Report Highlights
Getting listed was undoubtedly the key words and theme of China's online game market in 2007. Perfect World, Kingsoft, Giant and Netdragon successfully got listed in six months. The upsurge was characterized by the dominance of independent R&D enterprises and evenly distributed locations of IPO. That indicates that as an emerging business online game is gradually embraced by the public; the profit model is recognized by the mainstream capital market.
With regard to policy environment, while tightening regulation, online game fatigue system makes clear competent departments' attitude toward regulation over the online game market, and alleviates the pressure of public opinion on online games and reduces policy risks for investors. With regard to profit model, instead of shaking online games' cornerstone as worried by Wall Street, the free model breathes new life into games that were getting out of the market such as Legend. With regard to game design, fueled by the free model, more and more enterprises place the emphasis of game design on social structure, economic structure, cultural system, and moral values. Online games are no longer just games and entertainment; they are the virtual manifestation of the real society, with strong vitality. According to a our team survey, more than 50% of current Internet users have played online games, which become a main recreation method for them.
In the face of changes and challenges of competition and market, our team releases 2007-2008 Annual Report on China's Online Game Market, which helps vendors, investors and industry insiders grasp more accurately laws governing the market's development and comb more deeply the development track of application value.
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Backed by full and accurate market description data, the report depicts changes in market size, user number, investment, and market segments, and discerns the market's development trend.
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It sums up leading brands' performance in 2007 in the dimension of market segments, competition situation and competitive strategies, and reviews the makings of leading players in the marketplace.
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Through modeling regression and expert verification in the overall market and market segments, the report presents valuable trend analysis and quantitative result.
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Moreover, the report provides multidimensional analysis of the impetuses and obstacles for market segments, and user requirements.
Table of Contents
Main Conclusions
Key Findings
Chapter I Overview of the Global Online Game Market in 2007
(I) Market Size & Growth
1. Market Size & Growth, 2005-2007
2. New Model Application
(II) Basic Characteristics
(III) Major Countries & Regions
1. USA
2. Europe
3. South Korea
Chapter II Overview of China's Online Game Market in 2007
(I) Market Size & Growth
1. Market Size & Growth, 2005-2007
2. Price Trend
(II) Basic Characteristics
(III) Market Structure
1. Product Structure
2. Operation Model Structure
3. Regional Structure
(III) Brand Market Shares
1. Overall Market Shares, 2006-2007
2. Operation Model Shares in 2007
3. Game Types Shares in 2007
Chapter III Forecast of China's Online Game Market, 2008-2012
(I) Market Size, 2008-2012
(II) Market Structure, 2008-2012
1. Product Structure
2. Operation Model Structure
3. Regional Structure
Chapter IV Development Trend of China's Online Game Market, 2008-2012
(I) Product Technology
(II) Operation Model
Chapter V Study of Market Segments
(I) MMORPG Market
1. Competition Situation
2. Impetuses
3. Obstacles
(II) Leisure Game Market
1. Competition Situation
2. Impetuses
3. Obstacles
Chapter VI Competition Situation in China's Online Game Market
(I) Overall Competition Situation
1. Competition between Existing Vendors
2. Potential Entrants & Substitute Products
(II) Leading Vendors' Competitive Strategies & SWOT Analysis
1. Sdo
2. NetEase
3.....
Chapter VII User Requirements Study
(I) Present Situation of Game Players
(II) Preference for Game Types
(III) Usage Pattern
(IV) Potential Demand
Chapter VIII Recommendations
Tables
Size of China's Online Game Market, 2005-2007
Size of China's Online Game Market, Q1-Q4 2007
Distribution of Product Types in China's Online Game Market in 2007
Distribution of Operation Models for Online Games in China in 2007
Sdo's Competitive Strategies for 2007
Competitive Strategies Giant's Competitive Strategies for 2007
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Figures
Size of the Global Online Game Market, 2005-2007
Growth of the American Online Game Market, 2005-2007
Growth of the South Korean Online Game Market, 2005-2007
Size & Growth of China's Online Game Market, 2005-2007
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