Research In China, Sep 2006, Pages: 135
gradually. This report analyzes China's onlinegame upstream and downstream industry chain, and China's government policies about onlinegame. Data quoted in this report involves not only market scale
DFC Intelligence, July 2010
This package focuses on reports dealing with the onlinegame market and the emergence of digital distribution and business models like subscriptions and virtual items. This package includes
yStats.com GmbH & Co. KG, Sep 2009, Pages: 62
for nearly 3% of total time spent online by French Internet users.
This report covers the onlinegaming markets of North America, Europe and Asia, which is predicted to show the highest growth rates
In-Stat/MDR, March 2010, Pages: 23
, including game developers and game publishers have reported profits.
China Mobile introduced a new payment channel that greatly impacted other industry players. Further, China Mobile launched a new mobile
Niko Partners, April 2011, Pages: 77
Comprehensive review of 2010 and forecast of 2011-2015 for the market size by segment of China's video game industry. This includes data and analysis on onlinegames, offline games, mobile devices
Asia Pacific Research Group (APRG), Jan 2010, Pages: 15
content and partnerships.
As outlined in this report, the onlinegaming market in Indonesia is evolving into a mainstream entertainment activity and offers a number of opportunities for content providers
Pearl Research, Nov 2011, Pages: 188
Leading business intelligence and consulting firm Pearl Research forecasts the onlinegames market in China will exceed $8 billion in 2014. In 2010, the onlinegames market grew 25% to reach $5
Pearl Research, Jan 2010, Pages: 50
and market players covering online, packaged PC, mobile and console games. This Pearl Research report provides an analysis of the onlinegames market in India and includes: - Executive summary - Analysis
Asia Pacific Research Group (APRG), Jan 2010, Pages: 15
content and partnerships.
As outlined in this report, the onlinegaming market in Indonesia is evolving into a mainstream entertainment activity and offers a number of opportunities for content providers
AM Mind Power Solutions, April 2010, Pages: 22
The report on Asian gambling and betting industry includes lottery, E-gaming, gaming, Casino, lottery, video lottery terminals and Welfare and sports betting industry. Geographically, reports starts
Niko Partners, Nov 2011, Pages: 50
is a 50-page analysis of the six most important onlinegames markets in Southeast Asia, including data and forecasts on each country as well as regional analysis
The report emphasizes analysis
Global Industry Analysts, Inc., June 2009, Pages: 1174
, OnlineGames, and Wireless Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Middle East and Latin America. Annual forecasts are provided for each
In-Stat/MDR, Sep 2008, Pages: 28
51wan
Youxi.baidu.com
Methodology
Related Reports
List of Tables
Table 1. Most Popular Web Games in China (June 2008)
Table 2. OnlineGaming Industry Listed Companies (2007)
Table 3. Revenue
Business Insights, Jan 2011, Pages: 124
companies are becoming more involved in the space. This report profiles the online social gaming market, explaining current positioning, historical development, drivers and inhibitors, and future
Pearl Research, Nov 2009, Pages: 50
This report forecasts the number of users playing onlinegames market in Vietnam to exceed 10 million by 2011, driven by rising incomes, increasing PC and Internet penetration rates, and a large
Niko Partners, April 2010, Pages: 28
A report on theChinese PC onlinegames market for 2010. Includes analysis on Chinese gamers, Internet cafes, distribution, government regulations, onlinegame operators, SNS games, trends and more
Global Industry Analysts, Inc., Sep 2008, Pages: 170
87
Piracy Problem 87
Entertainment Products Vs. Toys 87
Major Issues 87
Competition 87
10b. China 88
Overview 88
Foreign Toys Preferred by Chinese 88
Major Market for OnlineGames 88
Video
Entertainment Asia Network, Nov 2006, Pages: 40
This report provides an overview of China’s rapidly growing onlinegame market placing an emphasis on sector-focused detailed analysis that will dispel some of the concerns and challenges faced
Niko Partners, Jan 2011, Pages: 11
). But the majority of games are F2P.
Exhibit 1: Taiwan OnlineGames Revenue 2009-2014e
The average revenue per user is roughly equivalent to that of mainland China at just under $XX USD per month. Methodology