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    China Business
     May 19, 2007
China scores in online games battle
By Olivia Chung

HONG KONG - China's online-games producers have managed to turn defeat into victory two years after they declared war on foreign domination in an industry that is expected to be worth more than 10 billion yuan (US$1.28 billion) in 2008.

According to US-based market research firm IDC, China's revenue from online games reached $817.5 million last year, up 73.5% from 2005.

Bryan Yuan, IDC's analyst responsible for digital entertainment



market research, said China's home-grown online games performed so well that they have taken the lion's share in the market for the first time, defeating their European, US and South Korean rivals.

"The steady growth witnessed the revenue for domestic online games [reach] as high as $529 million in 2006, accounting for 64.8% of the entire online gaming market in China. By comparison, the performance of European and US online games, represented by World of Warcraft, failed to see any significant progress, while the market share of South Korean online games shrank," Yuan said.

Foreign online-game titles accounted for 70% of the $290 million revenue in China in 2004, according to China Game Publishers Association HK, which also expected sales in the online-games market in the country to reach 10 billion yuan in 2008.

At present, the most popular games in China include NetEase's Fantasy Westward Journey, a game based on the 16th-century Chinese classic Journey to the West, which has 1.5 million peak concurrent users (PCUs); Zhengtu Network's in-house-developed role-playing game Zhengtu Online, which regularly records 860,000 PCUs; and Nineyou Information Technology's dancing game, Audition, licensed from a South Korean game company, which records more than 800,000 players at peak times.

They are followed by The9's World of Warcraft (WoW), developed by US-based Vivendi Universal subsidiary Blizzard Entertainment, which has 680,000 PCUs, and NetEase's Westward Journey Online II, which has 600,000 PCUs.

Sze Yan-ngai, convenor of China Game Publishers Association HK, attributed the success of domestic online games to the success of domestic online companies, which have a better understanding of people's tastes and the government's regulatory barriers affecting the import of foreign online games.

"China's online game market was previously dominated by foreign developers, South Korean in particular, as China and South Korea have lots of cultural similarities," he said. "But South Korean games have been criticized for being manufactured in a rough and slipshod way."

Both China's biggest online-game provider, NetEase.com, established in 1997, and the second-biggest, Shanda Interactive Entertainment Ltd, established in 1999, are mainland operators that focus on running domestically developed games.

William Ding, NetEase founder and chief executive, says domestic games based on Chinese culture are more suited to Chinese customers' tastes. He said: "For Chinese people, home-grown games are like tea and the imported ones are like coffee. Most Chinese will choose tea, I think."

At present, there are about 150 domestic or joint-venture online-game operators, including those doing game development and licensing, with 30 allowed to market and distribute online games developed by foreign and domestic software companies.

As well, the General Administration of Press and Publication (GAPP), which regulates China's burgeoning online-game industry, has implemented policies to help domestic game producers win a bigger market share.

"Since 2005, only 10-20 foreign-made games per year have been allowed into the mainland market, far fewer than the 40 or 50 that were imported before," Sze said.

He added that so far this year, only about four foreign-made games have been allowed to enter the mainland market.

GAPP also encourages domestic online-game producers to develop games on nationalistic themes, expecting 100 games based on Chinese history and heroes to come out between 2005 and 2009.

Sze said the increasing licensing prices also make importing foreign online games a risky and costly business.

"It costs online-games companies several hundred thousand US dollars to license a game from an overseas company, in addition to a revenue-sharing agreement, so domestic online companies prefer spending the money on game development, which has led to the flourishing of domestic online games," he said.

Meanwhile, different corporate management between domestic and foreign companies has stalled the development of the latter. For example, Taiwanese companies Softworld and Softstar, two major online-game operators in mainland China in 2000, have gradually moved their operation from the mainland back to Taiwan, Sze said.

However, foreign producers are not so quick to give up. Some companies, such as the French firm Ubisoft and US-based Electronics Arts (EA), which once balked at entering China's piracy-plagued market, have stepped up efforts to expand in the country.

Last July, EA joined Guangdong Tianyue Network Technology Development to introduce its popular casual game Pogo to China. EA has also licensed Guangdong Tianyue to operate a three-dimensional online racing game called Tales Runner.

Bruce Hack, CEO of Los Angeles-based Vivendi Games, was quoted by China Daily as saying that three of his company's four units - Blizzard Entertainment, Sierra Online, and Vivendi Games Mobile - are all thinking about introducing new games into China.

Hong Kong-listed Finet Group announced on Wednesday that it acquired Chinese online game firm Hangzhou Tianchang Network Technology Co for 200 million yuan.

George Yu, chairman and chief executive of the financial-information provider, expected Hangzhou Tianchang's income to reach more than 100 million yuan in 2008 from 40 million this year, given the promising online-game market in China.

According to IDC, the Chinese population of online subscribers who pay for gaming totaled 17.03 million by 2006 and is forecast to reach 39.46 million by 2011.

Yuan said paid users remain dominant among online game users and average spending shows an upward trend. According to results from the IDC 2006 China Gaming Industry Survey, 36.1% of users paid for online gaming while 25.2% played games free of charge. Among the players who didn't pay for the game itself, 22% did not generate any related expenditures, whereas 13.6% bought commodities while playing free games.

However, Yuan warned of challenges facing Chinese online-game companies, which include lack of experienced programmers and funding.

"The China gaming industry is still young and many newly recruited programmers lack training and experience ... Game design and planning are largely characterized by imitation, which needs improvement, and fierce competition gives rise to a high employee attrition rate," he said.

To raise funds, three leading online-game companies in China - NetEase.com, Shanda and The9 - listed on the Nasdaq stock market in 2000, May 2004 and December 2004 respectively, which earned revenue of $284.11 million, $60.27 million and $133.05 million last year.

Olivia Chung is a senior Asia Times Online reporter.

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


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