Niko News on China's Video Game Market
Volume 18
December 2009

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Weekly Twitter Posts

Congrats to The9 for shifting from dependent on WoW to in-house devt. The9 licensed WOF to Neowiz in Korea, a milestone http://tiny.cc/LiErP 5:56 PM Dec 4th from web

Do recent bans on online games based on their content (China, Australia, Venezuela) worry US publishers? http://tiny.cc/iRaAH 7:47 PM Dec 1st from web

China Game Industry Annual Conf in Beijing 12/1. Not as popular as China Joy, but it is MOC sponsored so this year it might be important. 9:10 PM Nov 24th 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.
Niko's forecast for 2009 revenue of $3.65 billion (24.9 bil RMB) is right on target, matching what the China Games Industry Assoc (CGIA) announced at the Ministry of Culture's conference held in Beijing on December 1st. What surprised us was that there are 750 online game companies - it is unclear how those were defined or categorized. Regardless, only about 20 of them make significant revenue. There were 350+ SNS companies launched in 2009 alone, so if those companies are declaring themselves as online game companies because of social games, perhaps that gets us part way to that large total.
Shanda continues to do well and demonstrates that China's game market is still on its upward trajectory. The company previously held the #1 spot in terms of online game revenue in China, but was overtaken by Tencent earlier this year. Shanda remains a powerhouse though, and its Q3 revenue of $202 million is quite impressive.
Here is more evidence that if China is patient enough it will never have to figure out how to generate revenue from the sale of packaged games, because the whole world will convert to online games over time. With a company the size and stature of EA cutting packaged releases by 20% in favor of digital, it underscores the importance of China's online games business models for the rest of the world.
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