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Online Gaming ‐
Online Gaming China
November 2009
Executive Summary

               China’s online gaming market has been identified as the largest online gaming market globally
  Market       Estimated worth USD 3 bn in 2008; Expected to grow to USD 10 bn in 2012
               Online gaming user base expected to rise by 15% annually over 2009‐13

              Drivers: Growth in broadband subscribers,  steady rise in computers purchased, large number of 
              consumers drawn to online gaming, growing revenues from advertisements, growth in mobile 
 Drivers &    internet users and large demand from the export market
Challenges    Challenges:  Cumbersome market entry procedure, protectionist approach adopted by the 
              Challenges: Cumbersome market entry procedure, protectionist approach adopted by the
              government, online gaming fraught with cyber criminals, low internet penetration level and 
              introduction of the anti‐game addiction programme


               Growth in Pre‐paid Gaming Cards
                Growth in Pre‐paid Gaming Cards
               Government Clamps Down on Online Games Content
               Focus on R&D
  Trends       Branding Taking Priority Among Players in the Market
               Players Compete in the International Market
                Players Compete in the International Market
               Operators Non‐compliant with Virtual Currency Regulations

               Industry is highly fragmented with heightened competition amongst players in this space
Competition
C    titi      Tencent Holdings Ltd is the largest player in the market
                Tencent Holdings Ltd. is the largest player in the market
               Export market is dominated by Perfect World Co. Ltd.


                                         ONLINE GAMING – CHINA.PPT                                              2
•Market Overview
•Drivers & Challenges
 Drivers & Challenges
•Market Characteristics
•Competition
•Key Developments




           ONLINE GAMING – CHINA.PPT   3
Global gaming industry has been growing steadily with 
major contribution for the Asia Pacific region                                                                                 Global


Overview                                                                Market Size and Growth (Global)
• Asia‐Pacific has been pegged as the fastest growing                   USD bn
  region till 2013                                                     80
                                                                                                        +7%                      74
                                                                                                                       68
    Major markets include: China, Korea and Japan                                                 59          63
                                                                       60         51      55
• Piracy has been driving the online gaming industry as 
  game publishers are focusing on the online market                    40
  due to the transparency in online transactions                       20
• In game advertising has also grown in this region and
  In‐game advertising has also grown in this region and                 0
  is forecasted to contribute USD 365 mn by 2013 from                         2008      2009e     2010e    2011e      2012e   2013e
  USD 185 mn in 2008                                                                   Online games expected to grow at 10.6%

Gaming Platforms                                                        Market Size and Growth (Asia‐Pacific)
                                                                        USD bn
                           Platforms                                                                    +9%                      25
                                                                       25                                              22
                                                                                                               20
                                                                       20                 17       19
                                                                                  16
                                                                       15
                                                                       10
 Console          Online               Mobile         PC
                                                                        5
                                                                        0
                                                                              2008       2009    2010e        2011e   2012e    2013e
 International market is dominated by games played on consoles              Online and wireless games will constitute 60% of the market


                                                      ONLINE GAMING – CHINA.PPT                                                       4
China’s online gaming market is expected to grow with the 
increase in paid user base                              China


Overview                                                           Market Size and Growth
• China’s online gaming market has been identified as              USD bn
  the largest online gaming market globally                       15
• The industry is estimated to grow at 35% annually up 
                                                                                                        +35%                   10.1
  to 2012                                                         10
                                                                                                                  7.5
• The market is fragmented with a large number of                                                        5.6
                                                                                               4.5
  small players                                                    5             3.0
•GGrowth in internet access and infrastructure will 
         hi i                  di f             ill
                                                                   0
  drive the market
                                                                             2008             2009e     2010e    2011e        2012e


Growth in Online Games Developed                                   China Online Gamer Base
                       +14%                                                 mn
                                                                                                                           Paid Players
300                               286                              150
             250                                                                                                           Free Users
                                                                                                 +15%     105
200                                                                100
                                                                                       60                 62%
                                                                                                                        Growing share 
100                                                                    50              58%                               of paid users
                                                                                       42%                38%
  0                                                                    0
             2007                2008                                                  2009              2013e




                                                 ONLINE GAMING – CHINA.PPT                                                              5
Players across the market have adopted different business 
models based on their capabilities
                                     Business Models


                            • Characterized by healthy margins as there are no upfront licensing 
                                              y      y      g                   p              g
                             fees
                            •Companies retain bargaining powers with telecom operates, ISP’s 
   Develop and Distribute
                             and internet café operators
                            •Makes it easier for developer to control and upgrade the content as 
                                                       p                    pg
                             it has complete control of intellectual property 


                            •Gaming carriers who are unable to develop their own games
                             Gaming carriers who are unable to develop their own games 
         Licensing           primarily focus on obtaining the license for operating online game 
                             titles



                            •This allows players to capitalize on the high margins that can be 
                             reaped from an extremely successful game
    Develop and License
                            •These are large establishments as high costs are entailed in 
                             managing a development and production wing


                                    ONLINE GAMING – CHINA.PPT                                       6
Online gaming industry offers a wide spectrum of games 
catering to different segments in the market 
                                     Types of Games


                      •Games where a large number of players play the game simultaneously
                                         g             p y p y        g                  y
Online Multiplayer    •These games are open‐ended i.e. play continues even when a particular 
                       gamer logs out during a gaming session


                      •Available generally for free with revenues being generated primarily 
                           l bl        ll f f          h          b             d        l
      Casual
                       through  advertising


                      •Developed for corporate hiring and training, educational development and 
                      •Developed for corporate hiring and training educational development and
Serious/educational
                       understanding workflow and customer engagement in enterprises


    Networked
    N     k d         •Commercial games played on PC’s or consoles wholly or partly online 
                       C      i l        l d PC’               l    h ll         l    li


                      •Designed to promote a particular product or create awareness about a 
   Advergaming
                       company


                                    ONLINE GAMING – CHINA.PPT                                   7
•Market Overview
•Drivers & Challenges
 Drivers & Challenges
•Market Characteristics
•Competition
•Key Developments




           ONLINE GAMING – CHINA.PPT   8
Drivers & Challenges


                                                              Challenges

  Drivers
  Di                                                          Cumbersome market entry procedure
                                                              C b           k t t          d

  Growth in broadband subscribers                             Protectionist approach adopted by the 
                                                              government

  Steady rise in computers purchased
  S d i i                      h d                            Online gaming fraught with cyber 
                                                              Online gaming fraught with cyber
                                                              criminals
  Large number of consumers drawn to 
  online gaming                                               Low internet penetration level

  Growing revenues from 
  Growing revenues from                                       Introduction of the anti‐game 
                                                              I    d i      f h      i
  advertisements                                              addiction program

  Growth in mobile internet users

  Large demand from the export market




                                        ONLINE GAMING – CHINA.PPT                                      9
Rising broadband penetration will drive online gaming in 
 general and massive multiplayer online games
 Growth in broadband subscribers                                                                              Impact
 • China boasts of the world’s largest internet user base and it has been constantly growing over 
   the years with strong growth forecasted in the future
 • Growing penetration of broadband will allow for high‐speed data transfer leading to the 
   development of the online gaming market
 • Players can expect larger revenues as they can create high end online games which will be well 
   supported with high speed broadband and fetch them premium prices


                 Broadband User Base                                     Expected Growth in Internet Users

      mn                  Broadband                                 mn
                          Others                                                       +9%
300                                                          400                                      375
                                                253                                            347
250                                                                                    322
                                       210                                      295
                                                             300         268
200
                              162
150                 137                        85%           200
           123
                                       78%
100                 66%       75%
           63%                                               100
50
           37%      34%       25%      22%     15%
  0                                                             0
       Jun 06      Dec 06    Jun 07   Dec 07   Jun 08                Dec 08 Jun 09e Dec 09e Jun 10e Dec 10e



                                                        ONLINE GAMING – CHINA.PPT                                      10
Increasing penetration of PC’s will lead to rising demand for 
online gaming
Steady rise in computers purchased                                                                                   Impact
• China is expected to become the largest PC market in the world by 2015
• It has been estimated that the country will continue to see a rise in computer sales
• Players are looking to expand operations to the rural market as well which will lead to major 
  price competition benefiting consumers
      Government is assisting growth in the rural areas as it introduced a subsidy of 13% on the purchase of a PC
                 PC Sales Volume                                                   Laptop Sales Volume

                         +9%
     mn                                                                   mn                +19%
          39.5           40.6          47.2              Fastest                                        15.8
50                                                                   20           13.3
                                                        growing 
                                                        segment
0                                                                     0
          2008          2009           2010                                       2008                  2009
• A major shift has been seen towards laptops in the PC market which has been accounting for a 
  larger fraction of total revenues in China’s PC market
                                               Sales Revenue

                           100%                  7.5%                7.7%           100%           Server
                                        34.0%                        39.4%
                            50%                                                                    Laptop
                                              58.5%                  52.9%                         Desktop
                                0%
                                              2007                   2008



                                                           ONLINE GAMING – CHINA.PPT                                          11
Rising average internet access time and high internet usage 
 of online gaming will attract players
 Large number of consumers drawn to online gaming                                                                   Impact
 • Large cross‐section of internet consumers have been using the internet to specifically play 
   online games which is on the rise due to growing number of hours spent online by users 
 • Furthermore, consumers seek cheaper alternatives to the traditional entertainment avenues
      Online games at USD 3 – 6 cents an hour is a much cheaper option than a movie ticket
                           Internet Usage by Category                                Average Access Time
                      0   10     20 30 40   50 60 70     80 90
                                                                     % h
                                                                       hours/week
                                                                            /   k
      Online Music                                              87                             +11%
Instant Messaging                                                        20                           18.6   19.0
                                                           81
      Online Video                                       77                                    16.5
      Online News                                      74                15             14.0
                                                                              12.3
     Search Engine
     Search Engine                                     72
   Internet Games                               59                       10
             E‐mail                            57
     E‐government                     25                                  5
      Update Blog/
  Personal Spaces
             p                       24
  Online Shopping
  O li Sh       i                   22
                                                                          0
    Online banking                19                                          Jun 04 Jun 05 Jun 06 Jun 07 Jun 08
 Online Brokerage                 18
 Online Education                17
  Online Payment                 16
Online Job Search           10
NOTE: Based on a survey by CNNIC


                                                         ONLINE GAMING – CHINA.PPT                                           12
Rising phenomenon of in‐game advertising will allow 
operators to generate larger revenues
Growing revenues from advertisements                                                              Impact
• Casual online games segment operating on a free‐to‐play model has seen strong growth due to 
  the existence of many small players who are unable to develop multiplayer games
• Developers are generating revenues through online advertisements which has been growing 
  over the time
                                    Online Advertising Market

           USD mn
           USD mn
                                                                              2,877
        3,000                                  +42%
                                                                      2,104
        2,000                                             1,646
                                               1,104
        1,000                         723
                    345     479
            0
                 2004      2005      2006      2007        2008       2009e   2010e

• Major brands have partnered with game publishers towards incorporating their products in the 
  online game itself as a branding exercise to target a specific market segment accessing the 
  online game itself as a branding exercise to target a specific market segment accessing the
  particular game
• Coca Cola partnered with Shanghai‐based Shanda Entertainment to incorporate its product in 
  their game Aion




                                                ONLINE GAMING – CHINA.PPT                                  13
Rising mobile subscribers and the growth in mobile internet 
 users will drive the market in the future
 Growth in mobile internet users                                                                                        Impact
 • Growth in mobile subscribers coupled with the large scale user base accessing the internet 
   using mobile phones is expected to drive demand for online games
 • The issuing of 3G licenses that began in January, 2009 will further boost this industry
 • The mobile gaming sector, including preloaded as well as online games, is valued at USD 263 mn 
   in 2009 and is estimated to grow at 60% to reach USD 1,075 mn by 2012
           Growth in Mobile Subscribers                           Growth in Mobile Internet Users
        mn                                                                  mn
                                +14%
1,500                                                                 200                     +37%                155
                                               962     1,039
1,000                        763    870                                                                117
             547    654                                               100                      73
 500                                                                             44    50
   0                                                                    0
             2007   2008    2009f   2010f     2011f    2012f                 Jun 07 Dec 07 Jun 08 Dec 08      Jun 09
                                                     Usage of Mobile Applications
                            0   5   10 15 20 25 30 35 40 45 50 55 60 65 70 75
                                                                                                %
              Mobile Chat                                                                   71.5
           Mobile Search                              26.2
             Online Music                             25.8
           Online Gaming                    14.7                          Strong opportunity for growth in the 
              Mobile Mail             9.8
        Mobile Community
        Mobile Community             9.6
                                     96                                  online mobile gaming market expected 
              Mobile Blog           8.3                                   to grow further with the influx of 3G
                Mobile TV           8.0


                                                               ONLINE GAMING – CHINA.PPT                                         14
Demand from the export market will lead to large scale 
expansion and technological development
Large demand from the export market                                                                 Impact
• In 2008, the total value of China’s online gaming exports amounted to USD 72 mn
• The export market has been growing significantly 
• Over 30 Chinese online games were exported to the overseas markets in 2008
• Some of the major regions includes North America, Europe, Japan and Southeast Asia
• This large demand is expected to lead to the expansion of companies operating in this space 
  and will act as a major incentive for companies to foray into the market

      Online Gaming Export Market                  Major Export Markets Segmentation

 USD mn                                                       6 %
                                                              6.1%                 Southeast Asia
                                                                                   Southeast Asia
                      +30%
80                               72                      14.4%                     Europe and
60           56                                                                    North America
                                                                        51.2%      Japan & 
40                                                                                 South Korea
                                                        28.3%
20                                                                                 Others

  0
            2007                2008




                                                 ONLINE GAMING – CHINA.PPT                                   15
Complicated market entry mechanism will deter new 
players from entering the market
Cumbersome market entry procedure                                                                            Impact
• In order to operate in the online gaming space, players must adhere to a complicated 
  application procedure involving multiple government agencies

                    Major Government Authorities and the Licenses required to Operate


                                                                                           General 
 Ministry of Commerce          Ministry of Industry 
                                                              Ministry of Culture 
                                                              Ministry of Culture     Administration of 
                                                                                      Administration of
and the State Bureau of 
   d h S      B       f         and Information 
                                  dI f        i
                                                                    (MOC)                 Press and 
Industry and Commerce             Technology
                                                                                     Publications (GAPP)



      Commercial 
      Commercial                 Internet Content 
                                 Internet Content              Content Approval 
                                                               Content Approval      Internet Publication 
                                                                                     Internet Publication
       approval                   Provider license                 License                 License


• It has been observed that there is a large degree of overlap among these licenses leading to 
  inefficiencies in the system
• Furthermore, there is a lack of transparency in the regulatory System
• Major instability in the online gaming market has been induced by bureaucratic conflict 
  between the two major regulatory bodies in this space namely the GAPP and MOC
                      p y                 g                    p                    j
• This has deterred players from entering the market and is expected to act as a major 
  impediment to a market which shows promising growth opportunities


                                                       ONLINE GAMING – CHINA.PPT                                      16
Protectionist approach adopted by the government
and the rise in cyber crimes will impede growth
Protectionist approach adopted by the government                                                                     Impact
• Government agencies regulating the online gaming space are curbing the entry of new foreign 
  players into the domestic market
• One of the key Chinese government agencies in this space, the General Administration of Press 
  and Publications (GAPP), forwarded on October 10, 2009 that foreign investment is prohibited 
  in the domestic gaming sector
• Foreign investors have been completely prohibited from operating online games in China via 
  any form including a wholly owned foreign enterprise, joint‐venture, commercial cooperation, 
  any form including a wholly owned foreign enterprise joint venture commercial cooperation
  or technical support
• This is expected to have a detrimental effect on the market

Online gaming fraught with cyber criminals                                                                           Impact
• China has been the worst  affected by attacks from cyber criminals
• The online gaming space has led to large scale malware attacks affecting the end‐users system
• China endures 45% of global malware infections
• More than 90% of all rojans targeting online games are written in China
  More than 90% of all rojans targeting online games are written in China
• Three routes to swipe online game passwords used by hackers have been identified
    Social Engineering ‐ Phishing or bogus offers of bonus or tips in exchange for registering onto rogue systems
    Exploiting game server vulnerabilities
    Using malicious programs to obtain passwords
• This has deterred consumers to access the online gaming sites due to security issues


                                                          ONLINE GAMING – CHINA.PPT                                           17
Low levels of internet penetration and the anti‐game 
 addiction programme is expected to be detrimental 
 Low internet penetration level                                                                                           Impact
 • Internet penetration level in the country has been rising, however, it is much lower than other 
   major markets and will act as a barrier for the online gaming market
            Penetration Rate of Internet                       Comparison of Internet Penetration
     %                                                                  0   10   20   30    40   50   60   70   80
30                                                                                                                    %
                                                25.5           Korea                                             76
25                                       22.6                    USA                                            75
                                  19.1
20                         16.0                               Japan                                              77
15                  12.3                                       Brazil                                           74
         9.4 10.5                                             Russia                   27
10
                                                              China                   26
5
                                                                India       7
0
                                                       World Average                  24
Jun 06 Dec 06 Jun 07 Dec 07 Jun 08 Dec 08 Jun 09
 Introduction of the anti‐game addiction programme                                                                        Impact
 •GGAPP introduced the anti‐game‐addiction program towards curbing online addiction 
          i   d d h          i       ddi i                     d    bi      li    ddi i
 • It has been estimated that the proportion of people under the age of 18 playing online games 
   has dropped 7% since 2008
 • Program requires online game producers to discourage online play for more than 3 hours by 
   reducing game credits
   reducing game credits
 • Additionally players are required to register with their real names in order to verify their age

                                                         ONLINE GAMING – CHINA.PPT                                                 18
•Market Overview
•Drivers & Challenges
 Drivers & Challenges
•Market Characteristics
•Competition
•Key Developments




           ONLINE GAMING – CHINA.PPT   19
Market Characteristics

                  Growth in pre‐paid gaming cards



                  Government clamps down on online games content



                  Focus on R&D
     Key 
Characteristics
           `


                  Branding taking priority among players in the market



                  Players compete in the international market



                  Operators non‐compliant with virtual currency regulations


                                        ONLINE GAMING – CHINA.PPT             20
Rise in pre‐paid gaming cards sold through retailers towards 
providing easy access to online games
Growth in pre‐paid gaming cards
• The Chinese online gaming market has seen the high growth in the usage of prepaid cards as a 
  means to access games online                                                                                            Players using it 
                                                                                                                            as a tool for 
                                                                                                                            as a tool for
• These cards are sold through various retail stores and allows teenagers access to online games 
                                                                                                                           branding and 
  as they are in a position to pay for an enhanced gaming experience
                                                                                                                                sales 
• This further allows small players to compete in the market as they market their product and 
  generate revenues via tie‐ups with retail stores
•HHowever, players are looking towards transforming the existing physical card distribution 
              l          l ki t         d t    f   i th       i ti   h i l d di t ib ti
  system into an electronic platform, eliminating the theft, fraud and inefficiencies in the existing 
  model
    Pay88 is the leading reseller of internet game‐time
      – It sells online multiplayer game time and prepaid cards in more than 20 cities in China
    Asia Virtual Payment took internet game card distribution into hyperspace
      – It has deployed point of sale machines in ~ 1000 cyber cafes in 12 major cities across China
      – Operates through transaction servers held in dedicated banking ISP facilities at China Netcom and China Telecom
      – The companies payment clearing partner includes China Union Pay and China Pay
• Tapping in to both these (online and offline) prepaid card markets, Perfect World distributes 
    pp g                   (                  )p p                  ,
  physical and virtual prepaid game card
• This has allowed gamers access a wide range of games where usage is time based vs. paying for 
  complete access to a particular game




                                                                   ONLINE GAMING – CHINA.PPT                                             21
Government’s regulation and the growth in technological 
advancements will affect the market
Government clamps down on online games content
• GAPP forwarded that it plans on introducing China Green Online Games Publishing Program in 
  2010                                                                                                 Content 
• It has been seen that companies provide unhealthy and persuasive content in online games for
  It has been seen that companies provide unhealthy and persuasive content in online games for      regulation will 
                                                                                                    regulation will
  players, especially kids, so as to attract players and generate large profits                      stabilize the 
• This program will be targeted towards curbing illegal release of online games and will lead to        market
  stricter control on the games' approval
• Inappropriate content in games will be assessed and games not in accordance with the 
  regulation will be taken offline
• This is expected to rage over a period of 5 years

Focus on research and development
• Players in the market have begun looking at large scale investments on research and 
  development activities towards creating more original games                                        Technological 
                                                                                                    advancements a 
• Giant Interactive Group Inc. plans on increasing their investment budget on R&D from USD 14.7 
                                                                                                       priority to 
  mn. It acquired a fifth independent game research team towards developing new products
                                                                                                        compete
• Shanda Interactive Entertainment Ltd. invested USD 73.3 mn to fund ~40 game research teams 
  in order to create original content
• Emphasis has fallen on R&D in order to contend with growing competition that the market is 
  facing




                                                 ONLINE GAMING – CHINA.PPT                                         22
Players in the industry have been focusing on branding 
activities as well as expansion to international markets
Branding taking priority among players in the market
• Due to the maturity the game development sector has achieved, brand image has become 
  increasingly important to game developers and producers                                                     Branding 
                                                                                                          activity to retain 
                                                                                                          activity to retain
• The market has progressed from an import driven sector to a market where players have build 
                                                                                                            and expand 
  capacities for self‐developed technologies and games through a systematic game development 
                                                                                                           customer base
  structure 
• This has led to large scale integration with game developers communicating amongst 
  themselves to develop a brand image
  themselves to develop a brand image
• Establishments been focusing on the importance of a brand image and the brand loyalty which 
  accompanies it

Players compete in the international market
• Technological expertise the domestic game developers in the online space have achieved has 
  allowed them to compete on the international level                                                      Domestic majors 
• China is expected to account for more than 40% of the global online gaming market by 2011                are expanding 
      y                gy                      p         p       g       g
• Players such as Changyou and Shanda Games plan on capitalizing on the global market due to                  horizons
  their operational expertise and business model 
    Major opportunities are seen in the Western market which is moving from console driven to massive 
     multiplayer online games as it lacks advanced online game development knowledge




                                                       ONLINE GAMING – CHINA.PPT                                          23
Stricter virtual currency regulations passed by the 
government
Operators non‐compliant with virtual currency regulations
• Companies are profiting from the rising levels of virtual currencies
    Small gaming companies make young people play online games to earn credits that the companies then sell 
                                                                                                                     Government 
     at a profit to overseas customers in Taiwan, South Korea and even the United States know as “gold farming”
      t      fit t              t      i T i      S th K        d      th U it d St t k           “ ld f     i ”   plans on curbing 
                                                                                                                   plans on curbing
    eBay and China’s Taobao have online advertisements offering virtual goods for sale using online currencies      underground 
                                                                                                                       economy
• Rampant buying and selling of the make‐believe currencies used in online gaming, which 
  reached alarming levels (USD 1.5 bn), has attracted the governments attention
• On June 26 2009 the Ministry of Culture and the Ministry of Commerce jointly issued new
  On June 26, 2009 the Ministry of Culture and the Ministry of Commerce jointly issued new 
  regulations towards reducing the large scale usage of virtual currency 
    Virtual currency may only be used to purchase virtual goods and services from the company that issued the 
     virtual currency 
• Over 90% of China's online game operators are not adhering to these regulations
• Impact of the regulation
    Online game operators are expected to lose from 5‐7% of their annual revenues
    All associations between companies to handle payment issues like billing and customer support for their 
     games has been rendered illegal
    Trade of virtual currencies has also become against the law
     Trade of virtual currencies has also become against the law




                                                        ONLINE GAMING – CHINA.PPT                                                 24
•Market Overview
•Drivers & Challenges
 Drivers & Challenges
•Market Characteristics
•Competition
•Key Developments




           ONLINE GAMING – CHINA.PPT   25
Industry is highly fragmented with heightened competition amongst 
players in this space
Overview                                                           Market Share
• The market comprises of a large number of players
• Large cross‐section of players have been focusing on                                                Tencent Holdings Ltd. 
  the casual online games segment as they are unable                                    20.0%
                                                                                        20 0%         Shanda Games Ltd.
  to invest and develop the more complex multiplayer                   34.6%                          NetEase.com Inc. 
  games                                                                                               Perfect World Co. Ltd. 
• Players have been focusing on improving their                                               18.1%   Sohu.com Inc. 
  market position through the introduction of new 
  market position through the introduction of new                            6.9%                     Others
                                                                                                      Oth
  games and regularly developing their existing games                            8.2% 12.2%
  portfolio

Revenue Split                                                      Revenues Generated from Export Market
       Foreign
                                                                                                      Perfect World Co. Ltd.
    Companies                                                              7.3%
                 30%                                                                                  NetDragon Websoft Inc.
                                                                               1.5%
                                                                                              35.0%   Kingsoft Software Corp.
                                                                       14.6%     4.2%
                                                                                                      9you.com
                                                                                                      Shanda Games Ltd.
                              70%                                        15.5%                        Giant Interactive Group
                                    Domestic
                                                                                     21.9%            Others
                                    Companies




                                                 ONLINE GAMING – CHINA.PPT                                                  26
Profiles of Major Players (1/6)

Company               Business Description
  Changyou.com        • Established in 2003; Headquarters in Beijing
                      • Management Team: Charles Zhang – Chairman; Tao Wang – CEO
                      • Operates in the massively multiplayer online role‐playing game (MMORPG) space and is a 
                                                                                        (          )
                        subsidiary of Sohu.com Inc.
                      • Partnered with Pay88 for the distribution of online mobile phone games
                      • Signed a multi‐license deal to use BigWorld Technology as their platform for future games
                      • Three new games are currently in the pipeline
                      Financials: 2008 ‐ Revenue – USD 201 mn;  Profit – USD 107 mn 
 Giant Interactive    • Established in November 2004; Headquarters in Shanghai
      Groupp          • Management Team: Yuzhu Shi – Chairman and CEO; Wei Liu – President
                      • It invested USD 15 mn towards the development of a new 3D game
                      • It has built a distribution network in order to sell prepaid game cards and game points 
                        required to play its games
                          Its outreach, as of March 2008, consisted of over 270 distributors reaching 116,500 retail outlet
                      • Towards enhancing R&D capabilities, the company allocated a total investment of USD 8.9 
                        mn in the first half of 2009, with plans to launch 8 new games by mid‐2010
                      • The company plans on investing USD 29 mn on television advertisements towards enhancing 
                        visibility of their products
                      Financials: 2008 ‐ Revenue – USD 233 mn;  Profit – USD 162 mn


                                                 ONLINE GAMING – CHINA.PPT                                                     27
Profiles of Major Players (2/6)

Company               Business Description
NetDragon Websoft  • Established in 1999; Headquarters in Fuzhou
       Inc.        • Management Team: Dejian Liu – Chairman; Tao Wang – CEO
                      • It is the largest Chinese online game operator in the American market
                      • Expanding international operations by giving exclusive licensing of its flagship game 
                        "Eudemons Online" to Nival Network in Russia
                      • In October 2007, invested USD 5 mn in research and development activities
                      Financials: 2008 ‐ Revenue – USD 87 mn;  Profit – USD 35 mn 
 NetEase.com Inc.     • Established in May 1997; Headquarters in Beijing
                      • Management Team: William Ding – CEO; Zhonghui Zhan – COO 
                      • It operates a leading interactive online and wireless community in China and is a major 
                        provider of Chinese language content and services through its online games, wireless value‐
                        added services and internet portal businesses
                      • It develops and licenses online games which are targeted at the Chinese market
                      • In 2008, the company spent USD 30 mn on R&D activities for the development of its online 
                        gaming products
                      • Branding initiative was taken up by the company in November, 2009 with the launch of its 
                        game channel, game.163.com, to extend its business
                          The new channel will provide news on games, including product news, player oriented news, and industry 
                           information and will allow the company to market themselves
                           information and will allow the company to market themselves
                      Financials: 2008 ‐ Revenue – USD 436 mn;  Profit – USD 234 mn 


                                                ONLINE GAMING – CHINA.PPT                                                      28
Profiles of Major Players (3/6)

Company               Business Description
 Perfect World Co.    • Established in March 2004; Headquarters in Beijing
        Ltd.          • Management Team: Michael Yufeng Chi – Chairman and CEO; Kelvin Wing Kee Lau – CFO 
                      • Plans on leverage its 3D game development capabilities and operating platform to effectively 
                        penetrate the 2D market
                      • It is currently the market leader in the 3D online gaming space in China
                      • It invested USD 2.2 mn in a Web game developer and operator Chengdu Ye Net Science and 
                        Technology Development Co. Ltd. towards diversifying its product pipeline
                        Technology Development Co Ltd towards diversifying its product pipeline
                      • The company expanded operations by investing USD 3.4 mn in a new company in Taiwan in 
                        order to capitalize on this growing market
                      • Recent overseas license agreements
                          In October 2009 it signed an agreement with VinaGame Software Service Joint Stock Company to license
                           In October 2009, it signed an agreement with VinaGame Software Service Joint Stock Company to license 
                           "Battle of the Immortals" in Vietnam
                          Licensed "Zhu Xian" to the Russian Federation and Other Russian Speaking Territories
                      • Launched various games overseas in Thailand, Taiwan, Hong Kong and Macau
                      Financials: 2008 ‐ Revenue – USD 210 mn;  Profit – USD 94 mn 
                                                              ;




                                                ONLINE GAMING – CHINA.PPT                                                     29
Profiles of Major Players (4/6)

Company              Business Description
Shanda Interactive  • Established in 1999; Headquarters in Shanghai
Entertainment Ltd • Management Team: Tianqiao Chen – Chairman and CEO; Qunzhao Tan – President 
                     • As of March 2009, Shanda has accumulated more than 800 mn registered users
                     • Operates in this space through its subsidiary Shanda Games
                     • Offers a portfolio of diversified entertainment content including some of the most popular 
                       massively multi‐player online role‐playing games and advanced casual online games
                        A fA
                         As of August 31, 2009, it operated 18 multiplayer role playing games and 11 advanced casual games
                                      31 2009 i           d 18   li l        l l i              d 11 d      d      l
                     • Introduced the "18 Funds" project where it paid USD 73 mn to fund nearly 40 game research 
                       teams
                     • Developed a special computer program, called the e‐sale system, which allowed internet café 
                       owners to buy virtual prepaid cards from Shanda and sell them to customers
                       owners to buy virtual prepaid cards from Shanda and sell them to customers
                         All parties are connected electronically through the system and the transactions are made instantly
                         This allowed the company to track how many games each Internet café is selling. This helps the company 
                          figure out how popular the game is in each geographical area and distribute physical prepaid cards 
                          accordingly
                         This allowed the company to strategically market their games
                            h ll      d h                         ll     k h
                     • It is planning to raise USD 800 mn in an initial public offering (IPO) in the United States
                     • It plans on developing 16 role playing games and 8 advanced casual games 
                     • Financials: 2008 ‐ Revenue – USD 523 mn;  Profit – USD 183 mn




                                               ONLINE GAMING – CHINA.PPT                                                      30
Profiles of Major Players (5/6)

Company              Business Description
 Tencent Holdings    • Established in November, 1998 and has grown into China's largest and most used internet 
       Ltd.            service portal
                     • Headquarters in Shenzen
                       Headquarters in Shenzen
                     • Management Team: Ma Huateng – CEO; Lau Chi Ping Martin – President 
                     • In 2007, it invested ~USD 14.7 mn in setting up the Tencent Research Institute, China's first 
                       Internet research institute focusing on developing core technologies
                     • Plans on developing three massively multiplayer online games (MMOG) and one advanced
                       Plans on developing three massively multiplayer online games (MMOG) and one advanced 
                       casual game for 2009 as well as up to six MMOGs for the first half of 2010
                     • It set up an R&D center in the Chengdu Hi‐tech Developing Zone (CDHT) with USD 80 mn 
                         The R&D center integrates the Internet company's core divisions responsible for the operation of its 
                          interactive entertainment platform and aims at improving R&D of interactive entertainment products
                                                    p                      p     g                                    p
                     Financials: 2008 ‐ Revenue – USD 1 bn;  Profit – USD 410 mn 
      The9           • Established in May 2000; Headquarters in Shanghai
                     • Management Team: Jun Zhu – Chairman and CEO; Xiaowei Chen – President
                     • Primarily focused on operating and developing high quality games
                       Primarily focused on operating and developing high‐quality games
                     • It plans on expanding its R&D by approximately twice its existing strength 
                     Financials: 2008 ‐ Revenue – USD 264 mn;  Profit – USD 19 mn 




                                               ONLINE GAMING – CHINA.PPT                                                          31
Profiles of Major Players (6/6)

Company       Business Description
              • Management Team: Wang Zijie – Chairman and CEO
    NineYou   • Operates through two business models
                  A unified account business model allowing it's customers to enjoy the experience of "SAME“ (Single 
                   Account, Multiple E‐contents) and “FEEL" (First Experience, Expense Later) operation mode
              • Actively participated in multiple major marketing activities such as sponsoring popular reality 
                shows and investing in TV series
              • Its in house developed MMOG "Super Dancer Online" has been licensed out for operations in 
                Its in‐house developed MMOG  Super Dancer Online has been licensed out for operations in
                over 42 overseas territories
              • Subscriber base as of February 2009 stood at ~ 390 mn
     Webzen
              • Established in 2000; Headquarters in Seoul
                                    ;     q
              • Management Team: Chang Keun Kim – CEO
              • Its business operations include PC online games, mobile network games, console games and 
                derived merchandising
                         p y            g                     g      ,      ,       ,       , p ,
              • The company caters to global markets including China, Korea, America, Taiwan, Japan, 
                Philippines and Vietnam
              Financials: 2008 ‐ Revenue – USD 24 mn;  Profit – USD 12 mn 




                                        ONLINE GAMING – CHINA.PPT                                                        32
•Market Overview
•Drivers & Challenges
 Drivers & Challenges
•Market Characteristics
•Competition
•Key Developments




           ONLINE GAMING – CHINA.PPT   33
Key Developments

Date       Development
Nov 2009   One of China’s largest blogging community, 51.com plans on entering the online gaming business through 
           associations with game developers towards changing their position from a loss making to a profitable firm 
Oct 2009   Sina after being absent from China's online gaming industry for several years, has returned as a co‐
           operator of its local peer Kingsoft Co. Ltd.'s 2D web game. The company with its edging media resources 
           and numerous customers that its partner lacks, is likely to accrue experience in online game R&D and 
           operation from the cooperation. 
Feb 2009   KRG Soft exported its online game, Yulhyulgangho, USD 10 mn. This move was made after the game was a 
           major success in the domestic market. The company planned on capitalizing on the global opportunities 
           in the online gaming market. 
Jan 2009   Capcom Co. planned on entering the online gaming business in China making them the latest game 
           software developer to tap this burgeoning market.
           software developer to tap this burgeoning market
Dec 2008   Shanghai Xiaolin Technologies, a game developer, secured USD 1.5 mn in venture capital funding from 
           Well Well Group. 
Nov 2008   Beijing Kylin Technologies Ltd., a China‐based online gaming company, secured USD 15 mn in venture 
           capital funding from Shenzhen Capital Group Co. Ltd., SBI & TH (Beijing) Venture Capital Management, 
                 lf d f          h h              l            d     &    (       )               l
           and LEV Ventures.
Oct 2008   LineKong Entertainment Technology Co. Ltd. entered the market with the launch of their first game 
           “Journey to the West." 




                                              ONLINE GAMING – CHINA.PPT                                               34
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                                                           ONLINE GAMING – CHINA.PPT                                                          35

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Market Research Report :Online Gaming Market in China 2009

  • 2. Executive Summary  China’s online gaming market has been identified as the largest online gaming market globally Market  Estimated worth USD 3 bn in 2008; Expected to grow to USD 10 bn in 2012  Online gaming user base expected to rise by 15% annually over 2009‐13 Drivers: Growth in broadband subscribers,  steady rise in computers purchased, large number of  consumers drawn to online gaming, growing revenues from advertisements, growth in mobile  Drivers &  internet users and large demand from the export market Challenges Challenges:  Cumbersome market entry procedure, protectionist approach adopted by the  Challenges: Cumbersome market entry procedure, protectionist approach adopted by the government, online gaming fraught with cyber criminals, low internet penetration level and  introduction of the anti‐game addiction programme  Growth in Pre‐paid Gaming Cards Growth in Pre‐paid Gaming Cards  Government Clamps Down on Online Games Content  Focus on R&D Trends  Branding Taking Priority Among Players in the Market  Players Compete in the International Market Players Compete in the International Market  Operators Non‐compliant with Virtual Currency Regulations  Industry is highly fragmented with heightened competition amongst players in this space Competition C titi  Tencent Holdings Ltd is the largest player in the market Tencent Holdings Ltd. is the largest player in the market  Export market is dominated by Perfect World Co. Ltd. ONLINE GAMING – CHINA.PPT 2
  • 3. •Market Overview •Drivers & Challenges Drivers & Challenges •Market Characteristics •Competition •Key Developments ONLINE GAMING – CHINA.PPT 3
  • 4. Global gaming industry has been growing steadily with  major contribution for the Asia Pacific region Global Overview Market Size and Growth (Global) • Asia‐Pacific has been pegged as the fastest growing  USD bn region till 2013 80 +7% 74 68  Major markets include: China, Korea and Japan 59 63 60 51 55 • Piracy has been driving the online gaming industry as  game publishers are focusing on the online market  40 due to the transparency in online transactions 20 • In game advertising has also grown in this region and In‐game advertising has also grown in this region and  0 is forecasted to contribute USD 365 mn by 2013 from  2008 2009e 2010e 2011e 2012e 2013e USD 185 mn in 2008 Online games expected to grow at 10.6% Gaming Platforms Market Size and Growth (Asia‐Pacific) USD bn Platforms +9% 25 25 22 20 20 17 19 16 15 10 Console Online Mobile PC 5 0 2008 2009 2010e 2011e 2012e 2013e International market is dominated by games played on consoles Online and wireless games will constitute 60% of the market ONLINE GAMING – CHINA.PPT 4
  • 5. China’s online gaming market is expected to grow with the  increase in paid user base China Overview Market Size and Growth • China’s online gaming market has been identified as  USD bn the largest online gaming market globally 15 • The industry is estimated to grow at 35% annually up  +35% 10.1 to 2012 10 7.5 • The market is fragmented with a large number of  5.6 4.5 small players 5 3.0 •GGrowth in internet access and infrastructure will  hi i di f ill 0 drive the market 2008 2009e 2010e 2011e 2012e Growth in Online Games Developed China Online Gamer Base +14% mn Paid Players 300 286 150 250 Free Users +15% 105 200 100 60 62% Growing share  100 50 58% of paid users 42% 38% 0 0 2007 2008 2009 2013e ONLINE GAMING – CHINA.PPT 5
  • 6. Players across the market have adopted different business  models based on their capabilities Business Models • Characterized by healthy margins as there are no upfront licensing  y y g p g fees •Companies retain bargaining powers with telecom operates, ISP’s  Develop and Distribute and internet café operators •Makes it easier for developer to control and upgrade the content as  p pg it has complete control of intellectual property  •Gaming carriers who are unable to develop their own games Gaming carriers who are unable to develop their own games  Licensing  primarily focus on obtaining the license for operating online game  titles •This allows players to capitalize on the high margins that can be  reaped from an extremely successful game Develop and License •These are large establishments as high costs are entailed in  managing a development and production wing ONLINE GAMING – CHINA.PPT 6
  • 7. Online gaming industry offers a wide spectrum of games  catering to different segments in the market  Types of Games •Games where a large number of players play the game simultaneously g p y p y g y Online Multiplayer •These games are open‐ended i.e. play continues even when a particular  gamer logs out during a gaming session •Available generally for free with revenues being generated primarily  l bl ll f f h b d l Casual through  advertising •Developed for corporate hiring and training, educational development and  •Developed for corporate hiring and training educational development and Serious/educational understanding workflow and customer engagement in enterprises Networked N k d •Commercial games played on PC’s or consoles wholly or partly online  C i l l d PC’ l h ll l li •Designed to promote a particular product or create awareness about a  Advergaming company ONLINE GAMING – CHINA.PPT 7
  • 8. •Market Overview •Drivers & Challenges Drivers & Challenges •Market Characteristics •Competition •Key Developments ONLINE GAMING – CHINA.PPT 8
  • 9. Drivers & Challenges Challenges Drivers Di Cumbersome market entry procedure C b k t t d Growth in broadband subscribers Protectionist approach adopted by the  government Steady rise in computers purchased S d i i h d Online gaming fraught with cyber  Online gaming fraught with cyber criminals Large number of consumers drawn to  online gaming Low internet penetration level Growing revenues from  Growing revenues from Introduction of the anti‐game  I d i f h i advertisements addiction program Growth in mobile internet users Large demand from the export market ONLINE GAMING – CHINA.PPT 9
  • 10. Rising broadband penetration will drive online gaming in  general and massive multiplayer online games Growth in broadband subscribers Impact • China boasts of the world’s largest internet user base and it has been constantly growing over  the years with strong growth forecasted in the future • Growing penetration of broadband will allow for high‐speed data transfer leading to the  development of the online gaming market • Players can expect larger revenues as they can create high end online games which will be well  supported with high speed broadband and fetch them premium prices Broadband User Base Expected Growth in Internet Users mn Broadband mn Others +9% 300 400 375 253 347 250 322 210 295 300 268 200 162 150 137 85% 200 123 78% 100 66% 75% 63% 100 50 37% 34% 25% 22% 15% 0 0 Jun 06 Dec 06 Jun 07 Dec 07 Jun 08 Dec 08 Jun 09e Dec 09e Jun 10e Dec 10e ONLINE GAMING – CHINA.PPT 10
  • 11. Increasing penetration of PC’s will lead to rising demand for  online gaming Steady rise in computers purchased Impact • China is expected to become the largest PC market in the world by 2015 • It has been estimated that the country will continue to see a rise in computer sales • Players are looking to expand operations to the rural market as well which will lead to major  price competition benefiting consumers  Government is assisting growth in the rural areas as it introduced a subsidy of 13% on the purchase of a PC PC Sales Volume Laptop Sales Volume +9% mn mn +19% 39.5 40.6 47.2 Fastest  15.8 50 20 13.3 growing  segment 0 0 2008 2009 2010 2008 2009 • A major shift has been seen towards laptops in the PC market which has been accounting for a  larger fraction of total revenues in China’s PC market Sales Revenue 100% 7.5% 7.7% 100% Server 34.0% 39.4% 50% Laptop 58.5% 52.9% Desktop 0% 2007 2008 ONLINE GAMING – CHINA.PPT 11
  • 12. Rising average internet access time and high internet usage  of online gaming will attract players Large number of consumers drawn to online gaming Impact • Large cross‐section of internet consumers have been using the internet to specifically play  online games which is on the rise due to growing number of hours spent online by users  • Furthermore, consumers seek cheaper alternatives to the traditional entertainment avenues  Online games at USD 3 – 6 cents an hour is a much cheaper option than a movie ticket Internet Usage by Category Average Access Time 0 10 20 30 40 50 60 70 80 90 % h hours/week / k Online Music 87 +11% Instant Messaging 20 18.6 19.0 81 Online Video 77 16.5 Online News 74 15 14.0 12.3 Search Engine Search Engine 72 Internet Games 59 10 E‐mail 57 E‐government 25 5 Update Blog/ Personal Spaces p 24 Online Shopping O li Sh i 22 0 Online banking 19 Jun 04 Jun 05 Jun 06 Jun 07 Jun 08 Online Brokerage 18 Online Education 17 Online Payment 16 Online Job Search 10 NOTE: Based on a survey by CNNIC ONLINE GAMING – CHINA.PPT 12
  • 13. Rising phenomenon of in‐game advertising will allow  operators to generate larger revenues Growing revenues from advertisements Impact • Casual online games segment operating on a free‐to‐play model has seen strong growth due to  the existence of many small players who are unable to develop multiplayer games • Developers are generating revenues through online advertisements which has been growing  over the time Online Advertising Market USD mn USD mn 2,877 3,000 +42% 2,104 2,000 1,646 1,104 1,000 723 345 479 0 2004 2005 2006 2007 2008 2009e 2010e • Major brands have partnered with game publishers towards incorporating their products in the  online game itself as a branding exercise to target a specific market segment accessing the  online game itself as a branding exercise to target a specific market segment accessing the particular game • Coca Cola partnered with Shanghai‐based Shanda Entertainment to incorporate its product in  their game Aion ONLINE GAMING – CHINA.PPT 13
  • 14. Rising mobile subscribers and the growth in mobile internet  users will drive the market in the future Growth in mobile internet users Impact • Growth in mobile subscribers coupled with the large scale user base accessing the internet  using mobile phones is expected to drive demand for online games • The issuing of 3G licenses that began in January, 2009 will further boost this industry • The mobile gaming sector, including preloaded as well as online games, is valued at USD 263 mn  in 2009 and is estimated to grow at 60% to reach USD 1,075 mn by 2012 Growth in Mobile Subscribers Growth in Mobile Internet Users mn mn +14% 1,500 200 +37% 155 962 1,039 1,000 763 870 117 547 654 100 73 500 44 50 0 0 2007 2008 2009f 2010f 2011f 2012f Jun 07 Dec 07 Jun 08 Dec 08 Jun 09 Usage of Mobile Applications 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 % Mobile Chat 71.5 Mobile Search 26.2 Online Music 25.8 Online Gaming 14.7 Strong opportunity for growth in the  Mobile Mail 9.8 Mobile Community Mobile Community 9.6 96 online mobile gaming market expected  Mobile Blog 8.3 to grow further with the influx of 3G Mobile TV 8.0 ONLINE GAMING – CHINA.PPT 14
  • 15. Demand from the export market will lead to large scale  expansion and technological development Large demand from the export market Impact • In 2008, the total value of China’s online gaming exports amounted to USD 72 mn • The export market has been growing significantly  • Over 30 Chinese online games were exported to the overseas markets in 2008 • Some of the major regions includes North America, Europe, Japan and Southeast Asia • This large demand is expected to lead to the expansion of companies operating in this space  and will act as a major incentive for companies to foray into the market Online Gaming Export Market  Major Export Markets Segmentation USD mn 6 % 6.1% Southeast Asia Southeast Asia +30% 80 72 14.4% Europe and 60 56 North America 51.2% Japan &  40 South Korea 28.3% 20 Others 0 2007 2008 ONLINE GAMING – CHINA.PPT 15
  • 16. Complicated market entry mechanism will deter new  players from entering the market Cumbersome market entry procedure Impact • In order to operate in the online gaming space, players must adhere to a complicated  application procedure involving multiple government agencies Major Government Authorities and the Licenses required to Operate General  Ministry of Commerce  Ministry of Industry  Ministry of Culture  Ministry of Culture Administration of  Administration of and the State Bureau of  d h S B f and Information  dI f i (MOC) Press and  Industry and Commerce Technology Publications (GAPP) Commercial  Commercial Internet Content  Internet Content Content Approval  Content Approval Internet Publication  Internet Publication approval Provider license License License • It has been observed that there is a large degree of overlap among these licenses leading to  inefficiencies in the system • Furthermore, there is a lack of transparency in the regulatory System • Major instability in the online gaming market has been induced by bureaucratic conflict  between the two major regulatory bodies in this space namely the GAPP and MOC p y g p j • This has deterred players from entering the market and is expected to act as a major  impediment to a market which shows promising growth opportunities ONLINE GAMING – CHINA.PPT 16
  • 17. Protectionist approach adopted by the government and the rise in cyber crimes will impede growth Protectionist approach adopted by the government Impact • Government agencies regulating the online gaming space are curbing the entry of new foreign  players into the domestic market • One of the key Chinese government agencies in this space, the General Administration of Press  and Publications (GAPP), forwarded on October 10, 2009 that foreign investment is prohibited  in the domestic gaming sector • Foreign investors have been completely prohibited from operating online games in China via  any form including a wholly owned foreign enterprise, joint‐venture, commercial cooperation,  any form including a wholly owned foreign enterprise joint venture commercial cooperation or technical support • This is expected to have a detrimental effect on the market Online gaming fraught with cyber criminals Impact • China has been the worst  affected by attacks from cyber criminals • The online gaming space has led to large scale malware attacks affecting the end‐users system • China endures 45% of global malware infections • More than 90% of all rojans targeting online games are written in China More than 90% of all rojans targeting online games are written in China • Three routes to swipe online game passwords used by hackers have been identified  Social Engineering ‐ Phishing or bogus offers of bonus or tips in exchange for registering onto rogue systems  Exploiting game server vulnerabilities  Using malicious programs to obtain passwords • This has deterred consumers to access the online gaming sites due to security issues ONLINE GAMING – CHINA.PPT 17
  • 18. Low levels of internet penetration and the anti‐game  addiction programme is expected to be detrimental  Low internet penetration level Impact • Internet penetration level in the country has been rising, however, it is much lower than other  major markets and will act as a barrier for the online gaming market Penetration Rate of Internet Comparison of Internet Penetration % 0 10 20 30 40 50 60 70 80 30 % 25.5 Korea 76 25 22.6 USA 75 19.1 20 16.0 Japan  77 15 12.3 Brazil 74 9.4 10.5 Russia 27 10 China  26 5 India 7 0 World Average 24 Jun 06 Dec 06 Jun 07 Dec 07 Jun 08 Dec 08 Jun 09 Introduction of the anti‐game addiction programme Impact •GGAPP introduced the anti‐game‐addiction program towards curbing online addiction  i d d h i ddi i d bi li ddi i • It has been estimated that the proportion of people under the age of 18 playing online games  has dropped 7% since 2008 • Program requires online game producers to discourage online play for more than 3 hours by  reducing game credits reducing game credits • Additionally players are required to register with their real names in order to verify their age ONLINE GAMING – CHINA.PPT 18
  • 19. •Market Overview •Drivers & Challenges Drivers & Challenges •Market Characteristics •Competition •Key Developments ONLINE GAMING – CHINA.PPT 19
  • 20. Market Characteristics Growth in pre‐paid gaming cards Government clamps down on online games content Focus on R&D Key  Characteristics ` Branding taking priority among players in the market Players compete in the international market Operators non‐compliant with virtual currency regulations ONLINE GAMING – CHINA.PPT 20
  • 21. Rise in pre‐paid gaming cards sold through retailers towards  providing easy access to online games Growth in pre‐paid gaming cards • The Chinese online gaming market has seen the high growth in the usage of prepaid cards as a  means to access games online  Players using it  as a tool for  as a tool for • These cards are sold through various retail stores and allows teenagers access to online games  branding and  as they are in a position to pay for an enhanced gaming experience sales  • This further allows small players to compete in the market as they market their product and  generate revenues via tie‐ups with retail stores •HHowever, players are looking towards transforming the existing physical card distribution  l l ki t d t f i th i ti h i l d di t ib ti system into an electronic platform, eliminating the theft, fraud and inefficiencies in the existing  model  Pay88 is the leading reseller of internet game‐time – It sells online multiplayer game time and prepaid cards in more than 20 cities in China  Asia Virtual Payment took internet game card distribution into hyperspace – It has deployed point of sale machines in ~ 1000 cyber cafes in 12 major cities across China – Operates through transaction servers held in dedicated banking ISP facilities at China Netcom and China Telecom – The companies payment clearing partner includes China Union Pay and China Pay • Tapping in to both these (online and offline) prepaid card markets, Perfect World distributes  pp g ( )p p , physical and virtual prepaid game card • This has allowed gamers access a wide range of games where usage is time based vs. paying for  complete access to a particular game ONLINE GAMING – CHINA.PPT 21
  • 22. Government’s regulation and the growth in technological  advancements will affect the market Government clamps down on online games content • GAPP forwarded that it plans on introducing China Green Online Games Publishing Program in  2010 Content  • It has been seen that companies provide unhealthy and persuasive content in online games for It has been seen that companies provide unhealthy and persuasive content in online games for  regulation will  regulation will players, especially kids, so as to attract players and generate large profits stabilize the  • This program will be targeted towards curbing illegal release of online games and will lead to  market stricter control on the games' approval • Inappropriate content in games will be assessed and games not in accordance with the  regulation will be taken offline • This is expected to rage over a period of 5 years Focus on research and development • Players in the market have begun looking at large scale investments on research and  development activities towards creating more original games Technological  advancements a  • Giant Interactive Group Inc. plans on increasing their investment budget on R&D from USD 14.7  priority to  mn. It acquired a fifth independent game research team towards developing new products compete • Shanda Interactive Entertainment Ltd. invested USD 73.3 mn to fund ~40 game research teams  in order to create original content • Emphasis has fallen on R&D in order to contend with growing competition that the market is  facing ONLINE GAMING – CHINA.PPT 22
  • 23. Players in the industry have been focusing on branding  activities as well as expansion to international markets Branding taking priority among players in the market • Due to the maturity the game development sector has achieved, brand image has become  increasingly important to game developers and producers Branding  activity to retain  activity to retain • The market has progressed from an import driven sector to a market where players have build  and expand  capacities for self‐developed technologies and games through a systematic game development  customer base structure  • This has led to large scale integration with game developers communicating amongst  themselves to develop a brand image themselves to develop a brand image • Establishments been focusing on the importance of a brand image and the brand loyalty which  accompanies it Players compete in the international market • Technological expertise the domestic game developers in the online space have achieved has  allowed them to compete on the international level  Domestic majors  • China is expected to account for more than 40% of the global online gaming market by 2011 are expanding  y gy p p g g • Players such as Changyou and Shanda Games plan on capitalizing on the global market due to  horizons their operational expertise and business model   Major opportunities are seen in the Western market which is moving from console driven to massive  multiplayer online games as it lacks advanced online game development knowledge ONLINE GAMING – CHINA.PPT 23
  • 24. Stricter virtual currency regulations passed by the  government Operators non‐compliant with virtual currency regulations • Companies are profiting from the rising levels of virtual currencies  Small gaming companies make young people play online games to earn credits that the companies then sell  Government  at a profit to overseas customers in Taiwan, South Korea and even the United States know as “gold farming” t fit t t i T i S th K d th U it d St t k “ ld f i ” plans on curbing  plans on curbing  eBay and China’s Taobao have online advertisements offering virtual goods for sale using online currencies underground  economy • Rampant buying and selling of the make‐believe currencies used in online gaming, which  reached alarming levels (USD 1.5 bn), has attracted the governments attention • On June 26 2009 the Ministry of Culture and the Ministry of Commerce jointly issued new On June 26, 2009 the Ministry of Culture and the Ministry of Commerce jointly issued new  regulations towards reducing the large scale usage of virtual currency   Virtual currency may only be used to purchase virtual goods and services from the company that issued the  virtual currency  • Over 90% of China's online game operators are not adhering to these regulations • Impact of the regulation  Online game operators are expected to lose from 5‐7% of their annual revenues  All associations between companies to handle payment issues like billing and customer support for their  games has been rendered illegal  Trade of virtual currencies has also become against the law Trade of virtual currencies has also become against the law ONLINE GAMING – CHINA.PPT 24
  • 25. •Market Overview •Drivers & Challenges Drivers & Challenges •Market Characteristics •Competition •Key Developments ONLINE GAMING – CHINA.PPT 25
  • 26. Industry is highly fragmented with heightened competition amongst  players in this space Overview Market Share • The market comprises of a large number of players • Large cross‐section of players have been focusing on  Tencent Holdings Ltd.  the casual online games segment as they are unable  20.0% 20 0% Shanda Games Ltd. to invest and develop the more complex multiplayer  34.6% NetEase.com Inc.  games Perfect World Co. Ltd.  • Players have been focusing on improving their  18.1% Sohu.com Inc.  market position through the introduction of new  market position through the introduction of new 6.9% Others Oth games and regularly developing their existing games  8.2% 12.2% portfolio Revenue Split Revenues Generated from Export Market Foreign Perfect World Co. Ltd. Companies 7.3% 30% NetDragon Websoft Inc. 1.5% 35.0% Kingsoft Software Corp. 14.6% 4.2% 9you.com Shanda Games Ltd. 70% 15.5% Giant Interactive Group Domestic 21.9% Others Companies ONLINE GAMING – CHINA.PPT 26
  • 27. Profiles of Major Players (1/6) Company Business Description Changyou.com • Established in 2003; Headquarters in Beijing • Management Team: Charles Zhang – Chairman; Tao Wang – CEO • Operates in the massively multiplayer online role‐playing game (MMORPG) space and is a  ( ) subsidiary of Sohu.com Inc. • Partnered with Pay88 for the distribution of online mobile phone games • Signed a multi‐license deal to use BigWorld Technology as their platform for future games • Three new games are currently in the pipeline Financials: 2008 ‐ Revenue – USD 201 mn;  Profit – USD 107 mn  Giant Interactive  • Established in November 2004; Headquarters in Shanghai Groupp • Management Team: Yuzhu Shi – Chairman and CEO; Wei Liu – President • It invested USD 15 mn towards the development of a new 3D game • It has built a distribution network in order to sell prepaid game cards and game points  required to play its games  Its outreach, as of March 2008, consisted of over 270 distributors reaching 116,500 retail outlet • Towards enhancing R&D capabilities, the company allocated a total investment of USD 8.9  mn in the first half of 2009, with plans to launch 8 new games by mid‐2010 • The company plans on investing USD 29 mn on television advertisements towards enhancing  visibility of their products Financials: 2008 ‐ Revenue – USD 233 mn;  Profit – USD 162 mn ONLINE GAMING – CHINA.PPT 27
  • 28. Profiles of Major Players (2/6) Company Business Description NetDragon Websoft  • Established in 1999; Headquarters in Fuzhou Inc. • Management Team: Dejian Liu – Chairman; Tao Wang – CEO • It is the largest Chinese online game operator in the American market • Expanding international operations by giving exclusive licensing of its flagship game  "Eudemons Online" to Nival Network in Russia • In October 2007, invested USD 5 mn in research and development activities Financials: 2008 ‐ Revenue – USD 87 mn;  Profit – USD 35 mn  NetEase.com Inc. • Established in May 1997; Headquarters in Beijing • Management Team: William Ding – CEO; Zhonghui Zhan – COO  • It operates a leading interactive online and wireless community in China and is a major  provider of Chinese language content and services through its online games, wireless value‐ added services and internet portal businesses • It develops and licenses online games which are targeted at the Chinese market • In 2008, the company spent USD 30 mn on R&D activities for the development of its online  gaming products • Branding initiative was taken up by the company in November, 2009 with the launch of its  game channel, game.163.com, to extend its business  The new channel will provide news on games, including product news, player oriented news, and industry  information and will allow the company to market themselves information and will allow the company to market themselves Financials: 2008 ‐ Revenue – USD 436 mn;  Profit – USD 234 mn  ONLINE GAMING – CHINA.PPT 28
  • 29. Profiles of Major Players (3/6) Company Business Description Perfect World Co.  • Established in March 2004; Headquarters in Beijing Ltd.  • Management Team: Michael Yufeng Chi – Chairman and CEO; Kelvin Wing Kee Lau – CFO  • Plans on leverage its 3D game development capabilities and operating platform to effectively  penetrate the 2D market • It is currently the market leader in the 3D online gaming space in China • It invested USD 2.2 mn in a Web game developer and operator Chengdu Ye Net Science and  Technology Development Co. Ltd. towards diversifying its product pipeline Technology Development Co Ltd towards diversifying its product pipeline • The company expanded operations by investing USD 3.4 mn in a new company in Taiwan in  order to capitalize on this growing market • Recent overseas license agreements  In October 2009 it signed an agreement with VinaGame Software Service Joint Stock Company to license In October 2009, it signed an agreement with VinaGame Software Service Joint Stock Company to license  "Battle of the Immortals" in Vietnam  Licensed "Zhu Xian" to the Russian Federation and Other Russian Speaking Territories • Launched various games overseas in Thailand, Taiwan, Hong Kong and Macau Financials: 2008 ‐ Revenue – USD 210 mn;  Profit – USD 94 mn  ; ONLINE GAMING – CHINA.PPT 29
  • 30. Profiles of Major Players (4/6) Company Business Description Shanda Interactive  • Established in 1999; Headquarters in Shanghai Entertainment Ltd • Management Team: Tianqiao Chen – Chairman and CEO; Qunzhao Tan – President  • As of March 2009, Shanda has accumulated more than 800 mn registered users • Operates in this space through its subsidiary Shanda Games • Offers a portfolio of diversified entertainment content including some of the most popular  massively multi‐player online role‐playing games and advanced casual online games A fA As of August 31, 2009, it operated 18 multiplayer role playing games and 11 advanced casual games 31 2009 i d 18 li l l l i d 11 d d l • Introduced the "18 Funds" project where it paid USD 73 mn to fund nearly 40 game research  teams • Developed a special computer program, called the e‐sale system, which allowed internet café  owners to buy virtual prepaid cards from Shanda and sell them to customers owners to buy virtual prepaid cards from Shanda and sell them to customers  All parties are connected electronically through the system and the transactions are made instantly  This allowed the company to track how many games each Internet café is selling. This helps the company  figure out how popular the game is in each geographical area and distribute physical prepaid cards  accordingly  This allowed the company to strategically market their games h ll d h ll k h • It is planning to raise USD 800 mn in an initial public offering (IPO) in the United States • It plans on developing 16 role playing games and 8 advanced casual games  • Financials: 2008 ‐ Revenue – USD 523 mn;  Profit – USD 183 mn ONLINE GAMING – CHINA.PPT 30
  • 31. Profiles of Major Players (5/6) Company Business Description Tencent Holdings  • Established in November, 1998 and has grown into China's largest and most used internet  Ltd. service portal • Headquarters in Shenzen Headquarters in Shenzen • Management Team: Ma Huateng – CEO; Lau Chi Ping Martin – President  • In 2007, it invested ~USD 14.7 mn in setting up the Tencent Research Institute, China's first  Internet research institute focusing on developing core technologies • Plans on developing three massively multiplayer online games (MMOG) and one advanced Plans on developing three massively multiplayer online games (MMOG) and one advanced  casual game for 2009 as well as up to six MMOGs for the first half of 2010 • It set up an R&D center in the Chengdu Hi‐tech Developing Zone (CDHT) with USD 80 mn   The R&D center integrates the Internet company's core divisions responsible for the operation of its  interactive entertainment platform and aims at improving R&D of interactive entertainment products p p g p Financials: 2008 ‐ Revenue – USD 1 bn;  Profit – USD 410 mn  The9 • Established in May 2000; Headquarters in Shanghai • Management Team: Jun Zhu – Chairman and CEO; Xiaowei Chen – President • Primarily focused on operating and developing high quality games Primarily focused on operating and developing high‐quality games • It plans on expanding its R&D by approximately twice its existing strength  Financials: 2008 ‐ Revenue – USD 264 mn;  Profit – USD 19 mn  ONLINE GAMING – CHINA.PPT 31
  • 32. Profiles of Major Players (6/6) Company Business Description • Management Team: Wang Zijie – Chairman and CEO NineYou • Operates through two business models  A unified account business model allowing it's customers to enjoy the experience of "SAME“ (Single  Account, Multiple E‐contents) and “FEEL" (First Experience, Expense Later) operation mode • Actively participated in multiple major marketing activities such as sponsoring popular reality  shows and investing in TV series • Its in house developed MMOG "Super Dancer Online" has been licensed out for operations in  Its in‐house developed MMOG  Super Dancer Online has been licensed out for operations in over 42 overseas territories • Subscriber base as of February 2009 stood at ~ 390 mn Webzen • Established in 2000; Headquarters in Seoul ; q • Management Team: Chang Keun Kim – CEO • Its business operations include PC online games, mobile network games, console games and  derived merchandising p y g g , , , , p , • The company caters to global markets including China, Korea, America, Taiwan, Japan,  Philippines and Vietnam Financials: 2008 ‐ Revenue – USD 24 mn;  Profit – USD 12 mn  ONLINE GAMING – CHINA.PPT 32
  • 33. •Market Overview •Drivers & Challenges Drivers & Challenges •Market Characteristics •Competition •Key Developments ONLINE GAMING – CHINA.PPT 33
  • 34. Key Developments Date Development Nov 2009 One of China’s largest blogging community, 51.com plans on entering the online gaming business through  associations with game developers towards changing their position from a loss making to a profitable firm  Oct 2009 Sina after being absent from China's online gaming industry for several years, has returned as a co‐ operator of its local peer Kingsoft Co. Ltd.'s 2D web game. The company with its edging media resources  and numerous customers that its partner lacks, is likely to accrue experience in online game R&D and  operation from the cooperation.  Feb 2009 KRG Soft exported its online game, Yulhyulgangho, USD 10 mn. This move was made after the game was a  major success in the domestic market. The company planned on capitalizing on the global opportunities  in the online gaming market.  Jan 2009 Capcom Co. planned on entering the online gaming business in China making them the latest game  software developer to tap this burgeoning market. software developer to tap this burgeoning market Dec 2008 Shanghai Xiaolin Technologies, a game developer, secured USD 1.5 mn in venture capital funding from  Well Well Group.  Nov 2008 Beijing Kylin Technologies Ltd., a China‐based online gaming company, secured USD 15 mn in venture  capital funding from Shenzhen Capital Group Co. Ltd., SBI & TH (Beijing) Venture Capital Management,  lf d f h h l d & ( ) l and LEV Ventures. Oct 2008 LineKong Entertainment Technology Co. Ltd. entered the market with the launch of their first game  “Journey to the West."  ONLINE GAMING – CHINA.PPT 34
  • 35. Thank you for your time For an updated report or any customized research requirements, please contact: Gaurav Kumar E‐Mail: gaurav.kumar@netscribes.com; sales@netscribes.com Phone: +91 33 4064 6214; +91 983 030 9715 Netscribes’ Services: RESEARCH & ANALYTICS RESEARCH & ANALYTICS MARKET INTELLIGENCE MARKET INTELLIGENCE CONTENT SOLUTIONS CONTENT SOLUTIONS Investment Research Market Monitoring & Competitive  Social Media Marketing Enterprise Market Research Intelligence Marcom Support Services Patent Research Sales & Prospect Intelligence Content Management Services Syndicated Market Research S di t d M k t R h Listening & Media Monitoring Li t i & M di M it i Book Packaging Services B kP k i S i Brand Surveillance For further details, visit us at: www.netscribes.com About Netscribes Netscribes supports the organic and inorganic growth objectives of global corporations through a combination of Enterprise Market,  Investment & Patent Research, Market & Sales Intelligence, Social Media Monitoring & Management and Custom Publishing solution. Disclaimer: This report is published for general information only. High standards have been used for preparing this market research report;  Disclaimer: This report is published for general information only High standards have been used for preparing this market research report; however, Netscribes, Inc. or “Netscribes” is not responsible for any loss or damage arising from use of this document. This document is the sole  property of Netscribes and prior permission is required for guidelines on reproduction. ONLINE GAMING – CHINA.PPT 35