Online gaming industry Brewing change China is expected to become the first country of online games

Source: Internet
Author: User
Keywords Eric Web games 2008 online gaming industry
China's market share is expected to surpass the latest in the U.S. market survey in full analysis of the situation of the global online gaming industry, in 2009 China is likely to surpass the United States as the world's first big game. Eric believes that the current number of ranked first in the United States domestic games online users Limited, through the game to export the right gold is its most important income, and from the recent U.S. product reserves, "World of Warcraft" has gradually entered a recession, the quality of new products can not reach the height of "World of Warcraft",  So Eric thinks the United States will have a gradual decline in global share over the next few years. Third-ranked South Korea differs from the US in that some of its income comes from the supply of its users, and the main direction of exports is in South-East Asia.  In recent years, the enthusiasm of Chinese users for Korean games has fallen sharply, which also greatly affected the income of the Korean gaming industry, so the market share of Korean games, although not a large-scale decline, but also did not show signs of rising, so South Korea will remain in its current state. To sum up, the game export obstruction is leading to the United States and South Korea market share of the main factors, and China's game income mainly from the user supply, as long as the number of users do not appear, the Chinese online games market share will not fall.  Eric therefore analysis that in 2009 China is likely to surpass the United States as the world's first big game. Market share for the first time in the second latest market survey shows that 2008 China's online gaming market accounted for about 27% of the world's share, ranked second, the United States topped 29%, South Korea 21% ranked third.  China's market share for the first time more than South Korea ranked second. In terms of the income composition of the three countries on the list, America's revenue comes mainly from game exports, while South Korea's exports and domestic operations are in tandem, and most of China's income comes from domestic operating income.  In other words, the U.S. and South Korea's income is also a large part of the Chinese market.  2008 China's online game market size of 20.78 billion yuan, an increase of 52.2%. Online gaming industry after 10 years of rapid development in 2007 peaked, although in the next 3-5 years, will also maintain more than 20% of the growth rate, but the overall development of the industry will tend to be smooth. Iris analysis that the future development of the online gaming industry will be diversified, multi-platform, market growth will be mainly from the user group to open up rather than the depth of the user excavation, the 2012, the market scale of online games will reach 68.62 billion yuan. [Page] 2010 Web game users will break 20 million people in 2007 China's web game user size of 2.5 million people, to 2008 users to 9 million people, an increase of 260%. Conservative estimates, the next 3 years, the number of users of web games in the annual rate of 5 million people to grow,  It is expected to exceed 20 million by 2010 and reach 20.2 million people. Due to the recent domestic web game new products do notBroken out, but domestic monitoring has not been fully followed, so many small and medium-sized Web game coverage number is not included in the existing user size statistics.  Eric analysis that, considering the Chinese small-scale web game users, 2008 Chinese web game users are expected to have exceeded the tens of millions mark. Through in-depth interviews and exchanges, Eric found that the industry is generally optimistic about the development of web games, some industry people expect, compared with 2007 domestic 2008 web game users at least two to three times, the growth is due to the low threshold of web game entry, attracting many small and medium-sized teams to join the ranks of research and operations,  When the number of operators and products increase sharply, the whole market will also be fully mobilized to form a trend of doubling. Multi-machine game development conditions tend to mature from the development trend of China's online games in the next few years, large multiplayer on-line game MMOGs will continue to grow by about 10 billion a year, and always maintain more than 80% of the market share, is a well-deserved "mainstream game." On the other hand, as user demand tends to diversify, new game forms, game terminals will also gradually enter the market, which will be the most representative of IE as the carrier of the web game and mobile phone-oriented mobile terminals brought by the game revenue.  From 2008 onwards, the Web game market revenue has exceeded the platform game, reached 500 million yuan, and mobile games as the representative of mobile terminals in 2009 when the arrival of the 3G era, is expected in 2009, this part of the income will reach about 300 million yuan.  A variety of network games have market Eric Consulting according to the current mainstream network game types and characteristics, the network game into large multiplayer online games, multiplayer online games, platform games and web games, and according to the game terminal will be mobile phone games are also listed as one of the types of online games.  Multiplayer Online game mog (multiplayer on-line Game), the game process usually has the time and the space limit, this kind of game generally uses the turn system the way, the player can control the game time in the short time repeatedly to carry on the game. Compared with the previous year, the 2008 Chinese game users in terms of age show the situation of both ends, that is 18 years of age users and users over 40 years of age increase significantly, and the original network game of the main crowd 18-30-year-old users of the proportion is significantly reduced. [Page] Eric believes that the main reason for this phenomenon is: in the early days of online games, the main users, that is, about 25 years old users are in the cause and family stress stage, which has a large number of users due to time and family reasons, gave up the habit of playing online games, which directly led to a decline in the proportion of users.  On the other hand, users under the age of 18 and over 40 years old have more free time, so the proportion of users playing games is gradually increasing. This year's online games market dark brewing changes in China's online gaming industry is also relying on a single star products to pull corporate revenue status, once the product appears to have slipped or successfully launched anotherStar products, will have a huge impact on the rankings, this from Tencent in the late 2008 years by virtue of the "underground city and the Warriors" outstanding performance of the rise can be seen, the top 10 differences between enterprises only a product, so the analysis of the operator's share in 2009 will also appear a big variable. The survey shows that 2008 China's online game market size of 3.04 billion U.S. dollars, accounting for about 27.1% of global online gaming market revenue, 5.9% higher than 2007. Eric's analysis of the market tells us an encouraging message: from the development trend of global online games, China's market share will also increase by about 5% per year, is expected by 2012, China's market share will be close to 50%, to 46.9%.
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