Chinese Gaming Market to Reach $2.1B In 2010
GameDailyBiz is reporting on a study indicating the Chinese gaming market is likely to hit $2.1 Billion in 2010. From the article: "While much of this growth has been and will continue to be fueled by the popularity of MMORPGs, Niko points to another trend: the rise of casual games. Niko believes that premium casual games will reach MMORPG-like popularity over the next few years and will achieve 40 percent of all online revenue by 2010. 'Chinese gamers' passion for massively multiplayer online role-playing games (MMORPGs) has extended to the casual and premium casual segments,' said Lisa Cosmas Hanson, managing partner of Niko Partners. 'Premium casual games provide new gamers greater access to the online game market and open up an alternate source of entertainment for hardcore gamers.'"
Right now most games are developed by western countries, so the cultural value, moral, ethics and whatnot are based on the western civilization.
I wonder with increasing eastern participation in global gaming, will all these traits change too?
For example, a Japanese-oriented game might require/force a player to stop playing altogether if he betrayed his clan, and no other clans will accept him again. But in WoW, players will just keep on trolling and nobody really cares.
Please stop entering code 2,2,7,6,6,4
Are we talking 2.1 Billion Dollars or 2.1 Billion pirated copies???
We're all hypocrites. We all have hidden parts, it's the contrast between them that make us more a hypocrite than others
Javascript + Nintendo DSi = DSiCade
Premium casual gaming is when you play casually for 12 hours and then afterwards look up at the clock and say: "hey, not bad! I am going to treat myself to another 1.2 hours of casual gaming for 'free'".
Jesus said to his disciples: "If you don't have a sword, sell your cloak and buy one" - Luke 22:36
Especially for a market as large as China with such rampant piracy. The revenue stream keeps coming as long as the content is interesting and worthwhile. As for pirating a copy, well that doesn't matter because you can't play if you don't pay the monthly fee.
Those statistics, if correct, boggle my mind.
Small potatoes make the steak look bigger.
China is a good example of what happens to media production when piracy is rampant, the only content professionally created is content that the developer is guaranteed to be paid for. In the early 2000's (can't remember the year) I met a representative of a Chinese game company at the GDC. He said that their only hope for staying solvent was to find a US publisher to bring their games to the States because there was no money to be made in China under the traditional game development model. I beleive EA has said publicly that the only reason they release anything in the region (excluding Japan of course) is to "prime the market" for the day when piracy is no longer a problem there - build up the franchises now with subsidies from their successul regions because they were actually losing money with every title they shipped. Casual pirates should look to China to see what the logical end-result of their actions are: no money for new content development.
Today Trevor Chan, developer of the acclaimed game Capitalism II where the player manages a corporate empire, today announced that he will be "localizing" the game to the emerging Chinese video game market, and renaming it Communism II.
As the communism referenced in Communism II is chinese communism and not marxist communism, Communism II will be exactly the same as Capitalism II except said Chan, "You don't get to vote, and the military owns a quarter of your stock."
Wow subscriptions are closer to $2 usd there versus $15 here.
Hmmm... Pie...
We actually already have a Japanese-oriented Japanese-created MMO currently popular in Japan (Final Fantasy XI). It does not work the way you describe.
A better example which does not fall back on cultural stereotypes might be:
5 million subscribers on Warcraft (number is arguable, but to scale)
So, at $15/month (average MMO subscription, give or take) we have a single product responsible for almost $1 billion in annual revenue.
Granted, there are a lot of expenses that eat into it, but that one product generates enough to pay 20,000 people enough to be comfortable on (roughly $50k, annual).
As game subscriptions and affiliate marketing get more comfortable, there is a very REAL probability that gamers will be able to either partially or fully subsidize their lifestyle simply by evangelizing their MMO du jour (or one of several, most likely).
Imagine if 20% of the subscription paid by players that you refered was paid back to you every month. Imagine if 5% of the subscription paid by players that THEY refered was also paid back to you every month?
Unfortunately, WoW doesn't have an affiliate business model. Sociolotron does, but gameplay and graphics are craptastic and it's not the type of thing you would really want to evangelize...
As is, half the people that play MMO's don't seem to have any problem telling every single person they know how great it is and why they should give it a try.
Look out Amway, here comes teh REAL EverCrack!
Reality is prettier inside my head...
The pirates must have a hell of an infrastructure to move 20 billion CD's a year to the Chinese population.