Posts Tagged ‘internet cafes’

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

 

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
 

Turkey bans K2 Network’s Knight Online – levies tax

Friday, January 16th, 2009

It looks like our neighbors to the east in Turkey aren’t exactly happy about the cash that K2’s Knight Online is rolling in, and want a piece of the action.

The Turkish Telecommunications Directorate (TIB) has recommended to the Ministry of Finance to place a tax on Internet gaming after an investigation allegedly found some discrepancies in the industry.  One of Turkey’s largest media outlets, Zaman Instanbul reports that TIB head Fethi Simsek stated that the TIB had been closely monitoring the online gaming sector and decided to warn the Ministry of Finance about a need for a tax.

This investigation also prompted the TIB and the Ministry of the Interior to recommend to the Ministry of Finance a ban on K2’s popular free-to-play, microtransaction based title Knight Online from being played in Internet cafes.  K2’s response was to immediately appeal this decision in a Turkish court of law.

Simsek’s investigation revealed that K2 Network’s operations in Turkey have amounted to profits in the $1M per month range in 2008.  He also stated that K2’s revenues have steadily increased over the past three years, with 2006 seeing around $4M, and 2007 around the $9M range.

“There are thousands of people becoming addicted to games and companies are earning profits without being taxed,” Simsek told the Anadolu Ajansi news service.  Simsek said the game has been popular in Turkey but even though it is now banned at Internet cafes, it is still being played and no taxes apply.

On the other side of the coin, Yusuf Andic from the All Internet Houses Association (TIEV) says that taxing such games is a ‘good move’ he sees that ban on Knight Online as ‘questionable’ as 60 percent of Turkey’s internet gaming takes place in private homes.

So umm.  What?  There are a coupla things going on here that really raise the wtf flag.

  1. Assuming that K2 Networks/Gamers First is a legitimate business organization, wouldn’t they be registered with the Turkish Ministry of Finance, and already pay taxes on revenues generated?
  2. Is Turkey taking a page from the Chinese government’s book, or is there something deeper going on here?
  3. Mr. Simsek’s statement about the addictive attributes of online games comes out of left field, as if almost snuck in there in a ‘I was instructed to mention addiction’ fashion.
  4. If Mr. Andic’s numbers are correct (60% of all online gaming being done in a private home), isn’t this ban just a tad discriminatory?  How was Knight Online/K2 Networks singled out?

Any way you look at this situation, there seems to be a bit more going on here than just taxes.  If Turkey is worried about an addictive culture being formed around online gaming, fair enough, but there are plenty of alternatives to dealing with this issue.  Rather than slapping a tax on it, banning a game, and calling it a day, why not take a look at what Korea is doing and position current Turkish players as the developers of tomorrow?