Posts Tagged ‘chinese market’

The 9 reports a 94% drop in revenues post WoW

Thursday, November 26th, 2009

Shanghai, China based MMO operator and developer The 9, formerly holders of the Chinese license to operate World of Warcraft recently reported a whopping 94 percent drop in third quarter revenues YOY.

intro_03Third quarter revenues for the 9 came in at $3.7 million, a 91 percent drop from from second quarter revenues, $42.2 million. At the same time, only one year prior, The 9 was posting a revenue take of $59.8 million. If there’s any question not only about Activision/Blizzard’s dominance with World of Warcraft, but also how much revenue the Chinese market is generating, not only with WoW, but online gaming in general – this report from The 9 should put things into perspective.

Having lost out on the regional contract back in June to competitor NetEase, The 9 executives are still optimistic about future prospects, as their games catalogue contains a healthy mix of decent titles including FIFA Online 2, Soul of the Ultimate Nation, and Granado Espada. Since the loss of World of Warcraft, this catalogue has seen a 55 percent increase in activity in Q3 when compared to the numbers one year prior.

The 9 is quick to point out that these titles attracted around 3.4 million active users in Q3, up from 3.2 million active users in Q2. The leader in this increase has been Soul of the Ultimate Nation. This increase in activity was spurred on by a new content upgrade, as well as a theft-proof security system. FIFA Online 2 and Atlantica both saw increases in activity, as well as a web based card game Jiu Zhou Zhan Ji.

“Although our revenue loss cannot be recovered within a short period of time, we are glad to see that our research and development capabilities continue to strengthen as a result of our investments,” said The9′s CEO and chairman Jun Zhu. “Our proprietary games have shown substantive progress and a strong potential to be well received by Chinese game players.”

 

China’s IGA market poised to pounce in 2009

Wednesday, January 14th, 2009

In game advertising started in the Chinese market back in 2007 with a few game operators casually slipping a bit of code into some of their games, with a modest $8.77M ROI.  While this might seem a pretty decent take on an ‘experiment’, according to iResearch, it accounted for only four percent of the market’s total revenues of approximately $2B.

Fast forward one year later, with Chinese IGA revenues topping out at $19M.  Still a relatively small number in the overall scheme of things, but other Chinese firms started to take notice, with several independent third-party IGA providers popping up like daisies.

Two of China’s largest IGA providers, In-Game Media and Bihu.com both believe that the solid foundations laid over the past few years, combined with the current global economic downturn have prepared the market for explosive growth.

Bihu.com

Established in 2004, Bihu previous provided in-game value added services, i.e. in-game messaging, etc.  In 2008 they decided to regroup and refocus, turning the torchlight on in game advertising.  Back in April, Bihu announced their own independent IGA system with allows game developers and operators to insert advertising code into a game without altering the core technology.  Apparently, this was a wise move on Bihu’s part, as their client list shot up from 2 to 10, with major players Dell, Samsung and Intel among the roster.

“With 10 game firms accounting for over 20 online games, we have formed an online-game advertising network, which is a basic step toward attracting advertisers,” says Li Liujun, founder and CEO of Bihu.

Li says that the IGA market in China has been partially held back by the success of virtual item sales, and convincing gaming companies to form IGA relationships to diversify revenue streams.  “China’s game firms mainly earned money through the sale of virtual products, which has been very profitable. This means they were lacking in motivation to find new revenue models,”.  He also points out that a number of developers were a bit skeptical, as inserting IGA’s would require an alteration of the core code of the game, potentially having a negative impact on the game itself.  “Our independent system that can insert adverts without changing a game’s code helps drives our business,” says Li.

Li views the global financial downturn as a time ripe to harvest the benefits of IGA, as many companies will seek to lower costs, and invest more of their advertising budgets in the emerging online media.

In-Game Media

Echoing Li’s statements, strategy director at In-Game Media, Johan Wong says, “People will likely cut down on consumption and stay at home this year, which could lead to an increase in the number of game players,”

Given the global tightening of the collective belt, Wong predicts the Chinese market will see a notable increase in the overall average age of those playing online games.  This ‘raising of the bar’ will open a number of IGA opportunities for Chinese firms ranging from high(er) priced consumer goods and real estate.

Still a relative newcomer, opening in January of 2008, In-Game Media, a subsidiary of Chinese online giant Shanda Interactive Entertainment Inc. had only been delivering IGA to Shanda’s own titles.  But in December 2008 the company opened it’s doors to further expansion, signing contracts with 20 games companies across China.

Over the course of 2008, In-Game Media developed a number of IGAs for Shanda, their most successful involving the Puma brand in Shanda’s Crazy Kart racing game.  In-Game Media was responsible for the Puma branding of virtual characters clothing, which offered users the opportunity to enter and participate in specialized promotional races via the Puma website.

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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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MMO Perfect World opens the beta doors

Thursday, September 4th, 2008

Perfect World Co., Ltd. announced yesterday that they are opening the beta doors to allow more players to experience the gripping action of their new free-to-play title: Perfect World.

An interesting point to note is that Perfect World was originally developed with a subscription based budget in mind including all the features one would expect from an MMORPG: guilds, crafting, mounts, etc.  Since flipping the switch on the free-to-play model, Perfect World has increased the player base to number in the millions across 10 countries.  The former subscription based business model could also herald a new standard for free-to-plays as the 3D gaming engine and graphics are of a quality not normally found in a free-to-play title.  In other words: Perfect World is raising the bar.

The official full release of Perfect World is slated for later this fall, complete with international servers (localized specifically for American audiences).  The launch will also feature several already released expansion packs, mirroring the current state of play in the Chinese market.

“I am very pleased by the successful closed beta testing in North America, and we are excited to introduce ‘Perfect World International’ to more online game players,” said Mr. Alan Chen, Senior Vice President of Perfect World and Chief Executive Officer of PWE.  “I believe that the efforts we have devoted to the localization work and our execution ability will enhance our position in North America.”

“Our progress in North America again evidenced our commitment to executing our international expansion strategy.  I believe the launch of ‘Perfect World International’ in North America marks a key milestone for us and helps us further position Perfect World as a leading provider in the global online game market in the long-term,” added Mr. Michael Chi, Chairman and Chief Executive Officer of Perfect World.

While the game only features three races (Humans, Untamed, and Winged Elves), with two classes per race, the customization levels are where players can really dig deep.  Other features include guild vs. guild wars, territory wars (up to 80 vs. 80 for land and monetary rewards), crafting, world events, and an in-game marriage system.  No MMO would be complete without a decent land and air mount, and Perfect World doesn’t disappoint.  Instead of an overall general mount, Perfect World features race specific mounts.  Humans ride something akin to a broomstick, but in the form of a massive sword, while Untamed can rise from the ashes and fly their phoenix.  Speaking of mounts – PVP players should be happy to know that mounted combat is possible.

To give Perfect World a go of your own, head on over to the website and download the client (2.32 gb).

 

THQ opens office in Shanghai – launching point for Company of Heroes Asia

Tuesday, September 2nd, 2008

THQ announced today that they have officially opened their new office in Shanghai.  This new Chinese office should serve as ground zero for the upcoming release of Company of Heroes in conjunction with their Chinese market partner and leader, Shanda.  Company of Heroes is a free-to-play, microtransaction based game developed exclusively for the Asian market.  In addition to the CoH title, this new office will spearhead the expansion of local partnerships, along with retaining and maintaining currently existing partnerships.

“The Asian markets represent a significant growth opportunity for THQ, particularly as we execute on our strategy to grow revenue from online gaming, an increasingly important segment for our industry,” said Martin Good, senior vice president THQ Asia Pacific. ‘We look forward to continuing to build new publishing and development relationships in China to expand our presence in this important and fast growing gaming market.”

Marketing Director for the Asia Pacific market, Tim Page will head up new efforts to expand THQ’s portfolio by establishing and maintaining local publishing partnerships, along with bringing THQ content to other markets around the globe.  Building upon his 12 year experience working in the Asia Pacific market, Page has been driving THQ’s new Asia strategy, and has been primarily responsible for a number of successful partnerships, a number of which have yet to be released by THQ.

“We view our China initiative as an integral part of our greater Asia online strategy and Tim Page brings tremendous experience to drive our success in this area,” said Good. “THQ China will be a springboard from which to expand our online games content, including Company of Heroes Online, to neighboring markets across Asia.”

Page isn’t riding solo in Shanghai, as Kevin Chu, corporate director of THQ’s External Development Group (XDG) will be onboard, operating the global outsourcing operations and assisting in local product development.  Chu is no stranger to the video game industry, and has extensive experience in training and building strong teams in the Asia region.  Chu’s specialty lies in brokering co-development partnerships and distributed development projects, resulting in million of dollars of cost savings, elevated product quality and improved production efficiencies.

“Kevin has played an instrumental role in building relationships with many very talented development teams in China,” said Steve Dauterman, senior vice president of product development, THQ. “By expanding our development operations and deepening our commitment to the local market, we will accelerate our growth in Asia and at the same time improve the efficiency of our development processes worldwide.”

THQ’s move couldn’t be better timed, as the Chinese gaming market is on a blazing track.  In 2007 the market value was estimated at $1.7 billion an had a penetration of approx. 42 million online gamers.  This number is expected to more than double to a staggering $4.2 billion by 2010 (Niko Partners).

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CDC Games reports 24 precent revenue increase in Q2 2008

Friday, August 8th, 2008

CDC Corporation has recently released its financial results for the second quarter 2008.

CDC Games reported that during Q2 2008, total revenue was USD$10.8 million which represents a 24 percent increase from Q1 2008.  This is the second consecutive quarter of sequential growth for CDC games.  The primary driver for this increase comes via Yulgang (aka Scions of Fate), as CDC recently released a new version of the game and renewed licensing agreements with developer MGame.  CDC also generated positive Earnings Before Interest, Taxes, Depreciation and Amortization (EBITDA) in Q2 2008.  The majority of CDC’s revenue comes from it’s Chinese market operations, as the company’s US and Japanese operations have generated only nominal revenue thus far.  CDC Games firmly believes that the opportunity for free to play games in the US and Japan markets is still in their early stages, as opposed to the already accepted business model in China.

CDC believes that they’ve struck upon a relatively stable, recurring, repeatable revenue base, and that the benefits of its diversification strategy are becoming increasingly clear.  CDC Games’ revenue comes from its 5 online games and has planned for the release of new games in the second half of 2008.

Q2 2008 highlights for CDC Games:

  • In April 2008, CDC Games commercially launched Yulgang 2.0, major new content update for Yulgang, its widely popular online game, in China, which provides gamers with approximately 30 percent more content and has led to increased revenue for the game.
  • CDC games opened a new game zone in the company’s online game, Shaiya. The company has expanded the number of server groups for the game, which it believes will result in a higher degree of community interaction.
  • CDC Games has launched 18 web-based casual games, and expects to increase that amount substantially by the end of 2008.  Among all web-based casual games operators in China, CDC is one of the largest. Revenue from these web-based casual games has been nominal to date.

In addition, CDC Games has two games it intends to launch in Q3 2008:

  • Digimon. Digimon is an online game based on the animated Japanese series, where players can collect virtual pets and battle each other. In addition, Digimon has secured the No. 1 ranking for the last several weeks in the user survey chart on Baidu, the top search engine in China; and
  • Street Gears. Street Gears is a casual skating game where players can race each other or compete in trick contests.

CDC Games believes that these new titles will continue to add diversity to it’s inventory, and will expand the casual games offerings.  In addition to Digimon and Street Gears, within the next 6 months, CDC plans on releasing Life Online, a next gen, 3D free to play MMO developed by SONOV.  SONOV is the development branch of Sonokong, a major Korean toy and game entertainment company.

In addition to releasing new titles, CDC feels that they have developed a more cost effective process for launching games which includes cross promotion and leveraging a combined base of active players.

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