61 Million Chinese Online Gamers by 2010 Reports In-Stat.SCOTTSDALE, Ariz. -- 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 upon the side of; favorable to; for the advantage of. See also: favor the online gaming See 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," said Anty Zheng, In-Stat analyst. "The increased rate of online gamers is bigger than that of Chinese 'netizens' 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 homemade home·made adj. 1. Made or prepared in the home: homemade pie. 2. Made by oneself. 3. Crudely or simply made. Adj. 1. , 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. The research, "Online Gaming in China: More than Fun and Games "Fun and Games" is an episode of the original The Outer Limits television show. It first aired on 30 March, 1964, during the first season. Opening narration " (#IN0602619CCM CCM Contemporary Christian Music CCM Critical Care Medicine CCM County College of Morris (New Jersey) CCM Chama Cha Mapinduzi (political party, Tanzania) CCM CORBA Component Model ), 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. For more information on this research, please visit: http://www.instat.com/catalog/Ccatalogue.asp?id=240 or contact Erin McKeighan at 480-609-4551 or emckeighan@reedbusiness.com. The price is $2,995 (US). About In-Stat Technology vendors, service providers, technology professionals and market specialists, worldwide, rely on In-Stat's experienced staff and in-depth research to support critical business, product and technology decisions. In-Stat's insights are derived from both a deep technology understanding and comprehensive research, which examines each segment of the value chain for each market. Regular and ongoing end-user demand and primary research surveys underpin much of the analysis, enabling In-Stat to provide incisive incisive /in·ci·sive/ (-si´siv) 1. having the power or quality of cutting. 2. pertaining to the incisor teeth. in·ci·sive adj. 1. Having the power to cut. market knowledge and guidance on future market opportunities. In-Stat is a strategic segment of the $9 billion Reed Elsevier global information network, with access to an expansive worldwide electronic network, extensive technology databases and well-informed personnel. As a member of Reed Business Information Reed Business Information is a large business publisher in the United States, United Kingdom, continental Europe, Australia and Asia. It is a division of Reed Elsevier. In 2005, Reed Business Information started the Quill Awards, a literary award broadcast on NBC. , In-Stat is a division of the largest business-to-business publisher in the United States United States, officially United States of America, republic (2005 est. pop. 295,734,000), 3,539,227 sq mi (9,166,598 sq km), North America. The United States is the world's third largest country in population and the fourth largest country in area. . |
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