I guessed the start ,but i did't guess the end.
Your position:Home->Internet Industry reports for sale-> Online Gaming in China: More than Fun and Games
Table of Contents
Executive Summary
Methodology
Definitions
Introduction or Overview
Regulation & Policy
*Official Administrative Structure
*Official Administrative Evolution
Technology & Infrastructure
*Hardware Network
*Software Piracy
*Payment System
User Demand
*User Demography
*User Behavior
Value Chain Analysis
*Value Chain Structure
*Industry Core Elements
Device Producing
Software Development
Marketing & Operating
Channel Distributing
Internet Bar
*Peripheral Industries
EC
ICP
Media Service
Culture Publication
Peripheral Product
VIT Industry
Telecom Industry and IT Industry
Business Models
*Terminal Devices
Consoles
PCs
Handset
TV
*Software Product
MMOG
Casual Game
Mobile Game
E-Sporting
*Revenue vs. Expense
Revenue Streams
Flat-Fees
Packaged Sets
Subscriptions
Hourly Utilization
Virtual Equipment Upgrades
ISP Revenue Share
Sale of Licensed or Branded Products
Advertising Sponsorship
Expense Allocation
Software License Fee
Marketing Expenses
Revenue vs. Expense = Profit
Average Concurrent Users
Player Consumption Duration
Market Trends
*Market Drivers
New Consumers
Netizen is Still Increasing at a Considerable Speed
Gaming is One of the Most Widely Used Online Services
Paid-for-Play Has Gradually Become Widely Accepted
New Access
Handset VAS Focus is Passing Through 2G to 3G.
Console Vendors Have Released Product for Competition
TV is Supposed to Provide a Better Experience for New Entertainment
New Value
The Industry Value Link of Peripheral Products is Forming
VIT Creates Wealth Beyond the Real Online Game Industry
Demand on Interactive Wireless Broadband Entertainment
*Market Barriers
Regulatory Limitations
Cultural Resistance
International Expansion
Device Producers
Power
Bandwidth
Software Developers
Professional Engineer
Diversification
Game Publishers
Localization
Piracy
Channel Distributor
E-Commerce
VAS
Internet Bar
License
Standardization
Industry Opportunities
*All Kinds of Services for New Consumers
*All Kinds of Business Surrounding the New Online Gaming Access
*The Designing, Producing, Marketing, Distributing, and Selling of Peripheral Products
Market Forecast
*Subscribers
China Online Game Subscriber Forecast (2004–2010)
China Online Paid Game Subscriber Forecast (2004–2010)
*Revenue
China Online Game Market Size Forecast (2004–2010)
China Online Game Peripheral Market Size Forecast (2004–2010)
*Segment
China Online Game Market Size Segment (2004–2010)
China Online Game Market Publisher Segment (2004–2010)
Profiles
*Developer and Operator
ShanDa
NetEase
The9
*Device Producer: LangChao
*Software Developer: KingSoft
*Channel Distributor: Federal
List of Tables
Table 1. Top Ten China Online Games in 2005 (Based on ACUs, PCDs, PCUs, Subscriber and Revenue Rankings)
Table 2. Official Departments and Associations Related to China Online Gaming Industry
Table 3. Policy, Publication, Filing, Conference, Association and Certificate of Core Official Departments in Charge of China Online Gaming Industry
Table 4. Non-Standard Business Licenses and Permits Required to Be an Online Game Publisher in China
Table 5. 11 Games Used for Large-Scale Trials of the Fatigue System
Table 6. The Four Classes of Rating System for the China Online Gaming Industry
Table 7. Licenses Required to Legally Run an Internet Bar in China
Table 8. ShanDa Revenue 2003–2005 (US$ in Millions)
Table 9. NetEase Revenue 2003–2005 (US$ in Millions)
Table 10. The9 Revenue 2003–2005 (US$ in Millions)
List of Figures
Figure 1. China Online Game Subscribers (in Millions) 2004–2010
Figure 2. China Online Paid Game Subscribers (in Millions) 2004–2010
Figure 3. Official China Administrative System for the Online Gaming Industry
Figure 4. Value Chain Structure of China Online Gaming
Figure 5. China Online Game Subscriber Forecast 2004–2010 (in Millions)
Figure 6. China Online Paid Game Subscriber Forecast 2004–2010 (in Millions)
Figure 7. China Online Game Market Size Forecast 2004–2010 (US$ in Billions)
Figure 8. China Online Game Peripheral Market Size 2004–2010 (US$ in Billions)
Figure 9. China Online Game Market Size Segment 2004–2010
Figure 10. China Online Game Market Publisher Segment 2004–2010
Report's synopsisAbstract
Online gaming in China is a big deal. Chinese gamers are motivated by the opportunity to interact and communicate with a variety of other people, particularly those of the opposite sex. There are countless stories of relationships, and even marriages, initiated and fostered in the confines of a virtual game world. Many online gamers in China are also motivated by financial gains that may be derived from their hobby. E-Sporting has gradually become popular among gamers, and official professional players even receive salaries from both official supporting and business sponsors.
That being said, in 2005, there were more than 300 online gaming companies in China chasing after 25.5 million gamers and US$ 0.697 billion in revenue. Less than 15% of these online gaming companies are profitable. Key first-tier players such as ShanDa, NetEase, The9, and KingSoft, account for a combined 80% of the market.
This report is an in-depth analysis of this dynamic market opportunity and includes discussions on user demand, business models, regulatory issues, specific opportunities, market forecasts, and player profiles. Presented are forecasts for subscribers and revenue as well as for lucrative peripheral markets.