Niko News on China's Video Game Market
Volume 25
Febuary 2010

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Weekly Twitter Posts

Check your swag bags from Chinese tradeshows for gadgets that could be used to take info from you & your PC unknowingly http://bit.ly/c46YL4 8:40 PM Feb 5th from web

Niko is eager to see what Tencent's new microblogging service will do for the sector since many already use Twitter http://tiny.cc/SSsGo 3:48 PM Feb 1st 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 70 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.

The Motion Picture Association of America (MPAA) has been more active with the US Trade Representative (USTR) with regard to Chinese piracy and market entry than the Entertainment Software Association (ESA) has been in the past couple of years. However, as can been implied by the Newsweek article about Avatar in China, the country still has many issues for foreign movies. The reality for movies, games and even music is that Chinese market access is inhibited by regulations. But if a movie whose popularity has led to sales of $2 billion and counting is restricted in China, it emphasizes that the market is not in control, the regulators are. On the other hand, foreign games, movies and music do get in, and there was a recent shift of some of the power from GAPP to Ministry of Culture and WTO member countries are taking a closer look. A big market of 70 million gamers exists for foreign games today even with the regulatory restrictions - you just need to know how to navigate them. And in the future, the barrier will be lowered to make things easier.
It is a welcome sight to learn of Tencent's intent to launch a youth-focused webgame community akin to Club Penguin in the US. There are other sites, such as 51mole.com in China, but by and large Chinese online operators have dedicated their work to focus on the 85% of the market who are adults, rather than the 15% who are under 18 (Source of adult/youth market split: GAPP 2009). From Niko's efforts to assist foreign companies in launching online games targeting the youth markets, we know that it is a tough sell to operators and the marketing spin has to be adjusted to convince operators that young people are actually an important market segment. Historically the spin has had to include "offlice ladies" and other early-20s females, as if they are the same as youth. Hopefully more sites targeting young gamers will encourage development of "green" games, open the market to more future gamers, and deflect the negative connotation of online gaming that those same young people listen to from their parents.
Giant Interactive's licensed game Empire of Sports was intended for release before the Beijing Olympics in 2008, but we are happy to see it is at least in testing in time for the Vancouver Olympics this month. The game offers a lot of opportunity for innovation of in-game advertising and perhaps it will be the turning point to help boost that underdeveloped segment of the games market in China.
If you have any questions or if you have a project that could use our assistance, please let us know at info@nikopartners.com