US investment report says Chinese online gaming industry starts bottoming out
Source: Internet
Author: User
KeywordsChina online Games
Beijing time June 30 morning news, according to foreign media reports, U.S. investment company Auriga Tuesday in a survey report, China's online gaming industry, although in the past few months suffered a downturn, but now has bottomed. The Chinese game market is entering a new era, and the game operators are ready to meet the new challenges, the inevitable take-off again. In response to the 2008-year global economic crisis, China's online gaming industry has the most eye-catching performance. But in recent quarters the industry has not been performing satisfactorily. The main reasons are as follows: 1 The investors fled the game market after taking profits, 2 the market changed radically, and the game operators were adjusting; 3 The market is expected to introduce new regulations, which often hinder the continued growth of the market. However, we believe that the game market is entering a new era, the inevitable take-off. In all game stocks, Shanda (Buy) will turn, NetEase (Buy) will erupt in the short term, and perfect time and space (holding) potential is huge. The negative factors that affect game stocks-market sentiment, business fundamentals, and policies-will affect the performance of the game stocks. At present, there are no other new adverse factors. Profit-taking after vomiting fled the gaming market, with investors taking profits and vomiting leading to a fall in share prices, while internet advertising and the online tourism industry continued to develop. In the past 9 months, game shares have fallen by an average of 45% per cent, up 171% from November 2008 to the third quarter of 2009. In the same period, online travel stocks surged 294%, while internet advertising stocks rose 93%. During the period, online gaming shares lost 5 billion of billions of dollars, while Internet advertising unit increased 10 billion U.S. dollars, and an increase of 3 billion U.S. dollars on line tourism stocks. But since the game shares have reached 11 times times earnings, the record is the lowest. As a result, investors will not continue to flee the gaming market. After all, the market rose still at 20%. Fundamental changes in the past 9 months--in the past 9 months, every game operator has faced a certain challenge due to the fundamental adjustment in the market. The grand flagship game "Blood Legend 2" appears to have slipped and new game development has been hampered. NetEase flagship game "Dream West Tour" is also depressed, and perfect time and space is also struggling for sustained growth. These changes are mainly derived from the user's demand for high-quality games and the lack of innovation by the game operators themselves. After 10 years of development, gamers have long been sophisticated. Moreover, the current game revenue model forces operators to constantly develop and launch new games. In any case, over the past 9 months, game operators have adjusted their business strategy to better suit the needs of the market. Grand in the Perfect "blood Legend 2" at the same time is actively developing new games, NetEase is waiting for "World of Warcraft" the latest version of "Wrath of the Lich King" approval, perfect time and space also in the great efforts to develop new games. We believe that these game operators are ready to meet new challenges. The negative impact of the new policy – last week, the Ministry of Culture issued some regulations for the gaming industry, but the bigIt is a reaffirmation of the old rules, with only a small number of new policies and no adverse impact on the gaming industry in the short term. We do not believe that there are any new adverse factors at present. The current gaming market is safe and less affected by the economy: Game ARPU (per-user average) are less economically influential-the game's ARPU is insignificant compared to household income. CEIC Chinese database data show that the average monthly income of Chinese urban households is RMB 6453, while the game ARPU is only RMB 100 to 300 yuan per month. More importantly, most gamers are young and only children, and their parents and grandparents will not cut their pocket money unless there are special events. Gamers continue to grow-the number of Internet users has grown largely dependent on the growing numbers of gamers, and China Internet Information Center (CNNIC) data shows that new Internet users see online gaming as the main reason for surfing. By the end of 2009, the number of Chinese netizens was 384 million. By the end of April this year, the number of online gamers in China was 105 million. Money is plentiful-China's online gaming company has plenty of money. Shanda has 1.5 billion of dollars in cash, NetEase has 1.1 billion dollars, perfect time and space with 276 million dollars. In addition, the online gaming industry can achieve a quarterly revenue of 50 million to 70 million dollars. So, despite the economic downturn, game operators have enough money to support day-to-day operations.
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