Niko News on China's Video Game Market
Volume 15
November 2009

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Weekly Twitter Posts

http://tiny.cc/HVTS1 We were thinking the same: Disney Shanghai is a hit to HK Disneyland, but shows how big China's consumer market is 11:47 PM Nov 6th from web

China's Ministry of Culture announced 188 online games that are being illegally operated/have illegal content (regarding the GAPP conflict) 8:18 PM Nov 4th from web

Niko believes NetEase must comply w/ GAPP's request for WoW to cease operations (http://tiny.cc/dp21T) b/c GAPP might end up w/ authority 3:15 PM Nov 2nd from web

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Welcome to Niko News, just part of the market intelligence experience offered  to help you better understand the thriving video game market of China.

Niko Partners is the premier provider of market intelligence and custom research services on China's video game industry. There are more than 60 million Chinese gamers eager to play hit titles on systems with the latest technologies. With Niko Partners market intelligence services, you can get to know these gamers, find Chinese partners, and use our actionable market data to build and execute your strategic plan.
There are several hundred social networking sites in China today, though only a handful with a significant user base. The market for SNS is growing quickly globally led by the US with China trying to keep pace. The game Happy Farm is quite similar to FarmVille, and Happy Farm can be found on all the leading Chinese SNS. The Chinese version of Mafia Wars, another leader in the US after FarmVille, was banned this summer for its gangster themes.
A person must be 18 years or older to legally enter an Internet café in China. Most of the successful licenses for foreign online games have been for games that target 18-30 year old males. There have been very few efforts to promote youth and teen online games, though a game such as Free Realms by Sony Online Entertainment may do quite well there if it were to launch in China. Meanwhile, if Tencent is developing a "kid community" similar to Club Penguin, there is a large and growing audience of gaming families with home PCs who could start their children on benign games at home, building more momentum for growth in the total market as those children get older.
It is a relief to see that Activision Blizzard reported a profit in the quarter that WoW was offline in China, but as has been reported in the press in recent months the company only derives less than 5% of total revenue from Asia (mostly WoW) so the closure seems to have been a minor blip for them. Of course it has caused much hassle and headache for Blizzard executives, and as all market observers will agree, it is already high time that WoW catches a break in China instead of being the pawn in the current regulatory power struggle.
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