Asia
is currently the largest source of online gaming revenue
in the World, with 50% of all revenue collected from
the region. The USA accounts for 30% with the remaining
20% coming from Europe. While Asian territories like
Hong Kong, South Korea and Japan represent large gaming
communities, percentage wise, it is unsurprising that
China has become the largest market in the world for
online users. Even though only around 20% of the country's
population is currently connected, that still adds up
to a staggering 253 million users. As one might expect
it is the younger generations who have adopted the new
technology most readily, with 68.6% of China's internet
users aged 30 or under. The over-40s demographic make
up just over 10% of total internet users in China. While
the primary reasons for logging on are instant messaging
and downloading music and videos, 59.3% of all internet
users in China do so to take part in online gaming.
That is a target market of around 150 million people
for anybody involved in the industry. That figure is
only likely to increase in the future as more and more
people begin to see the advantages of living your life
in cyberspace.
MMORPGs for all
Industry
observers have estimated that from 2007 to 2010, the
online gaming industry in China is expected to grow
by at least 30%, and some say that figure is conservative.
Of course, the primary beneficiaries of this market
are the game developers and operators themselves, particularly
those who have brought successful Massively Multiplayer
Online Role Playing Games ("MMORPGs") to the region.
One of the most famous success stories is that of World
of Warcraft ("WoW"), a fantasy sword and sorcerer style
game in which players create a character for themselves,
and try to complete tasks in order to earn gold or precious
stones. These riches can in turn be traded for weapons,
armour or other supplies to improve and advance their
character through the game.
In most countries, access to games
such as WoW is gained by paying a monthly subscription
fee. However, many Chinese players do not own their
own computer and access the game from internet cafes,
coffee shops and other such communal terminals. Therefore,
they pay their fees by buying pre-paid game cards (much
like phone cards) which give them a specified amount
of playing time. The9, the licensee of WoW in China,
reported that within the first month of the games'
release, more than 1.5 million paying Chinese customers
had signed up.
Money for nothing?
Beyond
the simple pleasure of playing MMORPGs for fun, an increasing
number of game-savvy entrepreneurs have spotted and
begun to implement business possibilities within these
online worlds to make real money. Increasingly, characters,
weapons, spells and other in-game accoutrements are
finding their way on to auction sites such as eBay,
where aspiring players looking for a quick leg-up in
the game world are happy to part with hard earned money
in return for these cyber accessories. Where there is
demand, there must be supply and in a number of emerging
markets, including China, players are being deployed
into online games with the specific purpose of collecting
gold, platinum and other precious items to exchange
for real cash. Amongst gamers this tactic of playing
has been dubbed 'gold farming', and is proving big business
for those dedicated enough. Players go into the game
world, not to play the game conventionally, but to find
the quickest and easiest method of earning gold pieces,
which can then be sold on for real money.
More
recently, Chinese companies developing and operating
their own games have met with increased interest and
popularity, rather than simply licensing already established
titles from other markets. In fact, the domestic gaming
market is booming so much that stock market analysts
are beginning to take investment in these companies
seriously. Provided the management of a company has
a clear vision of what they want to do and is committed
to developing good games, has strong R&D capabilities
and a shrewd marketing approach to differentiate their
games from competitors in the market, then an investment
can prove very profitable.
Virtually limitless possibilities
Another
area of online gaming that is experiencing a massive
boom is the concept of Virtual Worlds. Taking the same
basic experience as in MMORPGs, Virtual Worlds, such
as Second Life or Entropia Universe attempt to move
away from the "game" angle and promote a more all inclusive
parallel living experience. As with WoW, participants,
known as 'residents' before setting foot in the virtual
world. Once in-world, residents can basically do anything
- buy property, go to a nightclub, write for a newspaper,
or open a hair salon.
While Second Life is currently unavailable
to Chinese gamers as some of the services available
in-world, such as gambling and access to adult content,
run contrary to current internet guidelines, a number
of domestic companies have been quick to design alternatives.
HiPiHi is the largest Chinese version currently available,
going live in April this year and currently host to
some 50,000 residents. Like Second Life, there are myriad
advertising opportunities available to real world companies,
with amenities such as banks, stores and billboards
to be populated, allowing customers the chance to do
more of their real shopping, banking etc. without needing
to leave their virtual environment.
Entropia Universe has recently struck
a deal with Cyber Recreation Development Corporation
("CRD"), Beijing Municipal People's
Government's supported online entertainment company,
to bring a cash based virtual economy to the Chinese
public. How Entropia differs from other virtual worlds
such as Second Life, is that PEDs, the currency used
in-world, can be converted into real money, at a fixed
exchange rate of 10 PED = US$1. The new deal will expand
the Entropia Universe from one planet to hundreds as
it prepares to be colonized potentially by hundreds
of millions of new residents. The Beijing Municipal
People's Government hopes that by combining digital
entertainment with recreation facilities, CRD will bring
out new opportunities for the traditional economy and
will stimulate new enterprises throughout the region.
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