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    China Business
     May 12, 2007
Page 1 of 2
Rising fortunes in China's electronic world
By Daniel Allen

Young, profligate and tech-savvy, they currently have Western and Chinese marketers drooling. The growing generation of "Chuppies" - Chinese yuppies - is surfing China's wave of rampant commercialism, pushing the electronic envelope as they express their newfound freedom. Aiming to connect with and control this multitude, companies across the board are increasingly relying on digitized products and promotional strategies.

It is estimated that Chinese youth will become the most powerful



purchasing force in the world within the next 20 years. In China's current environment of evolving technologies and media fragmentation, these consumers are in command of their buying behavior and entertainment choices more than ever before. As increasing numbers of Chinese go online to work, play and offload their disposable income, China's e-revolution is throwing up fresh opportunities and challenges to marketers, and spawning new ways for the nation's netizens to escape the mundane reality of non-virtual life.

China now has an estimated 140 million Internet users, spending nearly 2 billion hours online each week. The country experienced a 47% increase in total online spending in 2006, surging to 276.8 billion yuan (US$35.5 billion), according to a survey recently released by the Beijing-based Internet Society of China. Hu Ying-ping, lead researcher at the society, commented: "The most important trend in 2006 has been the role played by Internet users. They are the driving force behind all Internet service applications."

China's Internet market really took off in 2005 after it reached an 8.5% penetration rate, fueling acceleration in advertising spending and the diversification of online services. Chinese Internet users are now spending an average of 170 yuan a month online, including payments to online service providers, retailers and game providers. Revenues from online advertising (4.98 billion yuan) and online gaming (5.96 billion yuan) in 2006 were up 51% and 62% respectively over 2005.

Game on
It doesn't have the fanfare of digital music downloads, nor does it attract highly visible public controversy like Internet gambling. However, as sales of "boxed" games at retail outlets plummet, online gaming has quietly become the monster of the Internet, with global revenues expected to top $10 billion this year. Already attracting more than $300 million a year in advertising investment, the gaming industry is seen as the next big marketing opportunity - nowhere is this opportunity bigger than in China.

Internet gaming in the Middle Kingdom has become a huge business in the blink of an eye, with the industry expanding sevenfold in the past five years. As fierce battles rage on the computer screen, few of China's online game junkies are aware of the corporate battles being fought for their attention, and for an end-game now worth billions of yuan a year. Safa Ratschy, an analyst for investment bank Piper Jaffray, predicts that China's gaming population could soon jump to 80 million. Over the next four years, sales are expected to see compound annual growth of 16%, surging from more than $800 million last year to nearly $1.8 billion by 2010.

In a recent move to increase revenue, many Chinese game providers are now offering games for free, aiming to generate income by charging for other services such as "in-game items" and "premium features". The move by Shanda, China's top online-game provider, to stop charging gamers for game time initially backfired, with the company reporting a huge loss in the fourth quarter of 2005. However, by late last year the company was posting record profits.

The world's largest publisher, Electronic Arts (EA), was recently rumored to have bought a 19% stake, worth $200 million, in China's The9 Ltd Media, which distributes the massively popular World of Warcraft series. The deal, when confirmed, would represent a huge investment by EA into the Chinese game market, with the vast majority of its revenues coming from online gaming.

'Gamevertising' growth
As advertisers recognize a growing need for a closer interaction between the brand and the consumer, the search for any potential touch-points that can effectively deliver the brand message is ceaseless. In-game advertising, or "gamevertising", gives access to the elusive 18-to-34-year-old affluent male market, as well as teenagers and a surprising number of women.

China's best known in-game advertising company is Captiv8, founded by former ESPN China ad executives in 2004. The company recently received its first round of venture-capital funding, and has already proved its advertising platform in real-life testing. Last September, Tencent's popular QQ Game used Captiv8's platform for hosting China E-Sport Games (CEG). Tencent's instant-messaging platform QQ regularly sees more than 25 million concurrent users, and its integrated QQ Game platform saw a peak of 3 million concurrent users this March.

Upstart Shanghai-based game provider T2CN has also teamed up with corporate sponsors to embed advertising in its games. T2CN 

Continued 1 2 


China's Internet outlook cools (Mar 23, '07)

 
 



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