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Online Gaming Market in China 2012
Publication Date Mar 2012
Product Type Report
Pages 64
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The online gaming market in China is poised to grow with a staggering CAGR of 40% during 2009-2015.

The report begins with the market overview of online gaming market in China, providing details on the domestic online gaming industry size in terms of online gaming market value and its growth. It also mentions the size of the online gamer base and its growth over past few years. The share of online gaming market revenue earned from mobile network and internet has been included in this section which is followed by an illustration of the online gaming industry business model wherein it depicts the structure of the market, including the most popular business models adopted by the market players. Another detailed illustration about the types of online games is also included in the report. There are primarily five types of online games, including massively multiplayer online game, first-person shooter, racing/simulation game, adult/gambling game and puzzle/strategy game.

Factors driving the growth of online gaming market in China are also explained in detail. Increasing internet usage coupled with growth in broadband subscribers is providing impetus to the growth in online gaming market. China has the world’s largest internet user base, representing 23% of the global online population with a broadband penetration set to grow with a CAGR of atleast 21%. Rising personal computer sales will lead to increasing demand for online gaming while growing revenues from in-game advertising will allow online game operators to diversify their revenue generation source. Growth in mobile internet users provides future growth prospects for the market as mobile internet users have been growing at a CAGR of robust 45%. Diversified product portfolio of domestic players leads to the availability of affordable online gaming.

The players operating in the market also face challenges which are impeding their development and growth. Fragmented regulatory framework and cumbersome market entry procedures have been identified as major challenges, restricting the entry of foreign players in the domestic online gaming industry. Demographic challenge is held responsible for slower market growth rate. School-age population is expected to represent only 17.7% of the total population of China by 2020. There has been several anti-game addiction program adopted by the government that considerably restricts minors from indulging into online gaming. Fear of online gaming fraught by cyber criminals is also a cause of concern for the consumers. Limited enforcement of intellectual property rights results in large no. of pirated online games in China. Human resource constraints act as a challenge for the online game developers. Low internet penetration level compared to other countries hinders market expansion of online gaming industry.

The report also mentions the government’s key focus areas in the online gaming sector, for supporting the sustainable development of the overall online gaming industry.

Emerging trends in the online gaming market include growth in pre-paid gaming cards, focus on research and development, focus on online 3D games and overseas expansion. Players are investing in R&D, introducing more and more online 3D games and also upgrading the existing 3D games, as a step towards further development of the current technological standards. Export of online games has grown at CAGR of 82%.

Mergers and acquisitions section highlights some of the major M&A deals made recently in the Chinese online gaming market. This section covers information on the parties involved alongwith the deal size and transaction time it took for completing the deal.

The competition section outlays the competitive landscape of the online gaming industry in China briefing about the domestic and foreign players existing in the market. This section provides a three dimensional analysis of domestic key players’ revenues, profits and market capitalization. The key domestic players are ranked according to the total income and net profit. The report also features brief profiles of major domestic and foreign players in the market and a snapshot of their corporation, financial performance along with the key financial ratios, business highlights and their product portfolio providing an insight into the existing competitive scenario.

Some of the key statistics or factors impacting the online gaming market in China covered in the report includes domestic market size, revenue share, online gamer base, business model and types of online games, internet population and penetration, average time spent on online gaming per week, share of internet users playing online games, purchasing virtual currency and online games, broad band user base, average internet access speed for top five province, personal computer sales volume and personal computer online games market size, online advertising market size, mobile internet users and share of total mobile internet users accessing online games, country wise comparison of internet users and penetration, revenues earned from online exports and no. of Chinese online games sold to the international markets.

Key takeaway section summarizes the entire market in terms of opportunities, trends and challenges persisting in the online gaming market in China.

Page 1: Executive Summary
Market Overview
Page 2: Online Gaming Market – Overview – Online Gaming Market Value and Growth (2009-2015e), China Online Gamer Base
Page 3: Business Model
Page 4: Types of Online Games
Drivers & Challenges
Page 5: Summary
Page 6-7: Increasing Internet Usage
Page 8: Growth in Broadband Subscribers
Page 9: Rising Personal Computer Sales
Page 10: Growing Revenues from Advertisements
Page 11: Growth in Mobile Internet Users
Page 12: Diversified Product Portfolio
Page 13: Fragmented Regulatory Framework
Page 14-15: Cumbersome Market Entry Procedure
Page 16: Demographic Challenge
Page 17: Anti-game Addiction Program
Page 18: Online Gaming Fraught with Cyber Criminals
Page 19: Poor Intellectual Property Rights (IPR) Enforcement and Human Resource Constraints
Page 20: Low Internet Penetration Level
Government Initiatives
Page 21: Government’s Key Focus Areas for Online Gaming Sector
Trends
Page 22: Trends Summary
Page 23: Growth in Pre-paid Gaming Cards
Page 24: Focus on Research and Development (R&D)
Page 25: Focus on Online 3D Games
Page 26-27: Overseas Expansion
Mergers & Acquisitions
Page 28-29: Mergers & Acquisitions
Competition
Page 30-31: Key Domestic Players – Company Information, Products and Services, Locations in China, Key People and Key Recent Developments
• Linekong Entertainment Technology Co., Ltd.
Page 32-33: Domestic Public Companies – Summary
Page 34- 60: Key Domestic Players – Company Information, Products and Services, Locations in China, Key People, Financial Snapshot, Financial Summary, Key Ratios, Key Business Segments, Key Geographic Segments and Key Recent Developments
• Tencent Holdings Limited
• Shanda Games Limited
• NetEase.com, Inc.
• Perfect World Co., Ltd.
• Sohu.com Inc.
• Giant Interactive Group Inc.
• The9 Limited
• Kingsoft Corporation Limited
• NetDragon Websoft Inc.
Page 61-63: Key Foreign Players – Company Information, Products and Services, Locations in China, Key People, Financial Snapshot, Financial Summary, Key Ratios, Key Business Segments, Key Geographic Segments and Key Recent Developments
• China.Com Inc.
Key Takeaway
Page 64: Key Takeaways

List of Figures

Market Overview
1. Online Gaming Market Value and Growth (2009, 2010, 2011e, 2012e, 2013e, 2014e, 2015e)
2. China Online Gamer Base ( 2009, 2010, Jan-Jun 2011)
Drivers and Challenges
3. Internet Population (2007, 2008, 2009, 2010, 2011 and 2015e)
4. Break-Up of Average Time Spent
5. Internet Penetration – Rural and Urban (2007, 2008, 2009, Jun 2010 and 2025e)
6. Popular Internet Activities
7. Items Purchased Online
8. Broad Brand User Base (2009, 2010, 2011)
9. Average Internet Access Speed – Top 5 Province
10. Rising PC Sales Volume (2009, 2010e, 2011e)
11. PC Online Gaming Market Size (2010, 2011)
12. Online Advertising Market (2010, 2011e, 2012e and 2013e)
13. Growth in Mobile Internet Users (2008,2009,2010 and 2011)
14. Usage of Mobile Applications
15. Declining Share of School-Age Population (2010, 2015e, 2020e)
16. Comparison of Internet Users (2011)
17. Comparison of Internet Penetration (2011)
Trends
18. Revenues Earned from Exports of Online Games (2009, 2010, 2011)
19. No. of Chinese Online Games Exported ( 2010, 2011)
Competition
20. Bubble Chart for the Public Companies
21. Revenue and Profit for Major Domestic Companies (2010)
22. Key Domestic Players – Growth in Revenue and Profit (2007,2008,2009 and 2010), Key Ratios, Key Business Segments (2010), Key Geographic Segments (2009 and 2010)
• Tencent Holdings Limited
• Shanda Games Limited
• NetEase.com, Inc.
• Perfect World Co., Ltd.
• Sohu.com Inc.
• Giant Interactive Group Inc.
• The9 Limited
• Kingsoft Corporation Limited
• NetDragon Websoft Inc..
23. Key Foreign Players - Growth in Revenue and Profit (2007,2008,2009 and 2010), Key Ratios, Key Business Segments (2010), Key Geographic Segments (2009 and 2010)
• China.Com Inc.

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