China's large-scale online games users up to 69 million leisure games growth rapid

Source: Internet
Author: User
Keywords User size online games number of users casual game user growth
November 24 Morning News, China Internet Network Information Center (CNNIC) released today, "2009 China online game Market Research Report", the survey showed that in 2009 China's large online game users of 69.31 million people, compared with 2008 growth of 24.8%.  Casual game user growth has rapidly become the main driving force for 09 growth, the 2009 large-scale leisure games and large-scale role-playing games used in the proportion of 67.9% and 61% respectively.  At the same time, the CNNIC survey also found that minor users to Internet cafes as a percentage of the use of online gaming sites as high as 46.4%, of which 25.7% of the minors to Internet cafes as the main use of the site. User size of 69.31 million women into the future growth momentum in the impact of the economic crisis has not completely dispersed in 2009, China's online game market has maintained a steady growth trend.  CNNIC's survey of users who have used at least one large multiplayer online game product every month shows that the number of Chinese online game users has grown by more than 69.31 million in 2009, up 24.8% per cent compared with the size of 55 million of users in 2008. CNNIC Report analysis pointed out that this is because China's online gaming industry has a huge accumulation of capital, more than the real industry funds occupy less; On the other hand, the network game is the user's high degree of adhesion and low cost of service, so the industry affected by the economic crisis is mainly concentrated in the capital market level,  The actual operation has little impact. The rapid development of large-scale leisure network games has promoted the growth of users in the 09 years, the scale of 2009 large-scale casual games users reached 47.06 million, compared with 2008 39.29 million of the scale of 19.8%, large role playing game growth rate of 11%.  At the same time, the development of casual games also indirectly led to the growth of female online game users, survey data show that the current number of women online game users in China has reached 38.9%. Cnnic analyst Liu that women have become the main driving force for the growth of China's online game market. With the growing sophistication of the online gaming industry in China, the product line of online games has been perfected, and the development of female users ' market has been well founded. With the previous network game market directly to "fight", "practice level" as the main content of the situation, dance, racing and other recreational games, the rise of the great promotion of female online game users of the growth of market trends, if the game has been the product of female game user growth, The future will present a mutually reinforcing market situation. [Page] Teen users are still the dominant group of online games. The CNNIC report survey showed that among the overall online gaming users, the 10-19 age group had the largest user base, accounting for 46.1% of the overall online gaming users. In contrast, the students in the school are the largest group of Chinese online game users, accounting for the overall37.2%.  CNNIC survey also found that up to 46.4% of minors to internet cafes as a place to use online games, of which 25.7% of minors to internet cafes as the main use of the site.  Liu said that the network game to the youth-dominated pattern is difficult to change in the short term, this is mainly because the young people get respect, sense of belonging and self-realization and other high-level spiritual needs are difficult to meet in reality, so they often rely on the virtual space of online games to obtain this satisfaction. At the same time, families and schools lack the necessary guidance and education for teenagers in online games. CNNIC survey shows that 70% of minors online game users of the parents of online games have no clear attitude, more than 30% of the minors online game users in schools have not received online game-related guidance. The characteristics of online games such as "Low user age, high cost users, more Internet café users" and so on in rural areas are more prominent. All these show that the education of online games for minors in our country needs to be improved. (Wood)
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