Posts Tagged ‘qq messenger’

Virtual Goods Summit standout – Asian VG Market worth ~$7 billion

Monday, November 2nd, 2009

While last week’s Virtual Goods Summit in San Francisco had a wide range of facts, figures, details, and knowledge shared, the standout from this conference was +8 CEO Benjamin Joffe’s presentation on the Asian virtual goods market, and how it’s achieved a massive $7 billion valuation.

According to Joffe’s research, the nine largest publically traded online gaming companies have a valuation of $52 million. Conversely, the top four North American and European companies in the same group come in $30 million less, at $22 million.

Not only looking at just the numbers, Joffe went on to put a bit of history and development behind the figured. As duly noted, the virtual goods market and business model had it’s beginnings in Asia, primarily as a way to ward off game piracy. Recognizing the potential in the market, South Korea’s Nexon was one of the very first on the scene with virtual goods sales. 92 million registered users later, Nexon’s MapleStory is still generating revenues through virtual goods sales. Just a bit further to the north China’s Tencent is looking at $1.5 – $2 billion in sales from it’s popular QQ chat service which features a heavy online gaming influence. The bulk of these revenues are derived from virtual goods sales. According to Joffe, China’s total market could top $5 billion in revenue this year alone. Likewise, the lesser heard of Japanese virtual goods market shouldn’t be underestimated. Raking in over $1 billion a year, Japan’s top three social networks monetize manly through mobile games and their associated services. Perhaps one of the more extreme examples in the Japanese virtual goods marketplace, due to their rarity, Joffe reports that some virtual items have a real world market value of over $1,000, however, again, this is in extremely rare cases.

Joffe’s 127 slide powerpoint presentation from the Virtual Goods Summit:

 

Tencent tests the Facebook waters

Friday, October 30th, 2009

Building upon their financial success as well as investment in free-to-play gaming development studios, Chinese megalith Tencent has recently started testing the waters of Facebook gaming. Perhaps appropriately titled “Treasure Hunter”, Tencent execs say that this is not a full fledged move into the Facebook space, but rather a “market research” project.

The game itself is not entirely new to the North American market, as Tencent released the game last year funneled through AOL’s AIM instant messenger service, a method that’s proven extremely successful for the company in the domestic market via their QQ messenger product. According to Eric Eldon from insidesocialgames.com, Tencent’s US representatives, Leon Kitain and Brad Bao state that the move to Facebook is a preliminary one; one that will study the dynamics of gaming within the popular social network. Both commented that Treasure Hunter is a market research product, simply because the company can “only learn so much from reading about what other people are doing on the platform.”

Treasure

However, the Treasure Hunter project will focus on a slightly different, method of social gaming: synchronous gaming. Most of the popular games within the Facebook offerings are turn based player vs. player, or player vs. environment titles in combat titles, or generally involve raising and nurturing virtual pets, or the highly popular farming games. Snychonous gaming on the other hand, involves two or more players playing against in each in real time. The most successful of this genre thus far might be Zynga’s Texas Hold’em Poker.

This in itself is quite interesting. As Tencent clearly isn’t short on cash, they’ve got all the time in the world to sit back and really dig deep into not only collecting data, but analyzing it, making appropriate changes, and then rinsing and repeating the process until they’ve really nailed what just might be the next ‘big thing’ in social gaming. Is it synchronous gaming? Perhaps, but we’ll not really know until others start investigating the possibilities, and it looks like Tencent is already on point with that one. And since Treasure Hunter isn’t a ‘specifically developed for Facebook’ application, Tencent always has the option of bringing over a whole host of their other games (aka it’s AOL offerings).

 

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.