Video Game Future

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  • Topic: Video game industry, Video game, Game designer
  • Pages : 10 (3193 words )
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  • Published : April 10, 2013
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http://www.gamesindustry.biz/articles?topics=development

Mobile, Web and Online Games Market in China
Game Industry in China

NEW YORK, April 9, 2013 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue: Mobile, Web and Onilne Games Market in China
http://www.reportlinker.com/p01158256/Mobile-Web-and-Onilne-Games-Market-in-China.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Toy_and_Game Pearl Research is pleased to present our new, 170-page China report covering webgames, MMO, mobile, casual, social games and much more.The expanded mobile section covers top mobile operators, top apps, profitability of developers and other key metrics. In 2012 and 2013, there was a significant shift in user activity from PC to mobile, driven by rapid expansion of China's mobile Internet user base, smartphones and new mobile apps and games. Pearl Research believes the number of smart devices (phones, tablets) in China could exceed 400 million by the end of 2013. Top mobile titles can generate $2 million or more a month. Against this backdrop, all the major companies that had a focus on client-based games, Giant, Changyou, Perfect World, Netease and Netdragon, are expanding their mobile teams and releasing new mobile titles. Tencent has a strong market share in mobile games, but is facing competition from various mobile developers. Web games, which can be played in a browser, and are accessible and user-friendly is a $1 billion market segment. Included in the study are an analysis of top web game companies and the top web game can have more than 800,000 peak concurrent users. One emerging trend is the popularity of micro-client version of games. Micro-client files are generally less than 50MB compared to more than 1GB for a typical client-based game. This significantly cuts down on download times to under 15 minutes with a broadband connection. The micro-client software is far more compatible with users of large platforms including social network platforms. - Profiles on Taomee, Kunlun, ZT Games, Joyport , China Mobile, Ourpalm, YY, Qihoo 360, Tencent, Netease, Giant, Shanda, Perfect World, Changyou, Renren, and Sina among others. The study examines the growing mobile games market, web games, and both casual and MMORPGs. Also included are forecasts, top publisher and title rankings, deep marketplace analysis, and profiles of key market players.

Table of Contents
Methodology 1
Executive Summary 4
China PC Hardware 5
Internet and Broadband 7
"The Great Firewall of China" 9
Number of Gamers 10
Online, Web and Mobile Market Forecasts 11
Key Market Trends 14
Focus on Mobile 14
Key Takeaways 20
Mobile User Data 22
App Develper Data 27
Social Games Connect with Users 36
Top Online Games 39
Leading Game Publishers and Operators 41
CMGE 43
Ourpalm 50
YY.COM 51
Taomee 58
Giant Interactive Group 65
NetEase 75
NetDragon 81
Shanda Games 86
Changyou 96
Tencent 108
Perfect World 116
Kingsoft 126
KongZhong 130
Renren 137
Sina 143
China Mobile 148
UC Web 150
CocoaChina 151
Qihoo 360 153
ZQ Games 156
Kunlun 158
Gamewave 159
Joyport 159
Unique Characteristics of Online Games 160
Online Games Marketing 162
Sources of Game Content 164
Co-development 164
Co-operation 164
Licensing 165
Original Content 165

Government Regulations 167
Government Agencies Involved in Regulating Games 168
Virtual Currency Regulations 170
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TechNavio's analysts forecast the Global Video Game market to grow at a CAGR of 7.27 percent over the period 2011-2015. One of the key factors contributing to this market growth is the increasing acceptance of video games in emerging countries. The Global Video Game market has also been witnessing the increase in the development of video games based on popular characters and movies. However, the increasing piracy of video games could pose a challenge to the growth of this...
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