of Special Forces
  • Figure 30: Screenshot of Yulgang
  • Figure 31: Existing and Upcoming Games by CDC Games
  • Figure 32: CDC Games Revenues from Q2 2006 - Q3 2007
  • Figure 33: Screenshots of ZT Online
  • Figure 34: ZT Online's User Metrics (in 000s)
  • Figure 35: Screenshots of Giant Online
  • Figure 36: Popular and Upcoming Games by NetEase
  • Figure 37: Screenshot of Fantasy Westward Journey
  • Figure 38: NetEase's Corporate Net Income and Revenues
  • Figure 39: Screenshot of Conquer Online
  • Figure 40: Screenshot of Eudemons Online
  • Figure 41: NetDragon's Q3 2007 Revenue by Game
  • Figure 42: Top Three Games by NetDragon
  • Figure 43: NetDragon's Corporate Net Income and Revenues Graph
  • Figure 44: NetDragon's Corporate Net Income and Revenues ($m)
  • Figure 45: Screenshot of Mir II
  • Figure 46: Top Titles by Shanda
  • Figure 47: Shanda's Corporate Net Income and Revenues (in millions)
  • Figure 48: Shanda Casual and MMORPG Q4 2007
  • Figure 49: Screenshots of TLBB
  • Figure 50: TianLong BaBu Metrics
  • Figure 51: Sohu Financial Performance (In $m)
  • Figure 52: Tencent Penguin Mascot
  • Figure 53: Tencent's Corporate Net Income and Revenues ($m)
  • Figure 54: Screenshot of Soul of the Ultimate Nation (SUN)
  • Figure 55: The9's Corporate Net Income and Revenues
  • Figure 56: Screenshot of Perfect World
  • Figure 57: Screenshots of Zhu Xian
  • Figure 58: Perfect World Game Metrics
  • Figure 59: Screenshot of Audition
  • Figure 60: Most Mentioned Brands in Phoenix Generation Reports
  • Figure 61: Most Mentioned Games in Phoenix Generation Reports
  • Figure 62: Most Popular Leisure Activities
  • Figure 63: ZT Online Photos of Female Gamers
  • Figure 64: Netease Password Protection Card
  • Figure 65: Popular Gaming Platforms
  • Figure 66: Monthly Entertainment Spending
  • Figure 67: Key Country Metrics
  • Figure 68: China's Population by Age Group
  • Figure 69: Map of China's Provinces
  • Figure 70: Major Cities in China (Population in millions)
  • Figure 71: Verycd.com screenshot

Games Market in China 2008

Publisher: Pearl Research

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