Posts Tagged ‘China’

Square Enix and Shanda Games to bring Final Fantasy to Chinese Market

Friday, September 17th, 2010

Marking the first ever appearance of FINAL FANTASY on Chinese shores, Shanda Games Limited and Square Enix Co., Ltd. have announced a strategic partnership that will employ Square Enix’s library of content and Shanda’s experience in game development, publishing, and distributing in China. To kick things off with a bang, both parties have agreed to launch with FINAL FANTASY XIV, a title that’s sold 97 copies worldwide, and has never before been seen in China.

square_enix_logoSeeking a win/win situation, Square Enix points to globalization as one of it’s top priorities, and has been appropriately developing and distributing global titles targeted at Japan, North America, and Europe. This partnership with Shanda will now give Square Unix unprecedented access to the lucrative Chinese market.

“The media entertainment markets are increasingly becoming more and more global in nature. Under this environment, we are speeding up our globalization strategy aimed at transforming our Group into a truly world-class enterprise.” said Yoichi Wada, president and representative director of Square Enix Holdings Co., Ltd. “Through this partnership with Shanda Games, a company with great success in online game operations in China, we are taking an important step in increasing the reach of high quality content from the Square Enix Group to even more customers around the world.”

On Shanda’s side of the table, they’ve just scored a well respected and experienced games maker to call one of their own. That’s not to say that their current stable of offerings isn’t impressive enough, they’re now just adding to the quality count.

“We are excited to have Square Enix as a partner and I look forward to leveraging our capabilities and synergies for the benefit of both companies,” said Mr. Alan Tan, Chairman and CEO of Shanda Games. “Our in-house game development team is well-qualified to assist in the localization of FINAL FANTASY XIV to the China market, while our strong sales and marketing capabilities and extensive game operation platform can provide access to the broad audience of Chinese gamers. Since its debut in 1987, the FINAL FANTASY franchise has attracted many devoted fans worldwide and, based on our experience and expertise in the China market, we are confident in the success of FINAL FANTASY XIV as well as other future collaborations with Square Enix in China.”

 

Niko Partners: Chinese Game Revenues to reach close to $10B by 2014

Friday, April 2nd, 2010

Niko Partners, a leading research firm focused on providing market intelligence about the Chinese video game industry, recently released data from their upcoming study, projecting $9.2 billion in revenue from online games in China in 2014. This study falls right in line with their 2013 projections, which place the market at a valuation of $8.9 billion.

According to the report, the vast majority of revenue generated in the Chinese online gaming market is derived from sales of virtual goods in free-to-play titles. To put this growth in perspective, Niko currently estimates the 2009 market to generate around $3.57 billion. Their 2010 prediction indicates a 21 percent growth to $4.5 billion.

The report also references a survey conducted by Niko of Chinese gamers. Conducted in 10 various major Chinese cities, the survey reveals that 65 percent of gamers in China access games from Internet cafes (still), and that their spending increased a whopping 63 percent in the past year. While most gamers do own their own PC’s, they indicated that the “gaming café” culture is still alive and well, as most Chinese gamers prefer to café game because of the social interaction.

“While the global economic downturn hurt video game publishers in much of the world, China’s online game industry reflected no pain in 2009 and gamers continued to embrace online games as the best inexpensive source of social entertainment available,” said Lisa Cosmas Hanson, managing partner of Niko Partners. “While the era of online gaming is generating lots of interest and growth opportunity in the West, China is one of the countries where online gaming is a well established market segment that extends its reach to more and more Chinese consumers every year.”

Other figures of note from Niko’s release:

  • Chinese gamers prefer the Free-to-Play (F2P) model of online games in which online operators generate revenue via the virtual economy, rather than the time-based model in which access is provided for a fixed number of pre-paid hours.
  • Social Networking Sites (SNS) games have gained popularity among Chinese consumers, and 88% of the gamers Niko surveyed claim to play SNS games.
  • At least 65% of gamers use Internet cafés at least part of the time.
  • There were 68 million online gamers in China by our definition at the end of 2009 and by 2014 the number should reach 141 million, a 15.5% CAGR.
 

Q2 sees China’s Online Game Revenue jump 40 percent to $906 million

Wednesday, October 14th, 2009

Perhaps it’s just simply a matter of timing, but recent figures from research firm Analysys International arrive hot on the heels of the Chinese Government’s announcement that they’re banning foreign investment, or ‘influence’ in the domestic online gaming market. Their recent report indicates that the Chinese online gaming market grew 39.5 percent year over year in Q2 2009 to a massive 6.18 billion yuan, or approximately $906 million.

W020090123324470898658Coming out on top was popular online messaging platform Tencent Holdings. While the company’s QQ messenger is still the primary driver for Tencent, they also operate a number of free-to-play games in the Chinese domestic market. In this Q2 report, Tencent managed to carve out 20.2 percent of market revenues totaling 1.24 billion yuan (~$182 million).

Taking the number 2 Q2 spot was Shanda Games, the recent spinoff from Shanda Interactive Entertainment, which pulled down 20 percent of market revenues with a revenue total of 1.23 billion yuan (~$180 million).

Rounding out the top three, NetEase.com, the recent winners of the highly lucrative Blizzard/Activision World of Warcraft operators license in China managed a healthy 12.7 percent of Chinese domestic market share. While only culling 780 million yuan (~$114 million), in Q2, it’s important to remember that NetEase.com has been through the ringer with Chinese regulators regarding the support levels that Blizzard would fill in the contract.

If these Q2 numbers are any indication, it seems like Niko Partners, who made projections and put some numbers to the page back in May of this year, are right on track. Their report indicates that by 2013, the Chinese online gaming market should reach an annual revenue number value of $8.9 billion. While the market shows no signs of slowing, in fact these numbers clearly indicate a continued growth, it will be interesting to see how the governments’ recent decision to pull the plug on foreign investments in the domestic gaming will effect this growth, and associated revenue streams, if at all.

 

China says ‘No Way José’ to foreign investment in online games industry

Tuesday, October 13th, 2009

It’s quite possible that the Chinese government would like to keep this one on the down low, it’s been revealed that they’ve officially cut off foreign investments in their lucrative online gaming industry. Apparently, the move is to strengthen the governments’ control and oversight of virtual worlds.

g228586_chinese-flag-640The General Administration of Press and Publication (GAPP), China’s video game industry regulator and overseer, released a paper on Saturday stating that the government will now prohibit the investment of foreign funds and interest in domestic online gaming operations. This ban is includes joint ventures, wholly owned enterprises and cooperatives.

If the phrase ‘joint venture’ and China rings a recent bell, you’ll recall that the holdup for millions of Chinese World of Warcraft players was due in part to Chinese regulators that were concerned over publisher Blizzard’s provisions of technical support to NetEase, the Chinese game developer that earlier this year won the lincense to operate the title within China. This new directive seeks to cover this issue but also stating that foreign firms will no longer be allowed to “influence Chinese gaming firms through agreements or technology support.”

With China having one of the world’s fastest growing online gaming markets, with, according to the GAPP, growth estimates projected at anywhere between 30 and 50 percent this year to a whopping 24 – 27 billion yuan ($3.5 – 4 billion), it’s easy to see why investors would want to get involved.

What’s important to keep in mind here is that the timing of this announcement couldn’t be better for the Chinese government. With the GDC: China taking place in Shanghai, China is currently playing host to some of the most important and influential decision makers in the industry. A coincidence that they chose the day prior to the official opening day of the GDC to make the announcement? Highly suspect.

Ultimately, as the decree states, foreign investment has been cut off to games and publishers that operate in the Chinese domestic market.  It’ll be interesting to see how this effects gaming powerhouses such as Shanda, which have a number of partnerships and joint ventures currently in operation.

 

Chinese online gaming market to reach 64.9 million online players by years end

Monday, August 31st, 2009

With only 3 months left in the single digits 21st century, San Jose, California based Niko Partners is projecting a whopping 64.9 million online gamers under the Chinese flag by years’ end.

While this number is truly staggering, looking at the bottom line is awe-inspiring. According to Niko Partners, each of these 64.9 million gamers will spend on average $52 a pop. Pulling out the calculator, and doing a quick AxB, the Chinese online gaming marketing is in the $3.4 billion range. And remember, the Asian market is the birthplace of the free-to-play, microtransaction based gaming. This $52 on average/person comes directly from the sales of virtual items purchases, as well as advertiser supported in-game advertising.

china-internetNiko Partners Managing Partner Lisa Cosmas Hanson comments, “There’s no doubt that the market for games is growing at an incredible rate in China. The economics of the market are shifting from supply-driven to demand-driven.”

Niko’s numbers seem to be right in line with what they projected earlier this year. Documenting the Chinese online gaming market over 2008, Niko put revenues at $2.75 billion. In May Hanson commented, “China’s online market has plenty of room for growth in the next five years, and much of that growth will come from beyond the major metropolises where the number of Internet cafés, home PC penetration and Internet usage are all on the rise.”

Of particular note in Niko’s earlier study, and presumably still true in these newest numbers, Niko places 77 percent of total revenues coming from the MMO market, the remaining 23 percent coming from casual games

 

China says “Take the Canoli, Leave the Mafia Games”: Official ban on Mafia-esque games

Thursday, July 30th, 2009

Sure, we’ve all read the reports about the runaway surge and success of the online and mobile ‘mafia’ type games and applications that are attracting record numbers of users on a daily basis, but it looks like it’s not all about the fun and games. At lease the Chinese Ministry of Culture doesn’t see it that way.

china-flagIn a statement released on Tuesday, the Chinese Government has officially banned websites from “running, publishing, or offering links to online games featuring mafia-like gangs.” The government is also threatening “sever punishment” for anyone violating the ban.

Again, if you’ve not already been asked to join so and so’s mob, ‘mafia’ type games involve virtual world simulations of gang mentality and actions. The way the Chinese Government sees it, these games “advocate obscenity, gambling, or violence,” and “undermine morality and Chinese traditional culture.”

The government has issued, in no uncertain terms, that internet operators of said titles should stop running, promoting, or offering links to these (now) “illegal” games immediately. In a show of “we’re not kidding” the Chinese Government has appointed law enforcement officials to step up their oversight of these activities, and inflict harsh penalties and punishment upon anyone caught offering links to or promoting Gangster/Mafia type games. “These games encourage people to deceive, loot and kill, and glorify gangster life. They are a bad influence on youngsters,” says the government statement.

Three of China’s go-to gaming destinations immediately pulled their mafia offerings as of Tuesday. Kaixin.com’s “Godfather”, mop.com’s “Jianghu” (gangster community), and xiaonei.com’s “Guhozai” (young and dangerous guys) were removed, with little to know warning to active players.

Naturally, the immediate removal of these games has set off a barrage of comments ranging from “It’s totally irresponsible” to “I just stole 3 million yuan in the game when the website suddenly went blank. I just can’t take it!”

With these gang type games being replicated by countless app and online developers, the removal of the Chinese market can only be seen as a major setback. Granted, this removal probably isn’t going to break the bank for major mafia type game producers such as Zynga’s Mafia Wars or Playmesh’s iMafia, but smaller developers may now have to refocus or re-develop their apps with this recent Chinese ban in mind. To that I say – is that necessarily a bad thing? With the market flooded with these types of games, perhaps this ban is just what some studios need to start working on ‘the next big thing’.

 

CDC Games brings “green online game” Digimon to Chinese market

Friday, September 26th, 2008

Demonstrating their commitment to “green online games”, CDC Games has recently announced that they have acquired distribution rights from SK Telecom to operate the successful Digimon RPG in the world’s largest market for online games.

“Green online games” in China refers to games with content that is considered to be healthy, non-violent, non-pornographic, and non-addictive.  The program is lead by the PAC Game Committee in an effort to combat the growing problem of internet addiction in China.  Li Jianguo, vice-chairman of the National People’s Congress states, “Internet-addicted teenagers account for about 10 percent of China’s web users under the age of 18.”

Striving to find the right balance in free-to-play games and meeting the “green online games” theory, CDC Games launched Digimon RPG yesterday.  The game is an online role-playing game based on the hugely successful Japanese television animated series.  Digimon has been aired in China since 2001, and Digimon Adventure and Digimon Adventure 02 can be seen on six channels throughout the Chinese market, including Shanghai, having a market reach of over 100 million viewers in 20 major cities.

“We are very excited to launch Digimon RPG, a major new “green” online game for gamers in China,” said, John Huen, chief operating officer of CDC Games. “We expect the TV series airing in China will help to further heighten awareness for Digimon RPG and help position this healthy and non-violent online game for growth in the world’s largest online market.”

Initially launched four years ago in Korea by it’s creator DIGITALIC, Digimon is a fully tested and ready to go free-to-play title for the Chinese market.

“We are very excited about the launch of Digimon RPG in the world’s largest online games market,” said Yongbo Cho, Convergence Game Business team leader, SK Telecom. “With CDC Games’ impressive games infrastructure in that country and its successful track record in the free-to-play online games market there, we believe Digimon RPG will be very successful in China.”

Players collect and train virtual monsters called Digimon and battle against other players.  Players initially select Tamers and a starter Digimon and battle other Digimon until level 11.  At this point they may begin capturing even more wild and exotic Digimon to fight with.  In order to enhance their chances of catching additional Digimon, players can purchase nets and hunting equipment from the online store.  As with most popular free-to-plays, players may also access the item shop to purchase custom clothing for their avatar.  CDC has also stated that players will be able to trade with each other, but no word back from them is this will be a straight trade, or a player-to-player marketplace.

If a ‘fighting’ game and the “green online games” theory of non-violence has you scratching your head a bit, you’re not alone.  CDC Games defends their position with the statement,

“Since the battles between Digimon are generally non-violent (fallen Digimon will have small birds flying around their heads), this online game is suitable for young gamers. The game also teaches a positive message to gamers because the children (i.e. Tamers) are helping the Digimon to defend the digital world, as well as the real world from evil forces. Many of today’s games involve more ambiguous enemies so fighting the evil forces is very straightforward and a more worthwhile goal for young gamers.”

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THQ to bring ‘Dragonica’ to North American market

Sunday, September 21st, 2008

It looks like THQ is wasting no time in getting the new Shanghai office into the game.  They’ve recently announced a joint venture in cooperation with ICE Entertainment to bring Dragonica to the North American market in 2009.

Dragonica will be a cartoony, sticky sweet, side scrolling game that is free-to-play and supported by pay-for-content micro-transactions.  The game was developed by Korean design house Barunson Interactive Co.  Dragonica has spent sever years in the development shop, and is finally ready for it’s coming out party.  With 3D rendering, new cartoon characters and scenery modeling, Dragonica promised to raise the bar on traditional side scrolling games.  The game mixes elements of action and arcade, and creates various skills to enhance play.  ICE realized the potential of Dragonica, and has the exclusive rights to operate Dragonica in China.

ICE’s CEO Sun Tai is the former CTO of Chinese major player, The9, a leading operator of Chinese online games including World of Warcraft.  This joint venture will combine ICE’s online operating expertise and THQ’s product development and retail experience to create a new platform for the North American market.

“We are extremely excited to be working with ICE Entertainment to bring this free-to-play, micro-transaction-based online game to the robust yet largely untapped market for online casual gaming in North America,” said Doug Clemmer, president of THQ’s casual gaming subsidiary. “We are even more pleased to be building a strong and mutually beneficial relationship, which we hope will lead to additional opportunities to deliver online gaming content globally.”

“We are looking forward to combining THQ’s extensive marketing and retail expertise with our advanced technology and proven online game operating know-how to deliver a great new casual gaming experience for North American consumers,” said Sun Tao, chief executive officer, ICE Entertainment. “We also look forward to working with THQ more closely to develop new games and explore future publishing opportunities in both markets.”

Current estimates of the North American casual game market peg it at approximately $2.2 billion by 2013 (DFC Intelligence).  In 2007, China’s online games market clocked in at a whopping $1.7 billion, and reached 42 million gamers.  According to Niko Partners, this market is expected to balloon to $4.2 billion by 2010.

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Approximately 67% of Korean users in their 20s purchase paid digital content

Wednesday, September 3rd, 2008

According to a new study compiled by Pearl Research and recently published by Research and Markets, approximately 67% of Korean users in their 20s purchase paid digital content.  They forecast that the Korean market will exceed $1.7 billion by 2011.

While not surprising, the study found that casual games that are free-to-play, easy to learn, and can be played in “micro-slices”, i.e. games that can be played in ten minute or less segments at a time.

Some highlighted key findings from the study include:

  • South Korea has a sophisticated information technology (IT) infrastructure with 80% of households connected to the Internet.
  • Korea has one of the highest adoption rates of purchasing virtual items and micro-transactions. Approximately 67% of those in the 20-30 age cohort purchased online paid content. Of those who have purchased digital content, 91% purchased music while 39% purchased community and avatar items
  • A common strategy in Korea is the operation of large game portals that provide a wide selection of games, including massively-multiplayer online role-playing games (MMORPGs), casual, and web board games all within one convenient site. Top game portals such as CJ Internet’s Netmarble, NHN’s Hangame, and Neowiz’s Pmang can attract 500,000 to 1 million unique visitors a day. More than 11 million Korean adults visit game portals every month, according to this reports estimates.
  • While South Korea has a robust games market, critical challenges include intense domestic competition; prevalence of “me-too” or derivative titles; challenges in expanding overseas to the US and China; and rising development costs. The “Games Market in Korea” report provides an in-depth analysis of the Korean online games market and contains an executive summary; 2007 to 2011 forecasts for the online games platforms; inhibitors and drivers to growth; deep marketplace analysis; discussion of key market players, and strategic conclusions.

With all the flurry surrounding Korea’s neighbor to the west, it’s often easy to lose site of the ‘other’ gigantic market in Asia.  With a 67% purchase rate, Pearl’s prediction of $1.7 billion by 2011 could be spot on.  The question is…who’s handling all these microtransactions, and how do you and your title reach the market before it’s too late?  The answer is already staring you in the face.  fatfoogoo can bring your title to the Korean marketplace in days rather than months.  With out vast experience in multi currency transactions, fraud detection and prevention, and plug and play integration, we can help YOU today!

 

David Perry at GCDC: Free to play is the future

Wednesday, August 20th, 2008

While Leipzig might be a brand new town for David Perry, video games, development, and the industry are not.  Perry, a 27 year veteran of the gaming industry lead the panel at the Games Convention Developers Conference yesterday.  His topics ranged from personal history (the PS9 spoof was outstanding), statistics on the current status quo, and important players to look at in developing markets in China, Korea, and India.

Perry’s ‘time capsule’ intro included insight to Perry’s first programming tool – a Sinclair ZX81 with 1KB of memory, right on through to today’s complex media.  He covered the landscape from old media (cassettes) to new (Blu-ray, DVD, etc.) and on to developing storage media (hard drives).  Perry firmly believes that the industry will continue to push towards a global digital distribution outlet, with hard drives being the main storage media.  He did however also highlight another possible step after storage: virtual media.  Perry envisions a world where full games and even processing power wouldn’t be sitting on your desktop or console, but rather a cloud computing scenario where games would be broadcast across the internet.  He also admits that there are problems with this theory, and that today’s internet would maxed and taxed by this scenario, and fast and strong broadband is needed.

Exploring expanding game markets, Perry launched first into China, which has seen 65.9% overall industry growth over the past year.  Perry highlighted China’s must successful publisher Shanda as a benchmark as to where companies in that market are headed.  While Perry was visiting the Shanda offices, he shared a note that lots of team members were playing western videogames in an effort to match the quality seen herein.  While Chinese and Korean titles may not match western quality, they are certainly doing their homework, and should be on par shortly.

Creativity and risk are two key factors that allow eastern publishers to florish.  The free-to-play MMO Dance! Introduced new social systems by simply adding a chat feature, along with reasons for people to keep talking – embarrassing scenarios where players are forced to dance in strange costumes and marriage systems that allow players to look each other up and play together.  While these social additions sport high numbers, Stardoll (19 million members) and Zynga (55 million members), Perry is quick to point out that they lack one crucial component: the viral factor.

Using facebook as a testing ground, Perry highlighted his new Facebook Create a potato app as a viral experiement.  He says that he hopes to identify nodes within the network that will help spread the word about the game (and future viral projects).  He also spoke to Blizzards recent testing and entry into the viral market with their aggressive ‘recruit a friend – get an exclusive mount’ program.  Perry sees this as a failure waiting to happen.

Heading into the final stretch of his presentation, Perry made it clear : Free-to-play models are the future.  This shift will be possible in part by something he calls the “money wall” – the tipping point at which certain consumers will no longer be willing to pay for entertainment.  With consoles ranking in huge entry fees, and the average game cost of $59.99, this “money wall” is already keeping a large portion of ‘potential’ gamers out of the mix.

Perry left us with two scenarios regarding the outbreak of free-to-play models in the western market.  1. A publisher decides to release a major tier 1 game (think Halo, WoW, StarCraft) as a free to play, or…2. The Korean, Indian, of Chinese market begins producing games on the level of their Japanese neighbors like Miyamoto of Hojima, creators who inevitably will realease their games under the free-to-play model which is already strongly in place in the region.  Either of these events would set the ball in motion, says Perry.

While Perry’s presentation went well over the 1 hour time he was given, he managed to present listeners with an insightful view of the gaming industry.  Certainly there will always be those that disagree and see it in 22 different ways, but a growing number of industry experts are echoing, and adding to, Perry’s vision of a free-to-play global economy.  fatfoogoo is preparing for this future today.  What are you doing?

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