Posts Tagged ‘game operators’

Niko Partners project Chinese online game market to reach $8.9 billion by 2013

Wednesday, May 6th, 2009

Niko Partners, a leading research firm focused on providing market intelligence about the Chinese video game industry, recently released data from it’s most recent study, citing $2.75 billion in revenue from online games in China in 2008.  The study collected data from over 70,000 points in 10 Chinese cities over the course of March 2009.  The figure is generated from this data and includes new online game market segments, strong sales of (illegal) game consoles, and 23 million PCs in China’s 170,000 internet cafes.  Based on this data, Niko Partners projects that the online game market will continue to flourish with a massive 26.4% compounded annual growth rate over the next five years, with revenues to top out close to $9 billion in 2013.

report_cover“Average spending per Chinese gamer is rising to the point where a 26% increase in gamers resulted in 61% more revenue for online games in 2008,” said Lisa Cosmas Hanson, managing partner of Niko Partners. “Niko’s conclusion is that 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.”

The 2009 Annual Review and Five-Year Forecast Report on China’s Video Game Industry, available from Niko Partners is a comprehensive survey and review of the 2008 – 2013 PC online, PC offline, casual games, social networking games, console, handheld games and hardware market.  It provides the most current and largest market intelligence of the Chinese gaming market including gamers, internet cafes, regulations, online game operators, games, hardware, distribution, retail, outsourced development, and vital info on trends in the supply and demand chain.

Highlights include:

  • Massively Multiplayer Online Games (MMOGs) accounted for 77% of 2008 online games revenue, with advanced casual and casual games making up the balance of 23%.
  • Webgames and games on social networking sites expanded the casual game segment, offering more games to new and casual gamers as well as to hardcore gamers who play MMORPGs.
  • Sales of next-generation game consoles continue to climb, though entirely via illegal imports as there has been a ban on consoles since 2000.
  • By 2012 the number of online gamers should reach 119 million, a 17.7% CAGR.

The report is now available from Niko Partners, and includes:

  • Annual Review & Five-Year Forecast Report
  • Chinese Gamers Study in 4 City Tiers
  • Six-Month Update Report
  • 10 hours of consulting time
  • On-site presentation about China’s market
 

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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A little about Project Darkstar

Friday, September 12th, 2008

fatfoogoo’s been making waves again with the official announcement of our joint venture with Sun Microsystem’s Project Darkstar.  While this news alone is excitement enough, I’d like to take a step back and talk about who and what Project Darkstar is, and why fatfoogoo’s contributions are groundbreaking.

In a simple phrase, Project Darkstar is relatively simple: Harness the power of an open source community and avoid/tackle common problems facing all gaming developers and operators.  The goal of the infrastructure is to simplify the development and operation of massively scalable online games, virtual worlds, and social networking applications.

Some of the typical challenges that developers and operators face include zone overloading, data corruption, and server under-utilization.  While tackling these challenges, another goal for the Project Darkstar gameserver is to support new dimensions in game play such as evolving virtual worlds and massive scale battlefields.

Ok, so you’ve probably got the basic idea here, Project Darkstar is an open source development tool for gaming, virtual worlds, and social networking applications.  Check.  So what’s the big deal about fatfoogoo being involved?

Glad you asked friend, glad you asked.  Ok, let’s have a look at the Project Darkstar Online Game Value Chain:

Got all that?  Right.  Let’s break it down into a more understandable language.  In the gaming/virtual world space, we’ve got three major players; the Developers, the Publishers, and the growing space of Operators.  Each has their own unique and special function in bringing your favorite pixilated love to your LCD.  Let’s think of Operators as facilitators to markets that either the publisher or developer could not, or had no interest in reaching at the time of launch of said game.  Operators are often the ones that take on little to no risks that the publishers and developers have already taken, but seek to capitalize on the title via distribution and montetization methods.  Up until now, Operators have been piecing together microtransaction monetization models via a hodge podge method.  A bit of this, a bit of that…let’s hope it all works nicely together.

Enter stage left, fatfoogoo.  By providing a standardized monetization software package, any developer, publisher, and/or operator can now all work from the same set of ‘rules’ to ensure 100% compatibility across the entire gaming/virtual world experience.   The fatfoogoo software package allows operators to monetize their game, while giving them unparalleled flexibility in how they’d like to do it:  including but not limited to, Subscriptions, gWallet, Primary Marketplay, or Player-to-Player trading.

The real benefit here is obviously to the gaming/virtual world community.  With the addition of the fatfoogoo software to the overall Project Darkstar gameserver development process, designers, developers, and publishers have one less thing to worry about, and can focus on what they do best: make great games.