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Chinese Online Games Market Annual Review & Forecast Report 2010

Niko Partners, April 2010, Pages: 28

A report on theChinese PC online games market for 2010. Includes analysis on Chinese gamers, Internet cafes, distribution, government regulations, online game operators, SNS games, trends and more.

This report is a subset of Niko's 2010 Chinese Video Game Industry Annual Review & Five-Year Forecast, and includes analysis on Chinese gamers, online games, social networking service games, online game operators, prepaid cards, Internet cafes, and government regulations. The report is 50 pages and includes 42 data exhibits. Analysis was based on primary research that resulted in 75,000 points of data collected in 1,200 surveys and interviews in 10 Chinese cities in Feb and March 2010.

- About Niko Partners
- Our Focus
- Our Mission and Services
- Our Team
- Our Clients
- Other Services
- Executive Summary
- Methodology
- Geographical Distribution of the Survey
- Internet Penetration Assumptions and Definition
- Research Collection Process
- Supplemental Statistics
- Market Projections Methodology
- Baseline Data Availability
- Economic Assumptions 2010
- China's Economic and Market Overview
- Chinese Gamers
- Demographics
- Time spent and location of playing video games
- Gamer Choice of Gaming Platforms
- Gamer Spending
- Gamer Home PC Ownership
- Online Games and Operators
- Online Game Market Snapshot
- Online Game Market Trends
- Casual Games
- Networked Games
- Webgames
- Summary of the World of Warcraft Regulatory Problems of 2009 and 2010
- Online Game Operators' Metrics
- What Gamers Want
- Popular Online Games in Early 2010
- Social Networking Service (SNS) Games
- Major Competitors
- Regulatory Landscape for Social Networking Service Games
- Prepaid Card Distribution
- Internet Cafés
- Ownership Structure of an Internet Café
- Internet Café Customers
- Regulations & Policy
- Scope of the Regulatory Bodies
- Tighter Regulations since September 2009
- Uneven Playing Field for Chinese and Foreign Companies
- Recently Announced Regulations
- Future Trends and Things to Consider

Table of Exhibits
Exhibit 1: Summary of China's Online Game Market Size and Forecast
Exhibit 2: Online Gamers and Online Game Revenue 2009-2014
Exhibit 3: Age Distribution of Adult Chinese Gamers (years of age)
Exhibit 4: Number of Years as a Gamer
Exhibit 5: Hours per Week Spent on Video Games
Exhibit 6: Location of Gameplay
Exhibit 7: Monthly Spending on Video Games
Exhibit 8: Preference for Item-Based or Time-Based Sales Model
Exhibit 9: Monthly Spending on Virtual Items
Exhibit 10: Rate of PC Ownership at Home = Rate of Playing on Home PC
Exhibit 11: Brand of Home PC
Exhibit 12: Age of Home PC
Exhibit 13: Intent for First-Time PC Purchases
Exhibit 14: Sample Configurations and Pricing for Chinese Home PCs
Exhibit 15: Chinese Home PC Models (mid & high-end) and Prices
Exhibit 16: Chinese Online Games Sub-Segments
Exhibit 17: Time Spent On Each Segment of Video Games
Exhibit 18: Percentage of Gamers Who Play Webgames and Networked Games
Exhibit 19: Selected 2009 Online Operator Game Services Revenue and Hit Titles
Exhibit 20: Selected 2009 APA and Q4 2009 ARPU Data with 2008 Comparisons
Exhibit 21: Selected ACU and PCU Data by Company
Exhibit 22: Most Significant Reason to Decide to Play an Online Game
Exhibit 23: Number of Games Actively Involved with at One Time
Exhibit 24: Online Game Genres Desired by Gamers (Other than RPG)
Exhibit 25: Top 10 MMORPGs July-December 2009
Exhibit 26: Top 10 Advanced Casual Games July-December 2009
Exhibit 27: Top 10 Casual Games July-Dec. 2009 (See SNS section for SNS games)
Exhibit 28: SNS Game Usage Compared with Other Online Games
Exhibit 29: Leading 15 SNS Game Titles (Ranking Changes Frequently)
Exhibit 30: Modes of Payment by Buyers of Prepaid Cards
Exhibit 31: Total Number of PCs in Cafés
Exhibit 32: Number of Years in Business
Exhibit 33: Daily Averages in Tier 1 and 2 Cafés, Based on Survey Responses
Exhibit 34: Internet Café Chain Membership
Exhibit 35: Internet Café Association Membership
Exhibit 36: Types of Internet Café Activities
Exhibit 37: Time Spent by Game Segment
Exhibit 38: Time Spent by Online Game Category
Exhibit 39: Networked Game Platform Brand Usage
Exhibit 40: Game Promotions Hosted Each Year
Exhibit 41: Gender of Gamers in Internet Cafés
Exhibit 42: Age of Gamers in Internet Cafés

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