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2006-2007 Annual Report on China's Online Game Market

With our professional knowledge, we provide in-depth market information tailor-made for our clients to enable them to achieve a win-win situation in their investments. If there is any opportunity for cooporating with us, please contact:
Business manager: Mr. Frank Kong
Tel: 8610-6561 5818-816
Fax: 8610-6561 1690
Mobile Phone: 13146995043
Email: frank.kong@isino.com.cn/
MSN: frank733@gmail.com
QQ: 240246974
 
Form of report: PDF file, around 15,000 English words
Author: Internet Industry Research Center, CCID Consulting
Price: USD1,700 for hardcopy version and USD1,900 for digital version
Research fields: online games; leisure online games; RPG online games, game players, consumer behavior
Enterprises involved: Shanda, NetEase, the9, Kingsoft, ztgame, 9you, ourgame, Tencent...
 
Report Highlights
In 2006, China's online game market was unexpectedly brisk. After being overtaken by NetEase in revenue, Shanda tried to catch up. The position of market leader was not holy any more. Several rivals put out the slogan of surpassing NetEase, and they had strong impact on market leaders.
Changes in the structure of market competition show that China's online game market is far from mature yet. In 2006, the market surged 48.9%. The field of MMORPG represented by the World of Warcraft remained firm, Cute games became focus of competition, and leisure games continued to store up potential. Although increasingly stern market regulation did not hinder the growth of the online game market, the transformation revolving around the theme of "being positive and healthy" became part of game vendors' social responsibility.
The development trend of the online game market is still unclear. Who will determine the trend of online games? Policy, vendors, or player?CCID Consulting answer the question by releasing the 2006-2007 Annual Report on China's Online Game Market, which helps vendors, investors and operators discern the present situation more clearly in the following aspects, to grasp the future more accurately:
The report compares the present situation of the market in leading countries and regions around the world, grasps the internationalization features of online games, accurately identifies the lifecycle that China's online games market is in, and analyzes the development trend.
Backed by full and accurate market description data in the dimension of product types and regions, to paint a true picture of the market in detail and as a whole.
It elaborates on leading operators' performance in 2006, sums up enterprises' successes and losses in the dimension of market share, market situation and market strategy, and reviews the makings of leading players.
After presenting in-depth quantitative forecast of the market, it conducts modeling regression and expert verification for the entire market and market segments, and derives valuable trend analysis and quantitative results.
Moreover, the report examines impetuses and obstacles to the market segments, conducts multidimensional analysis of user demand.
 
Framework of the Report
Main Conclusions
Key Findings
I. Overview of the Global Online Game Market in 2006
(I) Market Size and Characteristics
1. Market Size and Growth in 2006
2. Market Characteristics in 2006
(II) Major Countries & Regions
1. U.S.A.
2. Europe
3. Korea
4. Japan
II. Overview of China’s Online Game Market in 2006
(I) Market Size and Characteristics
1. 2002-Market Size and Growth in 2006
2. Market Characteristics in 2006
(II) Analysis of Market Structure in 2006
1. Brand Structure
2. Regional Structure
3. Channel Structure
4. Product Structure
III. Forecast of China’s Online Game Market, 2007-2011
(I) Trend of China’s Online Game Market, 2007-2011
1. Products and Services
2. Channels
3. Marketing
4....
(II) Forecast of the Size of China’s Online Game Market, 2007-2011
(III) Forecast of the Structure of China’s Online Game Market, 2007-2011
1. Regional Structure
2. Channel Structure
3. Product Structure
IV. Study of Market Segments/Analysis of Factors Affecting China’s Online Game Market
(I) MMORPG
1. Competition Situation
2. Impetuses
3. Obstacles
(II) Leisure Games
1. Competition Situation
2. Impetuses
3. Obstacles
V. Competition Situation in China’s Online Game Market
(I) Overall Competition Situation
1. Competition between Existing Vendors
2. Potential Entrants
(II) Leading Vendors' Competition Strategies
1. Shanda
2. NetEase
3. Ninetowns
4. Ztgame
5. 9you
VI. Study of User Demand for Online Games in China
(I) Present Situation of Game Players
(II) Preferences for Game Types
(III) Players' Habit
(IV) Potential Demands
VII. Recommendations from CCID Consulting
 
List of Figures
Size and Growth Rate of the Global Online Game Market, 2002-2006
Product Situation of the Global Online Game Products
Size of South Korea's Online Game Market, 2002-2006
Size of China's Online Game Market, 2002-2006
Number of Paying Online Game Users in China, 2002-2006
Comparison of the Development of Online Game Products in 2006 (by Number)
Comparison of the Development of Online Game Products in 2006 (by Revenue)
Comparison of Major Product Types in China's Online Game Market in 2006
...
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