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Southeast Asia
Asia and the online games it plays
By Tony Sitathan

SINGAPORE - The online gaming subscriptions market in Asia is set to surpass US$1 billion by 2005 with growth mostly coming out of China and South Korea, according to a recent estimate by international market researchers, International Data Corp (IDC). The IDC report, which was bullish on the rapid growth of online gaming especially in China and South Korea, said that China is expected to surpass South Korea in becoming the largest online gaming market by 2007, worth in excess of $510 million, and contributing more than one-third of the total revenue subscriptions to the online gaming industry in Asia.

Online gaming was first offered at no cost by software-shareware houses and game designers, but as it has slowly gained popularity over the years, players are now prepared to pay a monthly subscription fee to play these multi-player online games: massive multi-player online role-playing games or MMORGs, as they are called, online games that take into account the multiple-user experience.

With the global market for online games expected to hit $15 billion by 2005, according to global consulting firm Accenture, countries such as Singapore, Malaysia and India, as well as Hong Kong, also intend to take at least a small piece of this lucrative pie. However, the effects of online gaming now are being called into question. While playing these games is seen largely as a harmless activity, critics worry that too much time spent on online could become harmful and lead to addiction, and in some places, a ban has been placed on the amount of time players can spend online.

The online gaming phenomenon is driven by an earlier boom in broadband penetration rates, which ranks high among online gamers in Asia, especially in more mature broadband markets like Singapore, Taiwan, Hong Kong and South Korea. It is estimated that the homes of most online gamers in Asia will be switching to broadband connections that improve the connectivity speed and the bandwidth required for playing online games.

Right now Internet cafes and public Internet terminals are providing broadband access due to the drop in price and in an effort to complement the drive toward online gaming. "This pick up in broadband is due to declining broadband access prices. And the rapid adoption of even public Wireless Local Area Network [WLAN] access in countries like South Korea, Hong Kong and Singapore has further accelerated the online gaming boom," said Andrew Taylor, a consultant from Axiom Consulting based in Hong Kong. Singapore is considered the third-largest WLAN subscriber market in the Asia-Pacific region behind South Korea and China. Its mobile operators have aggressively launched hundreds of wireless hotspots in recent months and are promoting cable-free Internet access as a value-added service.

In its report, the IDC also maintained that the Asia-Pacific region, excluding Japan, will see revenue growth for online games increase 19 percent annually until 2008 and will exceed $1.84 billion in subscription revenue by that year. The report also said that South Korea currently is leading the Asia-Pacific region with $397.1 million in subscription revenue last year. It is followed by China, with $159.7 million, and Taiwan, with $170.4 million in subscription revenue. However, China is the one to watch, as its online gaming market grew almost 46 percent in 2003, and within the next two years, MMORGs (massive multi-player online role-playing games) are expected to dominate its online gaming market.

Because MMORGs highlight the multiple-user experience, one game may support millions of users globally. To cope with such demanding real-time multi-player requirements, games have large data centers in multiple locations worldwide that are backed by smaller country servers.

So why are these online games gaining popularity? Because, contrary to their description, they are often simple, easy to learn and allow players to interact with others online, forming teams and building communities based on similar interests.

One of the first online games that quickly gained popularity in South Korea, and quick acceptance in Thailand, Singapore, the Philippines and even Japan, was Ragnarok Online. It is created and marketed by Korea-based Gravity Interactive, and currently supports a host of Asian languages. It now has more than 800,000 subscribers to date in the Asia-Pacific region.

Despite initial expectations, Ragnarok Online is not too complicated or difficult to play. Players start off as novices and wander through imaginary lands to gain experience points and pick up valued items by killing monsters. At the same time, they interact with others in real time though a chat screen and work as collaborative teams. After gaining enough experience, players can upgrade their skill level and join one of six job classifications: archers, acolytes, merchants, thieves, magicians or swordsmen. As an incentive, they then sell hoarded artifacts to merchants in exchange for currency, which can be used to purchase weapons and magical potions to help them complete their quest.

Maniratnam 22, a student from Singapore and a self-professed Ragnarok Online addict is confident that games like Ragnarok Online are just the beginning of the online gaming experience in Asia. "We will see more Asian games being developed similar in style to popular online games like EverQuest and Diablo that have an international following. Although there has been some negativity associated with such role-playing games, online gaming has helped build communities of similar interests where real people interact, chat and exchange ideas," he said.

Although online role-playing games are mostly seen as a harmless activity, the amount of time spent playing these games is considered by many to be harmful. Thailand for instance was concerned that too much time was spent by teenagers on these online games and decided to enforce a ban on online games from 10pm to 6am daily. Local and overseas servers there were blocked indefinitely for a few months last year, and there are calls to repeat the ban this year. While psychologists talk about the ill effects of addiction to online games and psychiatrists highlight the deprivation of direct human contact through such games, the gaming community has countered this by citing online gaming community-building over the Internet and saying it is less harmful than drugs and other forms of addiction.

Regardless of the effects, according to a survey conducted by IDC last year, the popularity of online gaming in Asia is rising and has topped online buying. The IDC survey of 3,600 Internet users from six Asian countries, concluded that in China and Malaysia the number of online gamers outnumbered online shoppers by a ratio of two to one. South Korea, Singapore, Hong Kong and India are following.

But for some, particularly Singapore, contributions to the overall gaming scene are still a drop in the gaming ocean. In order to build up some critical mass, which Singapore lacks due to its small population, the Infocomm Development Authority (IDA) there has launched an online Games Bazaar.

As an incentive to get more online game content developers hooked to the online Games Bazaar concept, it is offering to defray up to 80 percent of hosting charges during the first six months of signing up. However, it remains to be seen if this subsidy is indeed sweet enough for online gaming developers to even consider taking the first bite.

(Copyright 2004 Asia Times Online Co, Ltd. All rights reserved. Please contact content@atimes.com for information on our sales and syndication policies.)



May 29, 2004



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(Dec 25, '03)

 

         
         
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