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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.'"

3 of 26 comments (clear)

  1. 2.1 Billion Dollars? by AKAImBatman · · Score: 3, Insightful
    Really? That's not very much. When you consider that China has a mainland population of 1.3 billion (compared to the US's 300 million), $2.1 billion dollars pales in comparison to the $6 billion dollar industry that the US has become. Or to put that into ratios:
    China - 63:39
    States - 780:39
    I'd say that China still has a long way to go when it comes to developing a game industry. Sure, the hard cash number of $2.1 billion does sound impressive, but that does have to be balanaced against the amount of money that must be spent to reach that level of market penetration. If the gaming public is spread across China (and not centered in a specific area like Shanghai), the costs of reaching that market could well whittle away those profits. Greater market penetration might result in much higher returns.
  2. MMMORG are great for publishers by the_humeister · · Score: 4, Insightful

    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.

  3. Further reading... by The-Bus · · Score: 4, Interesting
    There's some further reading at U.S. News & World Report's site, which has an issue detailing more about shoppers in China and India. From the issue:

    When they talk about China and India, western business executives can't stop using the word "scale." Take the experience of Blizzard Entertainment, based in Irvine, Calif. It took a year to attract a million paying subscribers in North America for World of Warcraft, its popular online video game; in one month, the company signed up 1.5 million for the Chinese version of the game. How about cellphones? There are 400 million cellphone users in China, and, on average, they replace their phones every three to six months. Consumers in China can choose from something like 900 different models, compared with only 80 or so in the United States. Companies like Samsung offer a new handset model in China as often as once a week.


    Those statistics, if correct, boggle my mind.
    --

    Small potatoes make the steak look bigger.