Slashdot Mirror


On Strength of Online Gaming, Chinese Market Soars

GameDaily has the word that the Chinese gaming market has grown an astounding 68% over last year, largely on the strength of online transactions. Online gaming is the bread and butter of the Chinese and Korean markets, with free-to-play titles the standard and for-purchase in-game items making up the bulk of business income. "The online segment was up 74 percent over 2005, with online games generating $995 million in revenue ... 'Chinese online game operators introduced free-to-play massively multiplayer games that are, in fact, not at all free, because gamers spend money on virtual items and services in the game. These free-to-play games helped the market size rise beyond expectations in 2006,' commented Lisa Cosmas Hanson, managing partner of Niko Partners. 'In addition, the country added 3.4 million total gamers in 2006 and now boasts 37.5 million gamers, 90% of whom play online games. By 2011 this number is expected to swell to 71.9 million.'"

12 comments

  1. Like Gunbound? by MeanderingMind · · Score: 3, Insightful

    I realize Gunbound isn't an MMORPG, but that's what I'm reminded of.

    When it started, you could spend real money to buy the items in the game, or you could play the game and earn gold to buy the items. Some items were real money only, and some were game money only. It seemed fair and was fun.

    After a long break, I returned to the game to find it had changed. Rather than being able to permanently buy items, you could "rent" them for a week or some meagre time period at the same price you used to be able to "own" them. If you really wanted to, you could still "own" the items. It only cost about 100 times what it used to.

    I may be able to understand the "Person works long hours, doesn't have time to play, spends money to reduce 'grind'" argument, but the Gunbound method of doing things bothers me.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    1. Re:Like Gunbound? by The+Orange+Mage · · Score: 1

      Yes, like GunBound. And Albatross18 (AKA Super Swing Golf on Wii, but online). And...MapleStory I think? Anyways, it's just another MMO-ish idea with a grind focused on items instead of player level in most cases. Those who pay money get items that make them better than non-payers, etc. etc. However, some like GunBound and Albatross18 actually involve something most MMO players are not familiar with: non-point-and-click gameplay. In GunBound, you have to plain and AIM your shots. In Albatross18, it's a damn good golf game up there with Hot Shots Golf, you've got to have actual skill, which is why I love it. In summary, I hate MMOs because "Time spent/wasted should not equal my ability to play."

  2. Twofo G N A A by Anonymous Coward · · Score: -1, Troll

    University of Warwick file sharing faggots.

    GNU GENERAL PUBLIC LICENSE
    Version 2, June 1991

    Copyright (C) 1989, 1991 Free Software Foundation, Inc.
    59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
    Everyone is permitted to copy and distribute verbatim copies
    of this license document, but changing it is not allowed.

    Preamble

    The licenses for most software are designed to take away your
    freedom to share and change it. By contrast, the GNU General Public
    License is intended to guarantee your freedom to share and change free
    software--to make sure the software is free for all its users. This
    General Public License applies to most of the Free Software
    Foundation's software and to any other program whose authors commit to
    using it. (Some other Free Software Foundation software is covered by
    the GNU Library General Public License instead.) You can apply it to
    your programs, too.

    When we speak of free software, we are referring to freedom, not
    price. Our General Public Licenses are designed to make sure that you
    have the freedom to distribute copies of free software (and charge for
    this service if you wish), that you receive source code or can get it
    if you want it, that you can change the software or use pieces of it
    in new free programs; and that you know you can do these things.

    To protect your rights, we need to make restrictions that forbid
    anyone to deny you these rights or to ask you to surrender the rights.
    These restrictions translate to certain responsibilities for you if you
    distribute copies of the software, or if you modify it.

    For example, if you distribute copies of such a program, whether
    gratis or for a fee, you must give the recipients all the rights that
    you have. You must make sure that they, too, receive or can get the
    source code. And you must show them these terms so they know their
    rights.

    We protect your rights with two steps: (1) copyright the software, and
    (2) offer you this license which gives you legal permission to copy,
    distribute and/or modify the software.

    Also, for each author's protection and ours, we want to make certain
    that everyone understands that there is no warranty for this free
    software. If the software is modified by someone else and passed on, we
    want its recipients to know that what they have is not the original, so
    that any problems introduced by others will not reflect on the original
    authors' reputations.

    Finally, any free program is threatened constantly by software
    patents. We wish to avoid the danger that redistributors of a free
    program will individually obtain patent licenses, in effect making the
    program proprietary. To prevent this, we have made it clear that any
    patent must be licensed for everyone's free use or not licensed at all.

    The precise terms and conditions for copying, distribution and
    modification follow.

    GNU GENERAL PUBLIC LICENSE
    TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

    0. This License applies to any program or other work which contains
    a notice placed by the copyright holder saying it may be distributed
    under the terms of this General Public License. The "Program", below,
    refers to any such program or work, and a "work based on the Program"
    means either the Program or any d

  3. Online DRM. by Anonymous Coward · · Score: 1, Interesting

    "GameDaily has the word that the Chinese gaming market has grown an astounding 68% over last year, largely on the strength of online transactions. Online gaming is the bread and butter of the Chinese and Korean markets, with free-to-play titles the standard and for-purchase in-game items making up the bulk of business income."

    Obviously the fact that piracy is harder has nothing to do with it.

  4. Is it because MMO business model beats piracy? by joeflies · · Score: 3, Insightful

    this model of free gaming but pay (i.e. subscriber-based) content turns the corner of making all the content available on a copyable disk. Thus, although I know personally how crazy the MMO and internet cafes are throughout asia, it seems to me the growth isn't necessarily an upsurgance of interest, but rather a business model that can drive revenue in a heavily pirated environment.

    1. Re:Is it because MMO business model beats piracy? by derforseti · · Score: 1

      In a way this model is actually a clever form of DRM, in that you have all of this entertaining content that can only be accessed within the provided virtual world. Considering an analogy to music, for example, it would be like publishing music that you could only listen to if you plugged yourself into some sort of VR machine.

  5. Anyone surprised? by Cheezymadman · · Score: 0

    Two words for you: Gold. Farms.

    --
    We're all going to die. i intend to deserve it.
  6. Virtual items by jsse · · Score: 1

    Ref: 7.8 RMB ~= 1 US$

    Not only online games, messenger (im.qq.com), forums, chatrooms, etc. could generate revenue from their users by virtual items sales/exchange. Be it clothes, sunglasses, necklace, decorations for your small home, pets, etc. that'd just cost 1 RMB or so for each, a user would at least spent 1 RMB, a million gives a million RMBs, and a million is just a typical user base for even a lousy game/forums that few programmers could have been made. All those virtual items in different places look alike, because they're just copying from each others.

    What is the incentive to buy virtual items? If you don't, you'd look cheap, look unimportant and unnoticable, not to mention some items could give you the edge among the community.

    1. Re:Virtual items by Reason58 · · Score: 1

      What is the incentive to buy virtual items? If you don't, you'd look cheap, look unimportant and unnoticable, not to mention some items could give you the edge among the community.

      In a country nearing 1.4 billion people you would have to spend quite a lot to look important and be noticed.

  7. Why do MMORPGs subsidize gold farmers? by WillAffleckUW · · Score: 1

    I mean, the rate they charge to play WoW works out to a massively reduced rate from that of US customers, when you do the exchange rate.

    And this is why there is growth ...

    --
    -- Tigger warning: This post may contain tiggers! --
  8. Step 4) Take out the competition by StikyPad · · Score: 1

    Let's see.. $995M / (37.5M * 0.9 people) = $29.48 per person.

    Not exactly a get rich quick scheme, especially if you've got a subscription to pay.

    1. Re:Step 4) Take out the competition by Anonymous Coward · · Score: 0

      So if I earn a billion dollars by making a $1 profit off a billion people, you're saying I'm not really rich because my per-unit margins are small? So I should understand that if each Chinese person offered to give you $1, you would think it unprofitable to collect?