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

By Daniel Allen

won't reveal how much Coca-Cola paid to have its logo plastered all over its online basketball game, but admits online advertising now brings in several million yuan a month. T2CN expects income from in-game advertising to rise 20% a month until the end of this year.

In another market development, officials from Shanghai-based Asian gamevertising firm GameGlance announced in January that 



the company had received a $2 million investment from a China-based technology consortium. GameGlance is regarded as the first in-game advertising provider to enter the Asia market, back in July 2005. The company primarily serves advertisers looking to bring titles to the Asian market, with a strong focus on China.

Not wanting to be left behind, Shanda has its own gamevertising plans. Shanda president Tang Jun claims the company is developing an in-game advertising platform, and according to some analysts, Shanda will soon form a joint venture with Shenzhen-based 4A Advertising Agency to further its in-game advertising business.

Online ad boom
Gamevertising aside, the migration of advertising from print to online is an accelerating trend in China's expanding ad market.

"Brands have decided to take the Internet a lot more seriously," said Chris Reitermann, managing director in China for digital and direct marketing shop OgilvyOne, which has about 100 people involved in online marketing on the Chinese mainland.

Online ad spending in China has been growing by more than 75% annually for the past three years, and is expected to top $1 billion this year. While 'Net advertising represents just 2.3% of the total ad market in China at present, the balance is changing fast.

"New media's advertising revenues are starting to catch up, and will surpass those from traditional media within 10 years," commented Cui Baoguo, director of the Center for Media Management Studies at Beijing's Tsinghua University. "There's huge potential for growth."

The shift is giving a major boost to some Chinese Internet players. Advertising revenues at leading 'Net portals grew by 25% or more last year. Sohu.com Inc, China's third-biggest portal, now gets about two-thirds of its revenues from advertising, double the proportion of just three years ago. To attract more ads, Sohu.com has signed marketing deals connected to next year's Beijing Olympics. "Companies want to segment and target their marketing," commented Sohu.com chairman Charles Zhang.

Vagaries of virtual life
Many of us might not realize it, but the virtual worlds that we usually dismiss as frivolous games are becoming regular meeting places for a growing number of people, boasting complex and thriving financial systems that are having an increasing impact on the real world.

In the West, Second Life (SL) is an increasingly popular 'Net-based virtual world by software company Linden Lab. "Residents" interact with one another through motional avatars, providing an "advanced level of social networking combined with general aspects of a metaverse". SL statistics claim that more than 144,000 customers spent money "in-world" last December.

Even though Second Life's first "millionaire", Anshe Chung, is from China, and the Western virtual world is attracting the attention of a growing number of Chinese, SL has yet to arrive officially on the mainland. However, China now has its very own home-grown rival to SL in the form of HiPiHi.

HiPiHi, founded in Beijing in October 2005, is a privately held company funded by Guangcai Investment Group. It is unique in China, and the second company worldwide after Second Life offering a truly interactive and open-ended experience to online users. The Second Life-like three-dimensional virtual world has just started a period of beta testing, during which time 100,000 invitees will become the first residents of the HiPiHi world.

Hui Xu, founder and chief executive officer of HiPiHi, was the general manager of MyWeb China and was nominated as one of the Top 10 China Internet Heroes in 1999. He said, "It is absolutely a misunderstanding of the virtual world if people think HiPiHi is a copycat of Second Life. The virtual world is not just a 3D environment, but a complicated social system including the property policy, financial policy, etc. HiPiHi is born in China; we really hope it can embrace our own culture."

Because of the current lack of credit cards in circulation, for many Chinese consumers the introduction to e-commerce comes through the use of virtual currency. Several hundred million dollars' worth of virtual currency was purchased last year, and the size of the virtual-currency market is growing 30% annually. The numbers have become so large that the Chinese government has issued warnings about the effect virtual currency can have on China's financial stability - money-supply problems, inflation, and avenues for money-laundering (see China's virtual currency threatens the yuan, Asia Times Online, December 5, 2006).

Tencent, the provider of the leading QQ instant-messaging service and leading online game host, is China's virtual-currency leader. Its customers can purchase Q-coins using cash, through mobile-phone cards offered in tandem with China Mobile or, until recently, by winning the coins in online gaming competitions.

Cutting-edge media are quickly penetrating all levels of Chinese society, and developments in technology are redefining the way companies advertise their products and collect revenue. The new business environments that the Internet, interactive games and cyberworlds are creating are fast translating into real-world money.

Surfers and hooked gamers are captive audiences, perfect targets for brand promotion and willing to spend larger and larger sums on "virtual" items. Companies that ignore the increasingly digital lifestyle of their consumers do so at their peril, especially in China's increasingly sophisticated digital markets.

Daniel Allen is a freelance writer and photographer from London who has lived in China for the past three years.

(Copyright 2007 Asia Times Online Ltd. All rights reserved. Please contact us about sales, syndication and republishing.)

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