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61 Million Chinese Online Gamers by 2010


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SCOTTSDALE, Ariz., April 26, 2006 - The ranks of online gamers in China will grow from 25.5 million in 2005 to 61 million in 2010, reports In-Stat (http://www.in-stat.com). Government policy is generally in favor of the online gaming industry and several drivers will provide numerous business opportunities, the high-tech market research firm says. For now, however, profits are elusive for many firms. Less than 15% of Chinese online gaming companies were profitable in 2005.

“As of 2005, there were 16 million paid online game players,” says Anty Zheng, In-Stat analyst. “The increased rate of online gamers is bigger than that of Chinese “netizen”s since online gaming, as one of the most widely used online services, will become more and more popular in the coming years.”

Recent research by In-Stat found the following:

Key first-tier players such as ShanDa, NetEase, The9, and KingSoft, account for a combined 80% of the market.

In 2005, there were more than 300 online gaming companies in China. 50% of the games are home-made, and that share will increase in the coming years.

A current market barrier is a new policy requiring that playing time be restricted to four hours for each game and for each player.
Recent In-Stat research, Online Gaming in China: More than Fun and Games (#IN0602619CCM), covers the market opportunity of online gaming in China, and includes discussions on user demand, business models, regulatory issues, specific opportunities, and company profiles. Also presented are forecasts for subscribers and online gaming revenue, as well as for lucrative peripheral markets through 2010.

This research is part of In-Stat’s China Consumer/Convergence Service, which takes an in-depth look at the markets for and production of consumer devices such as digital cameras, digital TVs and personal media players. From the consumer perspective, ownership, buying behavior, interests, and consumer product demands are examined. From the manufacturer perspective, competitors, business models, market shares of key suppliers, industry agendas, shipment/deployment of consumer equipment and products are analyzed. Also covered is the digital home in China. These market views, in addition to a services perspective in segments such as IPTV and online music and gaming services make this a very well rounded and unique service for anyone interested in consumer market opportunities in this monstrous market.

To purchase this research, or for more information, please contact Erin McKeighan at 480-609-4551; emckeighan@reedbusiness.com. The price is $2,995 U.S. Dollars.

MORE INFORMATION ON THIS RESEARCH

Title: Online Gaming in China: More than Fun and Games
Service: China Consumer/Convergence
Product Number: IN0602619CCM
Publication Date: April 2006
Number of Pages: 50
Price: $2,995 U.S. Dollars
Abstract, Table of Contents, Figures & Tables
Members Only Access: Full text HTML , PDF

Market Research from In-Stat

In-Stat offers a broad range of information resources and analytical assets to technology vendors, service providers, technology professionals, and market specialists worldwide. The company stands alone in its ability to integrate both supply-side and demand-side research methodologies into a single comprehensive view of technology markets and products. This capability relies on a unique ability to cover the entire value chain from engineering-level technology, through equipment, infrastructure, services and end-users.

In-Stat is a strategic segment of the $8 billion Reed Elsevier global information network, with access to an expansive worldwide electronic network, extensive technology databases and well-informed personnel. In-Stat analysts gain exceptional insight into geographic market places and specific technologies within markets such as electronics, cable and wireless. As a member of Reed Business Information, In-Stat is a division of the largest business-to-business publisher in the U.S.



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