Niko News on Chinese and Southeast Asian
Video Game Markets
Volume 81
July 2011

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Weekly Twitter Posts

Interesting move by the9 to not have a booth at China Joy this year, though Red 5 will take its place and demo "FireFall" for the first time
58 minutes ago

An interesting look at fake phones in Shenzhen.
21 Jun

China's MOC has approved WoW Cataclysm for release & the GAPP approval is still pending but required for launch
7 hours ago

Perfect World's $48 million acquisition of Cryptic Studios is another step of Chinese online game operators into the US market
1 Jun

PRC prison laborers rumored to be forced to be online game gold farmers for guards. Years ago, others forced to make fake PS2s in Shenzhen
27 May

1 mil people signed up for PopCap's PvZ on RenRen already, says Gwertzman. This is PopCap's first Chinese game launch
20 May

Lenovo's Eedoo biz unit announced that it will launch the iSec (previously eBox) in the 2nd half of 2011 in China aiming to sell 1 mil units
9 May

Niko Partners: China's Online Games Industry Outperforms National GDP Growth
5 May

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Asiasoft is a leading regional online game operator in Southeast Asia, a region that Niko began tracking in 2010. The company has operations in Thailand, Singapore, Malaysia, Vietnam and now Indonesia. It has made its mistakes but seems to "get it" with regard to regional operations. Today the company utilizes its own infrastructure plus local operators in some of those countries. In a recent interview in the Bangkok Post, the Vice-Chairman of Asiasoft declared that they intend to build a regional platform, which would eliminate the need for domestic operators and enable regional gaming for its registered users. Niko's own view of Southeast Asia is that there are big differences among the countries, but for online game companies (from the West or other parts of Asia), a regional strategy and regional understanding is necessary to succeed there. Our 2011 Southeast Asia Games Market Regional Report will be published in November, and research is well underway for that report.

Just when we wondered if Tencent could attain any more share in China's online games market, since the company holds about 30% of the domestic market share already, it forges a strategic partnership with Kingsoft by purchasing 15.68% of its shares from existing shareholders over time. This is a minority ownership to be sure, but one of Kingsoft's primary lines of business is the development and operation of online games. We will watch to see if there is any impact on the online games divisions of these companies. Recall that Electronic Arts purchased roughly 17% of the9 a few years ago, and then wound up selling its shares after that investment did not go according to plan.

Chinese Games Gaining Ground in Korea and India

China's online games industry began with imported licensed games developed in Korea. In the past year Niko and other observers have witnessed a global expansion by Chinese online game operators taking their in-house developed games to new markets, mostly in Southeast Asia and North America. 10 years after the first Korean online game hit mainland China the Chinese companies are starting to enter Korea in earnest. While the Chinese companies may be wise to first tackle countries that do not have as much homegrown online games muscle as Korea, it is definitely a ripe market for savvy companies to enter.

Additionally, and in a different manner, Chinese games are making an impact in India. India allows consoles and has far fewer Internet cafés than China (1/5
th  as many, perhaps). But Indian gamers prefer to buy cheap pirated copies of console games for their modded systems rather than pay full price for legit games. The pirated games originate in China (primarily) and find their way to pirate stores in India where gamers spend 1/10th the money on them than they would need to pay for a legit game. Online games are picking up speed too, but with so few I-cafés and presumably low home PC penetration, it will take a while to really grow that segment of the games market. China's ban on consoles and subsequent lack of availability of legit games in legit software retail stores has promoted a big industry for pirated console games to serve the millions of Chinese console owners. Now the problem of pirated console games has become a problem of illegal exports of pirated products to clog legitimate markets where console game pricing is too high for the mainstream population.    


Niko News is just part of the market intelligence experience offered by Niko Partners to help you better understand the thriving video game market of China and Southeast Asia.

Niko Partners is the premier provider of market intelligence and custom research services focused on the video game industry in China and Southeast Asia. Since 2003 we have provided critical information to the world's leading game publishers, developers, hardware makers and game service providers. Renowned trade associations, policy makers, and hedge fund managers turn to Niko for key data on the Chinese and Southeast Asian video game industries. Niko's primary data, analysis, market models, and five-year forecast by game segments and hardware platforms help decision-makers understand market trends.
If you have any questions or if you have a project that could use our assistance, please let us know at info@nikopartners.com or contact Megan Carriker at 336-326-5595 or megan@nikopartners.com