Middle East Game Market Survey: Opportunities, Challenges and lessons learned

Source: Internet
Author: User
Keywords Web games game makers World of Warcraft online gamers Bbgsite spacetoon
Region overview Arab world map and country distribution * Total population: 338 million total area: 13900 sq km * 21 countries contain many commonalities, but there are also many differences * commonalities include: 1, all advocating humble values and strong family values 2, religion: All profess Islam or Christianity 3, language: all speak Arabic * differences include: 1, social culture 2, economic development level 3, science and technology level region economy * purchasing power parity (PPP) is a measure of household purchasing power is an economic indicator * The region PPP indicator range: 1, the highest UAE 49600 U.S. dollars (  Global third) Qatar 29800 US Dollar (28th) Bahrain 25800 2, lowest Syria 4200 dollar Sudan 2400 dollar Yemen 1000 US dollar 3, and the middle distribution of the region contains some of the world's richest and poorest countries in the region social conditions Age group total population of 213 million 64% 30 years older than 30 years old 122 million 36% male population 173 million 51.7% the region's scientific and technological status indicators total Internet penetration (percentage of population)-2007 10.5% Internet users-2008 37 million Internet user growth (2000-2008) 1450% 2010 estimated internet users 58 million broadband users-2007 2.6 million (Up 50% from 2006) 2010 estimated broadband users 6.4 million the region's technology situation-broadband * the Region started broadband access three years ago * Most countries in the region have started to massively increase their spending on broadband infrastructure (including 3G and DSL networks) 1, and the average number of broadband subscribers per country is growing at an annual rate of 50-120%.  The number of users in Saudi Arabia's DSL has increased by 480% in 2005-2007 years. 2, by 2010, the expected number of 3G users will reach 3,000,003, 6 countries in the region cover WiMAX network technology situation in the region-Internet cafes * in countries with smaller bandwidth, internet cafes are popular among young people * after 7 o'clock, internet cafes can buy out/pack night * Internet main activities include 1, language  Audio and video chat 2, play multiplayer sports: Need for Speed, FIFA first person shooting category: Call of Duty, CS, Alloy equipment Strategy: Warcraft, Command and conquer the state of science and technology in the region-PC * PC is the main game platform * 3D game main player group is teenagers, play in internet café or home  * High-end, inexpensive, locally assembled PCs are popularHigh-end cpu-2g memory -512m Graphics-17-inch display about 600 USD in the area of legal and regulatory policy * All is allowed the region has no game-related legal or regulatory policy * But, it also means that everything can be banned. * It's hard to predict which are allowed and which are forbidden * There are multiple regulatory bodies 1, religious institutions 2, government departments 3, the public in the area of legal and regulatory policy-fulla * Fulla Toys 1, is a Barbie doll with the local culture derived from the replica 2, is with the Middle East characteristics of the brown skin Toys 3, is a symbol of "good and loyal"  Toy * Fulla is the leading brand for all girls ' costumes, decorations and teaching supplies * Over the past four years, over 4 million toys and 10 million ornaments and costumes have been sold * The global Media (BBC,HERALD,CNN) has 4,000 articles on how Fulla will drive Barbie out of the market * Fulla Reasons for Success 1, Fulla no boyfriend 2, Fulla is not blond 3, Fulla dress more conservative mean 4, parents encourage their daughter to buy all the Fulla brand of things in the area of online games * Probably estimated: There are 450,000 large online games players,  1 million web gamers * Most players are playing World of Warcraft and some first-person shooter games * There are 36.5 million Internet users * percent: ~0% * In short, the Arab world is an untapped potential for a huge network game market in theory * the area online games should be very popular because 1. The proportion of people under 30 years of age is the highest in the world, network activities to reach 64% 2, children, adolescents and young people are mainly: chatting, socializing and playing multiplayer Games 3, Internet usage is very high, broadband development quickly why can cause this situation: in this market run the game manufacturer few 1, need to play local And according to the cultural characteristics of the changes 2, the need to popularize the concept of online games operating in the region of the game manufacturer * Gravity Middle East Division 1, 2005 Operation 2, planning Operation Ragnarok2 3, is currently carrying out the RAGNAROK1 of the beta * Web Game 1, There are several games: Travian, Bite Fight, Gladiatus, etc. 2, because of the small number of large online games, so these web games have been a great success * There is a Chinese gaming company announcing the release of several games in the region * Game Power 7 1, November 2007 Started Operation 2, on December 25, released the first 3D network3, is actively seeking other games to cooperate with the game manufacturers face the challenge * User Education Level 1, less than 10% of young people know what a game is and how to play 2, most of them only know the name (such as World of Warcraft, Silk Road, etc.), but do not know the specific content * for localization and cultural requirements higher 1, the conversion of the language is difficult 2, game story is out of tune with local culture 3, game characters clothing problem may cause the sensitive reaction in several countries * Payment mode 1, credit card: not popular, rarely used for online payment 2, Payment card: Payment card is very few, difficult to get 3, mobile payment: operators to receive 30-75% payment fee!!!  * Download speed limit 1, most of the broadband speed is lower than 256Kbps. * Internet Data Center 1, reliability: A good IDC that can provide online gaming services hosting very few 2, cost: Broadband and server configuration is very high cost * lack of official statistics and market Research 1, the main investigative agencies do not have the area of the local game Survey report 2, we use all statistics are through my   Local offices set up to collect the Outlook 2008 2010 2013 Internet users 3600万5800万8800万 online games players number 45万580万1760万 online game players accounted for the proportion of ~0% 10% 20% Albanian Rappelz Status * December 2008 First Beta * January 2009 Second Beta * February 2009 Public Test * Start commercial operation in March 2009 * We expect the problem 1, the player has been asking, "when is this game over?" "2, the player has been asking," How can I shoot when I can't aim?  "3, Payment card (point card) Issue 4, internet cafes and game stores refused to cooperate, because they do not know what the online games ... * Few players at first: probably only 250 players took part in the first beta. * Growth rate: CCU (simultaneous number of online players) has increased by 166% in the past two months; UV growth in the past two months 255% * ARPBU (per user average) high * estimated users will reach 100,000 R by the end of 2009 Appelz localization * Localization and culture 1, combining local cultural background to translate 2, the myth color of the game background story: Respect local religious custom, remove the myth story that is apt to be controversial, avoid cultural taboo 3, the character name should conform to local culture 4, the character clothing should conform to the local culture Rapp Lessons learned from elz--* to allow players to buy games through the store-big departmentNo users can download from the Internet * to issue a kind of payment card-users can not pay online * to increase the cost of marketing investment, used to teach users and marketing 1, users do not know the game "when the end" 2, so far, in the Arab language version of the Rappelz has invested 1 million U.S. dollars in marketing costs Group Introduction Weiss Investment company Subordinates: 1, media: Spacetoon &SPACE Power TV and radio channels, Spacetoon Studios, Tiger Studios and Venus Studios; Spacetoon Magazine, Intera Ctive Records; Spacetoon.com–spacezee website 2, trade: New Boy, Sweet Toon, Spacetoonat, pedia Tech 3, real estate: Spacetoon shopping mall, Spacetoon theme public Park 4, Games: Game Power 7 Spacetoon TV * Free broadcast satellite TV channels, Arabic, English, Indonesian, Hindi, Russian, Persian * Children's education Entertainment cartoon channel * has the world's largest Arabic dubbing cartoon library * 85% the mother said he Their children are encouraged to watch the Spacetoon channel because they play "educational Children's Program" * Spacetoon's own studio to produce cartoon programs with intellectual property rights 1, authorized by other media companies 2, entrusted by international organizations, to convey global development information to children Spacetoon . com * is the highest-ranked Albanian children's site * is the largest Albanian children's site, including education, news, entertainment, interactive and other content * with 85,000 active registered users * 7 million times a day click Other media * Spacetoon magazine * Spacetoon broadcast * Media Production: Spacetoon Studios, Tiger Studios and Venus Studios * SPACETOONAT (Chain store) * Sweettoon (Child nutrition Products) * Pedia Tech (scientific content) * New Boy (toys and learning materials) S Pace Power * FREE Satellite TV channel * For young people in Arab countries * is a groundbreaking channel, is the region's first such television channel * to the audience to disseminate education and entertainment information * content including sports, music, movies, social documentaries, news, talk shows, games and robots Program etc * also includes monthly magazine and a social networkStation * Launched in April 2008 in Korea Partners: Nflavor * in the region operating Rappelz * is the first company to cooperate with us to localize the online games * is planning for the future of other cooperation plans * has a complete framework of cooperation 1, the global Games Show 2, in the global Hosting Games 3, running and developing the game around the world
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