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Ourgame.com formally came into operation in June, 1998. Chinese network bubble started to burst since 2000. Many network companies consequently had to cut staffs or had been closed down. However, in May 2001, with 20 million subscribers and 170,000 users online simultaneously, ourgame.com became the world’s largest online game website. The good performance of online game websites led by ourgame.com and MUD indicates huge business opportunities. So, in the following several years, China's online game industry develops rapidly.
In 2005, China's online game market competition was fierce in all categories, and more than 20 online game products released every month. By the end of 2005, more than 200 online game products were available on the market, of which less than 10 percent of products were profitable. Nevertheless, the growth of overall market shares of online game is still fast with generous profits. The actual sales revenue of China's online game market reached RMB 3.77 billion in 2005, up by 52.6 percent over the year of 2004.
Sales revenues and growth rate of China’s online game industry, 2005-2010 (Unit: RMB Billion)
The development of China's online game industry also promotes the development of related industries. The sales revenues of telecom operation generated by online game totaled RMB 17.34 billion in 2005, as high as 4.6 times of the actual revenue of online game. Moreover, the sales revenue of IT industry generated by online game also reached RMB 7.16 billion, 1.9 times of that of online game.
By the end of 2005, online game subscribers had reached 26.34 million in China, up by 30.1% over the year of 2004. The CAGR is expected to reach 13.7% between 2006 and 2010, much higher than that of internet subscribers.
China online game subscribers and growth rate, 2005-2010 (Unit: Million)
Online game pay subscribers reached 13.51 million in 2005. Its CAGR is expected to be 14.4% between 2006 and 2010, close to the growth rate of total online game subscribers.
China's online game industry has already been at a stable and mature development stage. On the whole, the development of online game industry at this stage presents characteristics of unity and harmony, and it gradually forms an integrated industry chain. Along with the development of online game industry, business of channel vendors, point-card sellers, internet services (Internet cafe) and media are developed rapidly. And online game operators who occupy the most key position on the whole industry chain are becoming more and more mature and rational. Meanwhile, online game companies have already established closely cooperative relationships with leading telecom sectors and online game manufacturers.
From the year of 2005 to 2006, a series of changes have taken place in China's online game industry. Traditional profit model (point-card charges) has already been stricken by new models (free playtime and game value-added charges). Meanwhile, casual online games are becoming popular gradually. This report analyzes China's online game upstream and downstream industry chain, and China's government policies about online game. Data quoted in this report involves not only market scale of online game and quantity of online game subscribers, but also full details about consumer investigation. At the same time, it puts forward a view of risks and problems existed, and the investment opportunities, also provides strategic suggestions on development of China's online game industry.
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Ourgame.com formally came into operation in June, 1998. Chinese network bubble started to burst since 2000. Many network companies consequently had to cut staffs or had been closed down. However, in May 2001, with 20 million subscribers and 170,000 users online simultaneously, ourgame.com became the world’s largest online game website. The good performance of online game websites led by ourgame.com and MUD indicates huge business opportunities. So, in the following several years, China's online game industry develops rapidly.
In 2005, China's online game market competition was fierce in all categories, and more than 20 online game products released every month. By the end of 2005, more than 200 online game products were available on the market, of which less than 10 percent of products were profitable. Nevertheless, the growth of overall market shares of online game is still fast with generous profits. The actual sales revenue of China's online game market reached RMB 3.77 billion in 2005, up by 52.6 percent over the year of 2004.
Sales revenues and growth rate of China’s online game industry, 2005-2010 (Unit: RMB Billion)
The development of China's online game industry also promotes the development of related industries. The sales revenues of telecom operation generated by online game totaled RMB 17.34 billion in 2005, as high as 4.6 times of the actual revenue of online game. Moreover, the sales revenue of IT industry generated by online game also reached RMB 7.16 billion, 1.9 times of that of online game.
By the end of 2005, online game subscribers had reached 26.34 million in China, up by 30.1% over the year of 2004. The CAGR is expected to reach 13.7% between 2006 and 2010, much higher than that of internet subscribers.
China online game subscribers and growth rate, 2005-2010 (Unit: Million)
Online game pay subscribers reached 13.51 million in 2005. Its CAGR is expected to be 14.4% between 2006 and 2010, close to the growth rate of total online game subscribers.
China's online game industry has already been at a stable and mature development stage. On the whole, the development of online game industry at this stage presents characteristics of unity and harmony, and it gradually forms an integrated industry chain. Along with the development of online game industry, business of channel vendors, point-card sellers, internet services (Internet cafe) and media are developed rapidly. And online game operators who occupy the most key position on the whole industry chain are becoming more and more mature and rational. Meanwhile, online game companies have already established closely cooperative relationships with leading telecom sectors and online game manufacturers.
From the year of 2005 to 2006, a series of changes have taken place in China's online game industry. Traditional profit model (point-card charges) has already been stricken by new models (free playtime and game value-added charges). Meanwhile, casual online games are becoming popular gradually. This report analyzes China's online game upstream and downstream industry chain, and China's government policies about online game. Data quoted in this report involves not only market scale of online game and quantity of online game subscribers, but also full details about consumer investigation. At the same time, it puts forward a view of risks and problems existed, and the investment opportunities, also provides strategic suggestions on development of China's online game industry.
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2005-2006 www.researchinchina.com All Rights Reserved |
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1. Brief introduction to online game 1.1 Definition and classification of online game 1.1.1 Definition and classification of electronic game 1.1.2 Definition 1.1.3 Classification 1.2 Features of online game 1.2.1 Features of online game (compared to console game) 1.2.2 Features of different types of online games2 Market analyses on China's online game 2.1 Development course 2.2 Market scale 2.2.1 Turnover and scale forecast of China's online game industry 2.2.2 Scale of China's online game subscribers and forecast 2.2.3 Market distribution of China's online game by regions 2.3 Market distribution of China's online game by types 2.3.1 Division by game types 2.3.2 Division by game development 2.4 Status quo of development of China's online game industry 2.4.1 Market scale and overall evaluation 2.4.2 Analysis on products 3 Analysis on China's online game industry chain 3.1 Structure of China's online game industry chain 3.2 Analysis on expenditures, revenues and business models of China's online game operators 3.2.1 Analysis on expenditures 3.2.2 Analysis on revenues 3.2.3 Analysis on business models 3.3 Analysis on China's online game channels 3.3.1 Analysis on operation cycle of China's online game 3.3.2 Channel models of online game 3.3.3 Dilemma of online game channel vendors 4 Investigation and analysis on China's online games 4.1 Investigation and analysis 4.1.1 Top 10 most popular online games in China 4.1.2 Top 10 most popular national online games in China 4.1.3 Top 10 most popular 2D online games in China 4.1.4 Top 10 home-made online games with best historical themes in China 4.1.5 Numbers of peak concurrent subscribers of MMORPG in China, 2005 4.2 Investigation and analysis on online game operators 4.2.1 Best operation platform (website) of casual online games 4.2.2 Top 10 China's game operators 4.2.3 Top 10 China's game developers 4.3 Status quo of China's online game players 4.3.1 Analysis on online game players 4.3.2 Behavior analysis 4.3.3 Preference analysis 4.3.4 Relevant survey on peripheral products of online games 5 Analysis on China's leading online game enterprisers 5.1 China's leading online game enterprises 5.1.1 Shanda 5.1.2 Netease 5.1.3 The9 5.1.4 Kingsoft Corp. 5.1.5 Optisp 5.1.6 Tencent 5.1.7 Kingsoft Online 5.1.8 9you 5.1.9 Zhengtu 5.1.10 Globallink 5.1.11 CIBN 5.1.12 SQUARE-ENIX 5.2 Financial analysis of China's major 3 online game manufacturers 5.2.1 Financial analysis of Shanda 5.2.2 Financial analysis of Netease 5.2.3 Financial analysis of The9 5.3 Analysis on development trends of China's major 3 online game manufacturers 5.3.1 Analysis on Shanda's online games 5.3.2 Analysis on Netease's online games 5.3.3 Analysis on The9's online games 6 Risks analysis on China's online game market 6.1 Existed Risks 6.1.1 Technology risks 6.1.2 Culture background risks 6.1.3 Countermeasures 6.2 Risks brought by market failure 6.2.1 Quick memory editor 6.2.2 Private server 6.2.3 Countermeasures 7 Development trends of China's online game 7.1 Casual game gradually become the mainstream 7.1.1 Brief introduction to the development of China's casual game 7.1.2 Analysis on reasons for casual game to become popular 7.2 New profit models of China's online game 7.2.1 Basic games for free, charges for value-added services 7.2.2 Extension of game industry to other industry 7.2.3 Expansion of game industry in interior areas 7.3 Development trends of game channel vendors 7.3.1 Channel value-added services 7.3.2 Channel combination 8 Analysis on investment opportunities and suggestions on development of China's online game market 8.1 Operation chances of online game 8.1.1 Market 8.1.2 Policy environment 8.1.3 Analysis on investment opportunities 8.2 Suggestions on China's online game market 8.2.1 Suggestions on transformation of online game 8.2.2 Suggestions on operation strategies 8.2.3 Prospect analysis and suggestions
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2005-2006 www.researchinchina.com All Rights Reserved |
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Classification of electronic game Turnover of China's online game and forecast, 2005-2010 Scale and growth of China's online game industry, 2003-2010 Scale and growth of China's MMORPG games subscribers, 2003-2010 Regional distribution of China's game operators Regional distribution of China's game operation centers Market structure of China's online game, 2005 Structure of China's online game industry chain Category of China's online game operators Business model of China's online game operators Main purposes of China's online game players Games factors that attracted China's online game players Main places for China's online game players Daily playtime that China's online game players Major channels for China's online game players China's online game players proportion by gender Distribution of China's online game players by age Analysis on China's online game players by education Profession status of China's online game players Income status of China's online game players Recognition of China's online game players to peripheral products Top 10 home-made online games with best historical themes in China Numbers of peak concurrent subscribers of MMORPGs in 2005 Revenues of China's online game market in 2005 Online game revenues of Shanda, 2005Q1-2006Q1 Online game revenues of Netease, 2005Q1-2006Q1 Online game revenues of The9, 2005Q1-2006Q1 Classification of online game by interaction Top10 most popular national online games in 2005 Status of game journals for online game players Top 10 most popular online games in 2005 Top 10 most popular home-made online games in 2005 Best operation platform (website) of casual online game in 2005 Top 10 China's game operators in 2005 Top 10 China's game developers in 2005
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