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Online Gaming Market in China
March 2012
Executive Summary
               China’s online gaming industry has exhibited a rapid growth and development over the past years
Market         Estimated worth USDx bn in 20‐‐, growing at a CAGR of y% from USDz in 20‐‐
               Online gaming user base has grown by p% CAGR over 20‐‐ ‐ 20‐‐
                Drivers:                                                    Challenges:
                ‐ Increasing Internet Usage                                 ‐ Fragmented Regulatory Framework
                ‐ Growth in Broadband Subscribers                           ‐ Cumbersome Market Entry Procedure
                ‐ Rising Personal Computer Sales                            ‐ Demographic Challenge
Drivers &       ‐ Growing Revenues from Advertisements                      ‐ Anti‐game Addiction Program
Challenges      ‐ Growth in Mobile Internet Users                           ‐ Online Gaming Fraught with Cyber Criminals
                ‐ Diversified Product Portfolio                             ‐ Poor Intellectual Property Rights (IPR) Enforcement
                                                                            ‐ Human Resource Constraints
                                                                            ‐ Low Internet Penetration Level
Government 
               Government’s Key Focus Areas for Online Gaming Sector
Initiatives
               Growth in Pre‐paid Gaming Cards
               Focus on Research and Development
Trends
               Focus on Online 3D Games
               Overseas Expansion

                                                               Major Players
Competition       Company 1              Company 2            Company 3            Company 4                Company 5


                                       ONLINE GAMING MARKET IN CHINA 2012.PPT                                                 2
•Market Overview
•Drivers & Challenges
•Government Initiatives
•Trends
•Mergers & Acquisitions
•Competition
•Key Takeaways


    ONLINE GAMING MARKET IN CHINA 2012.PPT   3
China’s online gaming market is expected to generate a 
revenue of USDa7 bn by 20‐‐
Overview                                                                           Market Size and Growth
• China’s online gaming market is estimated to grow at                             USD bn
  a CAGR of y% reaching USD a7 bn during 20‐‐ ‐ 20‐‐                              35                                                               a7
    China has the world’s largest internet population,                           30
     representing x% of the word’s total internet users,  which                   25                                   y%               a6
     provides a strong consumer base for the growing online                       20                                           a5
     gaming industry                                                              15                                     a4
    As of Jun 20‐‐, no. of online gamers in China reached  b3                    10                         a3
                                                                                         a1          a2
     mn users, growing at a CAGR of z% from 20‐‐                                   5
    In 20‐‐, revenue of online games from internet was USDx1                      0
     bn and from mobile network was x2 bn, up by y1% and                                 20‐‐        20‐‐   20‐‐e   20‐‐e     20‐‐e    20‐‐e      20‐‐e
     y2% respectively from 20‐‐
        – In 20‐‐,  no. of independently developed national online games           China Online Gamer Base
          had exceeded p, which was q more online games than the 
          previous year                                                                                No. of gamers          Utilization Ratio
• Utilization ratio refers to the share of online gamers 
                                                                                 No. of users                                               Utilization Ratio
  amongst the total internet users in China                                          mn                             z%                              %
    As of Jun 20‐‐, c3% of the total internet users indulged in                  400           b1                                                        80
                                                                                                                    b2                  b3
     online gaming declining from c1% in 20‐‐
                                                                                  300                                                                     60
        – However, the remaining c4% of the total internet population                                                                  c3
                                                                                  200                               c2                                    40
          can be viewed as the potential online gamers indicating the                           c1
          huge scope of growth for the Chinese online gamer base                  100                                                                     20
                                                                                    0                                                                     0
                                                                                                20‐‐                20‐‐            Jan‐Jun 20‐‐

                                                          ONLINE GAMING MARKET IN CHINA 2012.PPT                                                               4
Players across the market have adopted different business 
models capitalizing upon the growing market opportunities
                             Business Models




       Model 1     •Finding 1




       Model 2     •Finding 2




       Model 4     •Finding 3




                      ONLINE GAMING MARKET IN CHINA 2012.PPT   5
Online gaming industry offers a wide spectrum of games 
catering to different segments in the market
                                 Types of Online Games


                   Type 1                                                Type 2



  • Finding 1                                              • Finding 2




                                            Type 3


                • Finding 3



                   Type 4                                                Type 5



  • Finding 4                                              • Finding 5




                              ONLINE GAMING MARKET IN CHINA 2012.PPT              6
Drivers & Challenges
                                                                   Challenges
                                                                   Fragmented Regulatory Framework
  Drivers
                                                                   Cumbersome Market Entry Procedure
  Increasing Internet Usage                                        Demographic Challenge

  Growth in Broadband Subscribers                                  Anti‐game Addiction Program

                                                                   Online Gaming Fraught with Cyber 
  Rising Personal Computer Sales                                   Criminals
                                                                   Limited Intellectual Property Rights 
  Growing Revenues from 
                                                                   (IPR) Enforcement
  Advertisements
                                                                   Human Resource Constraints
  Growth in Mobile Internet Users
                                                                   Low Internet Penetration Level
  Diversified Product Portfolio




                                    ONLINE GAMING MARKET IN CHINA 2012.PPT                                 7
Growing number of internet users in China coupled with 
time spent online…
Increasing Internet Usage (1/2)                                                                                                          Impact
• Finding 1
    Sub‐finding 1
    Sub‐finding 2
               –   Sub‐finding 3
• Finding 2
    Sub‐finding 4




                      Internet Population                                                 Break‐Up of Weekly Hours Spent on Internet

No. of users              No. of users            Penetration     Penetration                 Video or music                         Gaming
    mn                                                                %                       Chatting and instant messaging         Social Media
800                                                               a6     60                   Online shopping                        Reading News
                                      x%
600                                        a4          a5                                0            5            10               15           20
                                a3                               c6      40
400                  a2                                c5                                                                                             hrs
         a1                                c4                            20
200                             c3
        c1           c2
                                                                                              b1          b2       b3          b4        b5   b6 b
  0                                                                      0
        20‐‐       20‐‐        20‐‐        20‐‐       20‐‐      20‐‐e



                                                             ONLINE GAMING MARKET IN CHINA 2012.PPT                                                     8
…creates business opportunities for the online gaming 
  market in China
  Increasing Internet Usage (2/2)                                                                  Internet Penetration – Rural and Urban
  • Finding 1                                                                                      %                          Urban          Rural

           Sub‐finding 1                                                                     80                                                                 c5
                                                                                              60                                                  c4
  • Finding 2                                                                                                                     c3
                                                                                                                                                                      d5
                                                                                              40                 c2
                                                                                                       c1
                                                                                                                                        d3             d4
                                                                                              20            d1        d2

                                                                                               0
                                                                                                        20‐‐      20‐‐             20‐‐         20‐‐ Jun         20‐‐e


                    Popular Internet Activities*                                                                           Items Purchased Online*

                        0   10   20   30    40   50    60   70        80                                                  %
                                                                           %
 Online researching/                                                                                              45                   b1
                                                                 a1                                                                                         b2
           shopping
 Watching video clips                                       a2                                                    30

       Playing games                                   a3                        Finding 3
                                                                                                                  15
Download films/DVDs                                    a4
   Download music/                                                                                                    0
                                                      a5
          podcasts                                                                                                            Virtual currency         Online games
   Phone/video calls                       a6                                                                                    ( for online 
                                                                                                                                   games )




                                                            ONLINE GAMING MARKET IN CHINA 2012.PPT                                                                         9
Rising broadband penetration will drive online gaming in 
general and massive multiplayer online games
Growth in Broadband Subscribers                                                                                            Impact
• Finding 1
    Sub‐finding 1
    Sub‐finding 2 
• Finding 2




                       Broadband User Base
                                                                                       Average Internet Access Speed – Top 5 Province
                      No. of users          Penetration
                                                                                                                        Download Speed 
                                                                                    Ranking          Provinces 
No. of users                         x%                          Penetration                                                (Kbps) 
    mn                                                               %
                                      a2                  a3                           1            Province 1                x1 
600            a1                                                       100
                                                                                       2            Province 2                x2
400                                                                                    3            Province 3                x3
                                     b2                   b3            50
               b1                                                                      4            Province 4                x4
200
                                                                                       5            Province 5                x5
  0                                                                     0
               20‐‐                  20‐‐                 20‐‐


                                                           ONLINE GAMING MARKET IN CHINA 2012.PPT                                       10
Increasing penetration of PC’s will lead to rising demand for 
online gaming
Rising Personal Computer Sales                                                                                     Impact
• Finding 1
• Finding 2
    Sub‐finding 1
• Finding 3
• Finding 4
    Sub‐finding 2




                    Rising PC Sales Volume                                          PC Online Gaming Market Size*

   mn units                                                                USD bn
  200                                         a3                            8                      y%
                                                                                                             b2
  150                          x%                                           6            b1
  100                          a2                                           4

   50          a1                                                           2

    0                                                                       0
              20‐‐            20‐‐e          20‐‐e                                      20‐‐                20‐‐



                                               ONLINE GAMING MARKET IN CHINA 2012.PPT                                       11
Rising popularity of in‐game advertising will allow operators 
to generate incremental revenues
Growing Revenues from Advertisements                                                              Impact
• Finding 1
• Finding 2
• Finding 3
    Sub‐finding 1




                                                                      Online Advertising Market

                                                          USD bn
                                                                                                   a4
                                                         10
                                                                                     x%
                                                          8                                a3
 • Finding 4                                              6                   a2
     Sub‐finding 2                                                a1
                                                          4
                                                          2
                                                          0
                                                                   20‐‐      20‐‐e        20‐‐e   20‐‐e


                             ONLINE GAMING MARKET IN CHINA 2012.PPT                                        12
Rising mobile subscribers and the growth in mobile internet 
 users will drive the market in the future
 Growth in Mobile Internet Users                                                                                                                           Impact
 • Finding 1                                                                   Usage of Mobile Applications (20‐‐)
        Sub‐finding 1
 • Finding 2                                                                          0    10     20     30        40        50   60    70        80
        Sub‐finding 2                                                                                                                                 %
                                                                Instant messaging                                                            b1
                                                                      Online news                                                      b2
                                                                            Search                                                 b3
                                                                     Online music                                        b4
                                                                  Online literature                                      b5
                                                         Social networking website                                      b6
           Growth in Mobile Internet Users                              Microblog                                 b7
                                                                               BBS                           b8
      mn
                                                                     Online games                        b9                                            Finding 3
400                             x%            a4                            E‐mail                      b10
                                     a3
300                                                                   Online video                     b11
                         a2
                                                                  Online payment            b12
200                                          Equivalent to 
            a1                              ~y% of the total          Online bank           b13
100                                           population          Online shopping          b14

 0                                                                 Travel booking         b15
            20‐‐         20‐‐        20‐‐     20‐‐                   Group buying         b16



                                                     ONLINE GAMING MARKET IN CHINA 2012.PPT                                                                         13
Diversified interests of domestic players leads to the 
availability of affordable online gaming
Diversified Product Portfolio                                               Impact
• Finding 1
    Sub‐finding 1




                                Diversified Interests of Domestic Players




   • Result 2                                               • Result 1




                                                Result 3


                                                Result 4



                                 ONLINE GAMING MARKET IN CHINA 2012.PPT              14
Multiple regulatory bodies associated with the online 
gaming sector
Fragmented Regulatory Framework                                                      Impact
• Finding 1
• Finding 2
• Finding 3
    Sub‐finding 1




                                            Structure



   Government body 1   Government body 2                  Government body 3   Government body 4




         Finding 1         Finding 2                            Finding 3         Finding 4




                               ONLINE GAMING MARKET IN CHINA 2012.PPT                             15
Entry barriers is a major challenge faced by the foreign 
players…
Cumbersome Market Entry Protocols (1/2)                                                   Impact
• Finding 1
• Finding 2




                                                  Challenge 1

  Date                        Description                                        Impact


 11th Dec 
              •Regulation 1
   20‐‐                                                              •Result 1

                                                                     •Result 2

                                                                     •Result 3
 3rd Jun 
              •Regulation 2                                          •Result 4
  20‐‐




                                      ONLINE GAMING MARKET IN CHINA 2012.PPT                       16
…who intend to enter the Chinese online gaming industry

Cumbersome Market Entry Protocols (2/2)
                                       Publication Permits for Imported Games
  Date                            Description                                           Impact



                                                                            •Result 1


             •Regulation 3                                                  •Result 2
   20‐‐
             •Regulation 4
                                                                            •Result 3

                                                                            •Result 4



                                           Update Permits for Imported Games
                             Description                                                Impact
                                                                            •Result 1
•Regulation 5 
                                                                            •Result 2




                                            ONLINE GAMING MARKET IN CHINA 2012.PPT               17
Declining school‐age population casting a shadow on the 
online gaming market in China
Demographic Challenge                                                                                 Impact
• Finding 1
• Finding 2
    Sub‐finding 1
• Finding 3




                                         Declining Share of School‐Age Population

                                         mn
                             1,500,000          a              b                c       School age population is 
                                               a1              a2              a3      expected to decline from x 
                                                               b2              b3
                                               b1                                       mn in 20‐‐, representing 
        0 to 4 Age group     1,000,000                                                 b1% of the total population 
        5 to 19 Age group                                                                    to y mn by 20‐‐, 
        Age above 20 years                                     c2              c3       representing b3% of the 
                              500,000          c1
                                                                                        total population in China

                                    0
                                              20‐‐            20‐‐e           20‐‐e


                                              ONLINE GAMING MARKET IN CHINA 2012.PPT                                  18
Anti‐game addiction program is expected to be detrimental 
to the growth of online gaming market
Anti‐game Addiction Program                                            Impact
• Finding 1 

                                    Policy Description




  Jul 20‐‐     • Policy 1 




 Apr 20‐‐      • Policy 2




                              Finding 2



                              ONLINE GAMING MARKET IN CHINA 2012.PPT            19
Rise in cyber crimes will limit the number of consumers 
accessing the gaming sites
Online Gaming Fraught with Cyber Criminals                                  Impact
• Finding 1
• Finding 2
• Finding 3
    Sub‐finding 1
      – Sub‐finding 2
    Sub‐finding 3
• Finding 4




                               Three routes to steal online game 
        Route 1                                                         Route 3
                                  passwords used by hackers 
                                      have been identified




                                            Route 2




                               ONLINE GAMING MARKET IN CHINA 2012.PPT                20
IPR challenge and human resource constraints are serious 
problems for the game developers in China
Poor Intellectual Property Rights (IPR) Enforcement                       Impact
• Finding 1
    Sub‐finding 1

• Finding 2
    Sub‐finding 2
    Sub‐finding 3

• Finding 3




Human Resource Constraints                                                Impact
• Finding 1
• Finding 2




                                              • Result 1
                Finding 3
                                              • Result 2




                                 ONLINE GAMING MARKET IN CHINA 2012.PPT            21
Low internet penetration level hinders market expansion of 
online gaming industry
Low Internet Penetration Level                                                                                                                               Impact
•Finding 1
    Sub‐finding 1
•Finding 2


       Internet User Base ‐ Major Countries (20‐‐)                                              Internet Penetration – Major Countries (20‐‐)

                   0    100           200        300   400   500     600                                       0   10    20   30    40        50   60   70   80    90
                                                                           mn                                                                                           %
          China                                                a1                              Korea, South                                                       b1

   United States                             a2                                            United Kingdom*                                                        b2

           India                 a3                                                                   Japan                                                   b3

          Japan              a4                                                                United States                                                  b4

         Brazil*            a5                                                                      Russia*                                  b5

        Russia*         a6                                                                            China                             b6

United Kingdom*        a7                                                                            Brazil*                            b7

   Korea, South        a8                                                                              India        b8

  World average                             a9                                                World average                        b9




                                                                   ONLINE GAMING MARKET IN CHINA 2012.PPT                                                                   22
Government of China aims to promote the online gaming 
industry while implementing key measures 
              Government’s Key Focus Areas for Online Gaming Sector



                    Focus area 1


                                                     Focus area 2


                   Focus area 3


                                                     Focus area 4


                   Focus area 5




                                     Conclusion




                         ONLINE GAMING MARKET IN CHINA 2012.PPT       23
Trends ‐ Summary




            Overseas Expansion              Growth in Pre‐paid Gaming Cards



                                  Key Trends


                                                   Focus on Research and 
         Focus on Online 3D Games
                                                    Development (R&D)




                        ONLINE GAMING MARKET IN CHINA 2012.PPT                24
Rise in pre‐paid gaming cards sold through retailers towards 
providing easy access to online games
Growth in Pre‐paid Gaming Cards
• Finding 1
                                                                                                        Players using it 
• Finding 2                                                                                               as a tool for 
                                                                                                         branding and 
                                                                                                              sales 




            Type 1 Pre‐Paid Cards                                                        Type 2 Pre‐Paid Cards

• Description 1                                                              • Description 2


                                                Pre‐Paid 
                                              Gaming Cards




                                                Conclusion 
                                                Conclusion 


                                    ONLINE GAMING MARKET IN CHINA 2012.PPT                                             25
Growth in technological advancements through increased  
R&D investments favors market growth
Focus on Research and Development (R&D)
                                                                                        Technological 
•Finding 1                                                                             advancements a 
                                                                                          priority to 
                                                                                           compete


             Investment 
  Date                                                                   Description
              (USD mn)

 Mar 20‐‐        ‐         •Description 1

 Dec 20‐‐        ‐         •Description 2

 Nov 20‐‐        ‐         •Description 3

 Jul 20‐‐        ‐         •Description 4


 Jun 20‐‐        ‐         •Description 5



 May 20‐‐        ‐         •Description 6




                                            ONLINE GAMING MARKET IN CHINA 2012.PPT                  26
Online 3D games will become more mature in the coming 
years
Focus on Online 3D Games
• Finding 1
    Sub‐finding 1                                                      Online 3D games 
• Finding 2                                                                consistently 
                                                                        becoming popular


  Date                                            Description

              •Description 1
 Feb 20‐‐
              •Description 2

 Jan 20‐‐     •Description 3

 Dec 20‐‐     •Description 4


 Nov 20‐‐     •Description 5


 Sep 20‐‐     •Description 6

  Jul 20‐‐    •Description 7



                               ONLINE GAMING MARKET IN CHINA 2012.PPT                 27
Domestic players are expanding their share in the 
international…
Overseas Expansion (1/2)

                                                    Revenues Earned from Exports of Online Games
                                                    USD mn
                                                                                   x%
                                                   400                                           a3
                                                                                   a2
                                                   200               a1

                                                     0
                                                                     20‐‐          20‐‐         20‐‐
  • Finding 1
  • Finding 2
  • Finding 3                                            Domestic majors are pursuing overseas 
      Sub‐finding 1                                                  expansion
  • Finding 4
  • Finding 5                                                      No. of Chinese Online Games Exported

                                                             no.
                                                                                        y%
                                                     150                                       b2
                                                     100                    b1
                                                      50
                                                         0
                                                                            20‐‐              20‐‐




                           ONLINE GAMING MARKET IN CHINA 2012.PPT                                         28
…online gaming market, with increasing support from the 
Chinese government
Overseas Expansion (2/2)
                  Growing overseas expansion activities adopted by the domestic online gaming companies
                  Growing overseas expansion activities adopted by the domestic online gaming companies


• Description 1




• Description 2



• Description 3



• Description 4



         Support from the government will further drive  overseas expansion of the Chinese game developers
         Support from the government will further drive  overseas expansion of the Chinese game developers



                                                  Regulation description 




                                              ONLINE GAMING MARKET IN CHINA 2012.PPT                         29
Mergers & Acquisitions (M&A) (1/2)
                                                                                                 Size
Announced Date       Closed Date       Target                  Buyer/Investors       Sellers
                                                                                               (USD mn)
‐                ‐                 ‐                       ‐                     ‐             ‐



‐                ‐                 ‐                       ‐                     ‐             ‐

‐                ‐                 ‐                       ‐                     ‐             ‐

‐                ‐                 ‐                       ‐                     ‐             ‐



‐                ‐                 ‐                       ‐                     ‐             ‐


‐                ‐                 ‐                       ‐                     ‐             ‐

‐                ‐                 ‐                       ‐                     ‐             ‐


‐                ‐                 ‐                       ‐                     ‐             ‐




                                       ONLINE GAMING MARKET IN CHINA 2012.PPT                        30
Major Domestic Public Companies – Summary (1/2)
 Net Profit
1,500
                  Size of the Bubble represents Market 
1,400
1,300
                         Capitalization in USD mn
1,200                                                                                                                       m1

1,100
1,000
 900
 800
 700
 600
 500
 400
                                     m3
 300
 200              m6               m2
                        m4
 100                         m5
            m8    m7
   0                                                                                                                                          Total Income
        0        200   400   600   800    1,000   1,200   1,400   1,600   1,800   2,000   2,200   2,400   2,600   2,800   3,000   3,200   3,400


                                                    Company 1             Company 4         Company 7
                                                    Company 2             Company 5         Company 8
                                                    Company 3             Company 6




                                                      ONLINE GAMING MARKET IN CHINA 2012.PPT                                                           31
Major Domestic Public Companies – Summary (2/2)

Total Income and Profit for Major Domestic Companies of 2010
                                                0          500        1,000   1,500   2,000   2,500   3,000   3,500
                                                                                                                  USD mn
                                                                                                         a1
                      Tencent Holdings Ltd.
                                                                              b1

                                                                      a2
                          NetEase.com, Inc.
                                                           b2
                                                                  a3
                     Shanda Games Limited
                                                      b3

                                                                 a4
                              Sohu.com Inc.
                                                     b4
                                                           a5
                     Perfect World Co., Ltd.
                                                     b5
                                                      a6
                Giant Interactive Group, Inc.
                                                     b6
                                                      a7
                Kingsoft Corporation Limited
                                                    b7

                                                     a8                                                               Total Income
                    NetDragon Websoft Inc.
                                                    b8
                                                                                                                      Net Profit




                                         ONLINE GAMING MARKET IN CHINA 2012.PPT                                                      32
Domestic Company – Company 1
Company Information                                                              Locations – China

Corporate Address       Address


Tel No.                 xxx‐yyy‐zzz
Fax No.                 xxx‐yyy‐zzz
Website                 www.xxx.com
Year of Incorporation   19‐‐
Ticker Symbol           ‐‐‐
Stock Exchange          Hong Kong Stock Exchange (SEHK)

Products and Services                                                               Headquarters
                                                                                    Other Offices
       Category                     Products/Services
Category 1              Product 1, product 2, product 3,product 4,               Key People
                        product 5, product 6 and product 7
                                                                                           Name                 Designation
Category 2              Product 8                                               Person 1             Principal Founder, CEO
Category 3              Product 9, product 10, product 11, product 12,          Person 2             President and Executive Director
                        product 13
                                                                                Person 3             Chief Administration Officer 
                                                                                Person 4             Chief Information Officer 



                                                        ONLINE GAMING MARKET IN CHINA 2012.PPT                                          33
Domestic Company – Company 1
Financial Snapshot                                                                 Key Ratios
                                                                                                                     y‐o‐y
Total Income                      Total Income                      Profit                   Particulars            change      20‐‐      20‐‐    20‐‐           20‐‐
USD mn                                                              USD mn                                         (20– 20‐‐)
                                  Profit / Loss
4,000                                                                   1,500
                                                                                   Profitability Ratios
                                                             a4                     Operating Margin                   ‐         ‐         ‐       ‐              ‐
3,000
                                                  a3                    1,000       Net Margin                         ‐         ‐         ‐       ‐              ‐
2,000                                                                               Profit Before Tax Margin           ‐         ‐         ‐       ‐              ‐
                            a2                                          500
1,000          a1                                                                   Return on Equity                   ‐         ‐         ‐       ‐              ‐
    0                                                                   0           Return on Capital Employed         ‐         ‐         ‐       ‐              ‐
            20‐‐           20‐‐                   20‐‐       20‐‐                   Return on Working Capital          ‐         ‐         ‐       ‐              ‐
                                                                                    Return on Assets                   ‐         ‐         ‐       ‐              ‐
Financial Summary                                                                   Return on Fixed Assets             ‐         ‐         ‐       ‐              ‐
                                                                                    Cost Ratios                        ‐         ‐         ‐       ‐              ‐
• The company earned a net profit of USD b1  mn in FY 20‐‐, as 
                                                                                    Operating costs (% of Sales)       ‐         ‐         ‐       ‐              ‐
  compared to net profit of USDb2 mn in FY 20‐‐
                                                                                    Administration costs (% of 
• The company reported total Income of  USDa4 mn in FY 20‐‐,                          Sales)                           ‐         ‐         ‐       ‐              ‐
  registering an increase of a3% over FY 20‐‐                                       Interest costs (% of Sales)        ‐         ‐         ‐       ‐              ‐

• The company reported an operating margin of x1%in FY 20‐‐ an                      Liquidity Ratios                   ‐         ‐         ‐       ‐              ‐
                                                                                    Current Ratio                      ‐         ‐         ‐       ‐              ‐
  increase of x2 percentage points over FY 20‐‐
                                                                                    Cash Ratio                         ‐         ‐         ‐       ‐              ‐
• The company reported debt to equity ratio of x3 in FY 20‐‐, an                    Leverage Ratios                    ‐         ‐         ‐       ‐              ‐
  increase of x4% over FY 20‐‐                                                      Debt to Equity Ratio               ‐         ‐         ‐       ‐              ‐
                                                                                    Debt to Capital Ratio
Financial Summary                                                                   Interest Coverage Ratio
                                                                                                                       ‐
                                                                                                                       ‐
                                                                                                                                 ‐
                                                                                                                                 ‐
                                                                                                                                           ‐
                                                                                                                                           ‐
                                                                                                                                                   ‐
                                                                                                                                                   ‐
                                                                                                                                                                  ‐
                                                                                                                                                                  ‐
        Indicators                            Value (6/03/20‐‐)                     Efficiency Ratios                  ‐         ‐         ‐       ‐              ‐
Market Capitalization (USD)                                                         Fixed Asset Turnover               ‐         ‐         ‐       ‐              ‐
                                                         ‐
                                                                                    Asset Turnover                     ‐         ‐         ‐       ‐              ‐
Total Enterprise Value (USD)                             ‐                          Current Asset Turnover             ‐         ‐         ‐       ‐              ‐
EPS (USD)                                                ‐                          Working Capital Turnover           ‐         ‐         ‐       ‐              ‐
PE Ratio (Abs) (9/03/20‐‐)                               ‐                          Capital Employed Turnover          ‐         ‐         ‐       ‐              ‐

                                                                                                                                       Improved        Decline

                                                             ONLINE GAMING MARKET IN CHINA 2012.PPT                                                                   34
Domestic Company – Company 1
Key Business Segments                                                      Key Geographic Segments

       Others        Segment 2                                                                      Other Regions        PRC
       Segment 1     Segment 3

100%       b1 a1        b2 a2       a3 b3               b4 a4             100%                                                  y4
                          c2        c3             c4
             c1
50%
                                                    d4                     50%         z1            z2             z3          z4
            d1           d2           d3

 0%                                                                          0%
            20‐‐         20‐‐         20‐‐          20‐‐                              20‐‐          20‐‐          20‐‐         20‐‐


Key Recent Developments

         Description                                                              News
                                 • Company 1 is the largest and most used category a in China
Overview                         • Company 1 games is a online game developer and operator and is known as the largest online game 
                                  community in Country 1
                                 • In Dec 20‐‐, company 1 laid the foundation for Cloud Computing Data Center in  province 1
Business Expansion
                                 • In Nov 20‐‐, company 1 laid the foundation for Company 1 regional Building
Strategic Alliance               • In May 20‐‐, company 1 acquired ~x% of the outstanding share of company 2 for USDy mn 
                                 • In Sep 20‐‐, company 1 had plans of partnering with company 3, in order to develop cross‐border online 
Overseas Expansion
                                   payment services



                                                  ONLINE GAMING MARKET IN CHINA 2012.PPT                                                35
Online gaming market is expected to grow at a CAGR of x% 
to reach USDa7 bn by 20‐‐
     Online gaming  industry is largely driven by the world’s largest no. of online population consumer base in China

  Opportunities in the                                        Market Size                                    Government 
       Market                      USD bn                                                                     Initiatives
                                   40
 Increasing internet usage                                                                        a7     Government has been 
                                   30                                   x%                               implementing various 
 coupled with growing                                                                       a6
 broadband consumer base           20                                            a5                      policies and regulations 
                                                                        a4                               associated with the 
 act as a major driver for the     10                           a3
                                            a1          a2
                                                                                                         online gaming sector
 online gaming industry in          0
 China                                                                                                   However, presence of 
                                            20‐‐       20‐‐    20‐‐e   20‐‐e    20‐‐e   20‐‐e    20‐‐e
                                                                                                         multiple government 
 Rising personal computer                                                                                bodies associated with 
 sales and growth in mobile                                                                              the jurisdiction of the 
 internet users provides                                                                                 online sector, creates 
                                                                                                         bureaucratic conflict 
 opportunity for growth in the                                   Challenges                              between the regulatory 
 online gaming sector 
                                        •   Fragmented Regulatory Framework                              bodies
                                        •   Cumbersome Market Entry Procedure
 Growing revenues from                  •   Demographic Challenge                                        Government is taking 
 advertisements and                     •   Anti‐game Addiction Program                                  initiatives for supporting 
                                        •   Online Gaming Fraught with Cyber Criminals
 diversified product portfolio                                                                           the sustainable 
                                        •   Limited Intellectual Property Rights (IPR) Enforcement
 provides support for further                                                                            development of the 
                                        •   Human Resource Constraints
 development of the industry            •   Low Internet Penetration Level                               online gaming industry


                                                   ONLINE GAMING MARKET IN CHINA 2012.PPT                                              36
Thank you for the attention
Online Gaming Market in China report is a part of Netscribes’ Information Technology Industry 
Series. 
For more detailed information or customized research requirements please contact:
Jitendra Punjabi
Phone:         +91 33 4064 6215
E‐Mail:        jitendra.punjabi@netscribes.com




About Netscribes
Netscribes is a knowledge‐consulting and solutions firm with clientele across the globe. The company’s expertise spans areas of investment & 
business research, business & corporate intelligence, content‐management services, and knowledge‐software services. At its core lies a true 
value proposition that draws upon a vast knowledge base. Netscribes is a one‐stop shop designed to fulfil clients’ profitability and growth 
objectives.

Disclaimer: This report is published for general information only. Although high standards have been used the preparation, Research on India, 
Netscribes (India) Pvt. Ltd. or “Netscribes” is not responsible for any loss or damage arising from use of this document. This document is the 
sole property of Netscribes (India) Pvt. Ltd. and prior permission is required for guidelines on reproduction.


                                                    ONLINE GAMING MARKET IN CHINA 2012.PPT                                                  37

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Market Research Report : Online Gaming Market in China 2012

  • 1. Insert Cover Image using Slide Master View Do not distort Online Gaming Market in China March 2012
  • 2. Executive Summary  China’s online gaming industry has exhibited a rapid growth and development over the past years Market  Estimated worth USDx bn in 20‐‐, growing at a CAGR of y% from USDz in 20‐‐  Online gaming user base has grown by p% CAGR over 20‐‐ ‐ 20‐‐ Drivers: Challenges: ‐ Increasing Internet Usage  ‐ Fragmented Regulatory Framework ‐ Growth in Broadband Subscribers ‐ Cumbersome Market Entry Procedure ‐ Rising Personal Computer Sales ‐ Demographic Challenge Drivers &  ‐ Growing Revenues from Advertisements ‐ Anti‐game Addiction Program Challenges ‐ Growth in Mobile Internet Users ‐ Online Gaming Fraught with Cyber Criminals ‐ Diversified Product Portfolio ‐ Poor Intellectual Property Rights (IPR) Enforcement ‐ Human Resource Constraints ‐ Low Internet Penetration Level Government   Government’s Key Focus Areas for Online Gaming Sector Initiatives  Growth in Pre‐paid Gaming Cards  Focus on Research and Development Trends  Focus on Online 3D Games  Overseas Expansion Major Players Competition Company 1 Company 2 Company 3 Company 4 Company 5 ONLINE GAMING MARKET IN CHINA 2012.PPT 2
  • 4. China’s online gaming market is expected to generate a  revenue of USDa7 bn by 20‐‐ Overview Market Size and Growth • China’s online gaming market is estimated to grow at  USD bn a CAGR of y% reaching USD a7 bn during 20‐‐ ‐ 20‐‐ 35 a7  China has the world’s largest internet population,  30 representing x% of the word’s total internet users,  which  25 y% a6 provides a strong consumer base for the growing online  20 a5 gaming industry 15 a4  As of Jun 20‐‐, no. of online gamers in China reached  b3  10 a3 a1 a2 mn users, growing at a CAGR of z% from 20‐‐ 5  In 20‐‐, revenue of online games from internet was USDx1  0 bn and from mobile network was x2 bn, up by y1% and  20‐‐ 20‐‐ 20‐‐e 20‐‐e 20‐‐e 20‐‐e 20‐‐e y2% respectively from 20‐‐ – In 20‐‐,  no. of independently developed national online games  China Online Gamer Base had exceeded p, which was q more online games than the  previous year No. of gamers Utilization Ratio • Utilization ratio refers to the share of online gamers  No. of users Utilization Ratio amongst the total internet users in China mn z% %  As of Jun 20‐‐, c3% of the total internet users indulged in  400 b1 80 b2 b3 online gaming declining from c1% in 20‐‐ 300 60 – However, the remaining c4% of the total internet population  c3 200 c2 40 can be viewed as the potential online gamers indicating the  c1 huge scope of growth for the Chinese online gamer base 100 20 0 0 20‐‐ 20‐‐ Jan‐Jun 20‐‐ ONLINE GAMING MARKET IN CHINA 2012.PPT 4
  • 5. Players across the market have adopted different business  models capitalizing upon the growing market opportunities Business Models Model 1 •Finding 1 Model 2 •Finding 2 Model 4 •Finding 3 ONLINE GAMING MARKET IN CHINA 2012.PPT 5
  • 6. Online gaming industry offers a wide spectrum of games  catering to different segments in the market Types of Online Games Type 1 Type 2 • Finding 1 • Finding 2 Type 3 • Finding 3 Type 4 Type 5 • Finding 4 • Finding 5 ONLINE GAMING MARKET IN CHINA 2012.PPT 6
  • 7. Drivers & Challenges Challenges Fragmented Regulatory Framework Drivers Cumbersome Market Entry Procedure Increasing Internet Usage  Demographic Challenge Growth in Broadband Subscribers Anti‐game Addiction Program Online Gaming Fraught with Cyber  Rising Personal Computer Sales Criminals Limited Intellectual Property Rights  Growing Revenues from  (IPR) Enforcement Advertisements Human Resource Constraints Growth in Mobile Internet Users Low Internet Penetration Level Diversified Product Portfolio ONLINE GAMING MARKET IN CHINA 2012.PPT 7
  • 8. Growing number of internet users in China coupled with  time spent online… Increasing Internet Usage (1/2) Impact • Finding 1  Sub‐finding 1  Sub‐finding 2 – Sub‐finding 3 • Finding 2  Sub‐finding 4 Internet Population Break‐Up of Weekly Hours Spent on Internet No. of users No. of users Penetration Penetration Video or music Gaming mn % Chatting and instant messaging Social Media 800 a6 60 Online shopping Reading News x% 600 a4 a5 0 5 10 15 20 a3 c6 40 400 a2 c5 hrs a1 c4 20 200 c3 c1 c2 b1 b2 b3 b4 b5 b6 b 0 0 20‐‐ 20‐‐ 20‐‐ 20‐‐ 20‐‐ 20‐‐e ONLINE GAMING MARKET IN CHINA 2012.PPT 8
  • 9. …creates business opportunities for the online gaming  market in China Increasing Internet Usage (2/2) Internet Penetration – Rural and Urban • Finding 1 % Urban Rural  Sub‐finding 1 80 c5 60 c4 • Finding 2 c3 d5 40 c2 c1 d3 d4 20 d1 d2 0 20‐‐ 20‐‐ 20‐‐ 20‐‐ Jun 20‐‐e Popular Internet Activities* Items Purchased Online* 0 10 20 30 40 50 60 70 80 % % Online researching/ 45 b1 a1 b2 shopping Watching video clips a2 30 Playing games a3 Finding 3 15 Download films/DVDs a4 Download music/ 0 a5 podcasts Virtual currency  Online games Phone/video calls a6 ( for online  games ) ONLINE GAMING MARKET IN CHINA 2012.PPT 9
  • 10. Rising broadband penetration will drive online gaming in  general and massive multiplayer online games Growth in Broadband Subscribers Impact • Finding 1  Sub‐finding 1  Sub‐finding 2  • Finding 2 Broadband User Base Average Internet Access Speed – Top 5 Province No. of users Penetration Download Speed  Ranking  Provinces  No. of users x% Penetration (Kbps)  mn % a2 a3 1  Province 1 x1  600 a1 100 2  Province 2 x2 400 3  Province 3 x3 b2 b3 50 b1 4  Province 4 x4 200 5 Province 5 x5 0 0 20‐‐ 20‐‐ 20‐‐ ONLINE GAMING MARKET IN CHINA 2012.PPT 10
  • 11. Increasing penetration of PC’s will lead to rising demand for  online gaming Rising Personal Computer Sales Impact • Finding 1 • Finding 2  Sub‐finding 1 • Finding 3 • Finding 4  Sub‐finding 2 Rising PC Sales Volume PC Online Gaming Market Size* mn units USD bn 200 a3 8 y% b2 150 x% 6 b1 100 a2 4 50 a1 2 0 0 20‐‐ 20‐‐e 20‐‐e 20‐‐ 20‐‐ ONLINE GAMING MARKET IN CHINA 2012.PPT 11
  • 12. Rising popularity of in‐game advertising will allow operators  to generate incremental revenues Growing Revenues from Advertisements Impact • Finding 1 • Finding 2 • Finding 3  Sub‐finding 1 Online Advertising Market USD bn a4 10 x% 8 a3 • Finding 4 6 a2  Sub‐finding 2 a1 4 2 0 20‐‐ 20‐‐e 20‐‐e 20‐‐e ONLINE GAMING MARKET IN CHINA 2012.PPT 12
  • 13. Rising mobile subscribers and the growth in mobile internet  users will drive the market in the future Growth in Mobile Internet Users Impact • Finding 1 Usage of Mobile Applications (20‐‐)  Sub‐finding 1 • Finding 2 0 10 20 30 40 50 60 70 80  Sub‐finding 2 % Instant messaging b1 Online news b2 Search b3 Online music b4 Online literature b5 Social networking website b6 Growth in Mobile Internet Users Microblog b7 BBS b8 mn Online games b9 Finding 3 400 x% a4 E‐mail b10 a3 300 Online video b11 a2 Online payment b12 200 Equivalent to  a1 ~y% of the total  Online bank b13 100 population Online shopping b14 0 Travel booking b15 20‐‐ 20‐‐ 20‐‐ 20‐‐ Group buying b16 ONLINE GAMING MARKET IN CHINA 2012.PPT 13
  • 14. Diversified interests of domestic players leads to the  availability of affordable online gaming Diversified Product Portfolio Impact • Finding 1  Sub‐finding 1 Diversified Interests of Domestic Players • Result 2 • Result 1 Result 3 Result 4 ONLINE GAMING MARKET IN CHINA 2012.PPT 14
  • 15. Multiple regulatory bodies associated with the online  gaming sector Fragmented Regulatory Framework Impact • Finding 1 • Finding 2 • Finding 3  Sub‐finding 1 Structure Government body 1 Government body 2 Government body 3 Government body 4 Finding 1 Finding 2 Finding 3 Finding 4 ONLINE GAMING MARKET IN CHINA 2012.PPT 15
  • 16. Entry barriers is a major challenge faced by the foreign  players… Cumbersome Market Entry Protocols (1/2) Impact • Finding 1 • Finding 2 Challenge 1 Date Description Impact 11th Dec  •Regulation 1 20‐‐ •Result 1 •Result 2 •Result 3 3rd Jun  •Regulation 2 •Result 4 20‐‐ ONLINE GAMING MARKET IN CHINA 2012.PPT 16
  • 17. …who intend to enter the Chinese online gaming industry Cumbersome Market Entry Protocols (2/2) Publication Permits for Imported Games Date Description Impact •Result 1 •Regulation 3 •Result 2 20‐‐ •Regulation 4 •Result 3 •Result 4 Update Permits for Imported Games Description Impact •Result 1 •Regulation 5  •Result 2 ONLINE GAMING MARKET IN CHINA 2012.PPT 17
  • 18. Declining school‐age population casting a shadow on the  online gaming market in China Demographic Challenge Impact • Finding 1 • Finding 2  Sub‐finding 1 • Finding 3 Declining Share of School‐Age Population mn 1,500,000 a b c School age population is  a1 a2 a3 expected to decline from x  b2 b3 b1 mn in 20‐‐, representing  0 to 4 Age group 1,000,000 b1% of the total population  5 to 19 Age group to y mn by 20‐‐,  Age above 20 years c2 c3 representing b3% of the  500,000 c1 total population in China 0 20‐‐ 20‐‐e 20‐‐e ONLINE GAMING MARKET IN CHINA 2012.PPT 18
  • 19. Anti‐game addiction program is expected to be detrimental  to the growth of online gaming market Anti‐game Addiction Program Impact • Finding 1  Policy Description Jul 20‐‐ • Policy 1  Apr 20‐‐ • Policy 2 Finding 2 ONLINE GAMING MARKET IN CHINA 2012.PPT 19
  • 20. Rise in cyber crimes will limit the number of consumers  accessing the gaming sites Online Gaming Fraught with Cyber Criminals Impact • Finding 1 • Finding 2 • Finding 3  Sub‐finding 1 – Sub‐finding 2  Sub‐finding 3 • Finding 4 Three routes to steal online game  Route 1 Route 3 passwords used by hackers  have been identified Route 2 ONLINE GAMING MARKET IN CHINA 2012.PPT 20
  • 21. IPR challenge and human resource constraints are serious  problems for the game developers in China Poor Intellectual Property Rights (IPR) Enforcement Impact • Finding 1  Sub‐finding 1 • Finding 2  Sub‐finding 2  Sub‐finding 3 • Finding 3 Human Resource Constraints Impact • Finding 1 • Finding 2 • Result 1 Finding 3 • Result 2 ONLINE GAMING MARKET IN CHINA 2012.PPT 21
  • 22. Low internet penetration level hinders market expansion of  online gaming industry Low Internet Penetration Level Impact •Finding 1  Sub‐finding 1 •Finding 2 Internet User Base ‐ Major Countries (20‐‐) Internet Penetration – Major Countries (20‐‐) 0 100 200 300 400 500 600 0 10 20 30 40 50 60 70 80 90 mn % China a1 Korea, South b1 United States a2 United Kingdom* b2 India a3 Japan b3 Japan a4 United States b4 Brazil* a5 Russia* b5 Russia* a6 China b6 United Kingdom* a7 Brazil* b7 Korea, South a8 India b8 World average a9 World average b9 ONLINE GAMING MARKET IN CHINA 2012.PPT 22
  • 23. Government of China aims to promote the online gaming  industry while implementing key measures  Government’s Key Focus Areas for Online Gaming Sector Focus area 1 Focus area 2 Focus area 3 Focus area 4 Focus area 5 Conclusion ONLINE GAMING MARKET IN CHINA 2012.PPT 23
  • 24. Trends ‐ Summary Overseas Expansion Growth in Pre‐paid Gaming Cards Key Trends Focus on Research and  Focus on Online 3D Games Development (R&D) ONLINE GAMING MARKET IN CHINA 2012.PPT 24
  • 25. Rise in pre‐paid gaming cards sold through retailers towards  providing easy access to online games Growth in Pre‐paid Gaming Cards • Finding 1 Players using it  • Finding 2 as a tool for  branding and  sales  Type 1 Pre‐Paid Cards Type 2 Pre‐Paid Cards • Description 1 • Description 2 Pre‐Paid  Gaming Cards Conclusion  Conclusion  ONLINE GAMING MARKET IN CHINA 2012.PPT 25
  • 26. Growth in technological advancements through increased   R&D investments favors market growth Focus on Research and Development (R&D) Technological  •Finding 1 advancements a  priority to  compete Investment  Date Description (USD mn) Mar 20‐‐ ‐ •Description 1 Dec 20‐‐ ‐ •Description 2 Nov 20‐‐ ‐ •Description 3 Jul 20‐‐ ‐ •Description 4 Jun 20‐‐ ‐ •Description 5 May 20‐‐ ‐ •Description 6 ONLINE GAMING MARKET IN CHINA 2012.PPT 26
  • 27. Online 3D games will become more mature in the coming  years Focus on Online 3D Games • Finding 1  Sub‐finding 1 Online 3D games  • Finding 2 consistently  becoming popular Date Description •Description 1 Feb 20‐‐ •Description 2 Jan 20‐‐ •Description 3 Dec 20‐‐ •Description 4 Nov 20‐‐ •Description 5 Sep 20‐‐ •Description 6 Jul 20‐‐ •Description 7 ONLINE GAMING MARKET IN CHINA 2012.PPT 27
  • 28. Domestic players are expanding their share in the  international… Overseas Expansion (1/2) Revenues Earned from Exports of Online Games USD mn x% 400 a3 a2 200 a1 0 20‐‐ 20‐‐ 20‐‐ • Finding 1 • Finding 2 • Finding 3 Domestic majors are pursuing overseas   Sub‐finding 1 expansion • Finding 4 • Finding 5 No. of Chinese Online Games Exported no. y% 150 b2 100 b1 50 0 20‐‐ 20‐‐ ONLINE GAMING MARKET IN CHINA 2012.PPT 28
  • 29. …online gaming market, with increasing support from the  Chinese government Overseas Expansion (2/2) Growing overseas expansion activities adopted by the domestic online gaming companies Growing overseas expansion activities adopted by the domestic online gaming companies • Description 1 • Description 2 • Description 3 • Description 4 Support from the government will further drive  overseas expansion of the Chinese game developers Support from the government will further drive  overseas expansion of the Chinese game developers Regulation description  ONLINE GAMING MARKET IN CHINA 2012.PPT 29
  • 30. Mergers & Acquisitions (M&A) (1/2) Size Announced Date Closed Date Target Buyer/Investors Sellers (USD mn) ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ONLINE GAMING MARKET IN CHINA 2012.PPT 30
  • 31. Major Domestic Public Companies – Summary (1/2) Net Profit 1,500 Size of the Bubble represents Market  1,400 1,300 Capitalization in USD mn 1,200 m1 1,100 1,000 900 800 700 600 500 400 m3 300 200 m6 m2 m4 100 m5 m8 m7 0 Total Income 0 200 400 600 800 1,000 1,200 1,400 1,600 1,800 2,000 2,200 2,400 2,600 2,800 3,000 3,200 3,400 Company 1 Company 4 Company 7 Company 2 Company 5 Company 8 Company 3 Company 6 ONLINE GAMING MARKET IN CHINA 2012.PPT 31
  • 32. Major Domestic Public Companies – Summary (2/2) Total Income and Profit for Major Domestic Companies of 2010 0 500 1,000 1,500 2,000 2,500 3,000 3,500 USD mn a1 Tencent Holdings Ltd. b1 a2 NetEase.com, Inc. b2 a3 Shanda Games Limited b3 a4 Sohu.com Inc. b4 a5 Perfect World Co., Ltd. b5 a6 Giant Interactive Group, Inc. b6 a7 Kingsoft Corporation Limited b7 a8 Total Income NetDragon Websoft Inc. b8 Net Profit ONLINE GAMING MARKET IN CHINA 2012.PPT 32
  • 33. Domestic Company – Company 1 Company Information Locations – China Corporate Address Address Tel No. xxx‐yyy‐zzz Fax No. xxx‐yyy‐zzz Website www.xxx.com Year of Incorporation 19‐‐ Ticker Symbol ‐‐‐ Stock Exchange Hong Kong Stock Exchange (SEHK) Products and Services Headquarters Other Offices Category Products/Services Category 1 Product 1, product 2, product 3,product 4,  Key People product 5, product 6 and product 7 Name Designation Category 2 Product 8 Person 1 Principal Founder, CEO Category 3 Product 9, product 10, product 11, product 12,  Person 2 President and Executive Director product 13 Person 3 Chief Administration Officer  Person 4 Chief Information Officer  ONLINE GAMING MARKET IN CHINA 2012.PPT 33
  • 34. Domestic Company – Company 1 Financial Snapshot Key Ratios y‐o‐y Total Income Total Income Profit Particulars  change  20‐‐ 20‐‐ 20‐‐ 20‐‐ USD mn USD mn  (20– 20‐‐) Profit / Loss 4,000 1,500 Profitability Ratios a4 Operating Margin ‐ ‐ ‐ ‐ ‐ 3,000 a3 1,000 Net Margin ‐ ‐ ‐ ‐ ‐ 2,000 Profit Before Tax Margin ‐ ‐ ‐ ‐ ‐ a2 500 1,000 a1 Return on Equity ‐ ‐ ‐ ‐ ‐ 0 0 Return on Capital Employed ‐ ‐ ‐ ‐ ‐ 20‐‐ 20‐‐ 20‐‐ 20‐‐ Return on Working Capital ‐ ‐ ‐ ‐ ‐ Return on Assets ‐ ‐ ‐ ‐ ‐ Financial Summary  Return on Fixed Assets ‐ ‐ ‐ ‐ ‐ Cost Ratios ‐ ‐ ‐ ‐ ‐ • The company earned a net profit of USD b1  mn in FY 20‐‐, as  Operating costs (% of Sales) ‐ ‐ ‐ ‐ ‐ compared to net profit of USDb2 mn in FY 20‐‐ Administration costs (% of  • The company reported total Income of  USDa4 mn in FY 20‐‐,  Sales) ‐ ‐ ‐ ‐ ‐ registering an increase of a3% over FY 20‐‐ Interest costs (% of Sales) ‐ ‐ ‐ ‐ ‐ • The company reported an operating margin of x1%in FY 20‐‐ an  Liquidity Ratios ‐ ‐ ‐ ‐ ‐ Current Ratio ‐ ‐ ‐ ‐ ‐ increase of x2 percentage points over FY 20‐‐ Cash Ratio ‐ ‐ ‐ ‐ ‐ • The company reported debt to equity ratio of x3 in FY 20‐‐, an  Leverage Ratios ‐ ‐ ‐ ‐ ‐ increase of x4% over FY 20‐‐ Debt to Equity Ratio ‐ ‐ ‐ ‐ ‐ Debt to Capital Ratio Financial Summary  Interest Coverage Ratio ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ Indicators Value (6/03/20‐‐) Efficiency Ratios ‐ ‐ ‐ ‐ ‐ Market Capitalization (USD) Fixed Asset Turnover ‐ ‐ ‐ ‐ ‐ ‐ Asset Turnover ‐ ‐ ‐ ‐ ‐ Total Enterprise Value (USD) ‐ Current Asset Turnover ‐ ‐ ‐ ‐ ‐ EPS (USD) ‐ Working Capital Turnover ‐ ‐ ‐ ‐ ‐ PE Ratio (Abs) (9/03/20‐‐) ‐ Capital Employed Turnover ‐ ‐ ‐ ‐ ‐ Improved Decline ONLINE GAMING MARKET IN CHINA 2012.PPT 34
  • 35. Domestic Company – Company 1 Key Business Segments Key Geographic Segments Others Segment 2 Other Regions PRC Segment 1 Segment 3 100% b1 a1 b2 a2 a3 b3 b4 a4 100% y4 c2 c3 c4 c1 50% d4 50% z1 z2 z3 z4 d1 d2 d3 0% 0% 20‐‐ 20‐‐ 20‐‐ 20‐‐ 20‐‐ 20‐‐ 20‐‐ 20‐‐ Key Recent Developments Description  News • Company 1 is the largest and most used category a in China Overview • Company 1 games is a online game developer and operator and is known as the largest online game  community in Country 1 • In Dec 20‐‐, company 1 laid the foundation for Cloud Computing Data Center in  province 1 Business Expansion • In Nov 20‐‐, company 1 laid the foundation for Company 1 regional Building Strategic Alliance • In May 20‐‐, company 1 acquired ~x% of the outstanding share of company 2 for USDy mn  • In Sep 20‐‐, company 1 had plans of partnering with company 3, in order to develop cross‐border online  Overseas Expansion payment services ONLINE GAMING MARKET IN CHINA 2012.PPT 35
  • 36. Online gaming market is expected to grow at a CAGR of x%  to reach USDa7 bn by 20‐‐ Online gaming  industry is largely driven by the world’s largest no. of online population consumer base in China Opportunities in the  Market Size Government  Market USD bn Initiatives 40 Increasing internet usage  a7 Government has been  30 x% implementing various  coupled with growing  a6 broadband consumer base  20 a5 policies and regulations  a4 associated with the  act as a major driver for the  10 a3 a1 a2 online gaming sector online gaming industry in  0 China However, presence of  20‐‐ 20‐‐ 20‐‐e 20‐‐e 20‐‐e 20‐‐e 20‐‐e multiple government  Rising personal computer  bodies associated with  sales and growth in mobile  the jurisdiction of the  internet users provides  online sector, creates  bureaucratic conflict  opportunity for growth in the  Challenges between the regulatory  online gaming sector  • Fragmented Regulatory Framework bodies • Cumbersome Market Entry Procedure Growing revenues from  • Demographic Challenge Government is taking  advertisements and  • Anti‐game Addiction Program initiatives for supporting  • Online Gaming Fraught with Cyber Criminals diversified product portfolio  the sustainable  • Limited Intellectual Property Rights (IPR) Enforcement provides support for further  development of the  • Human Resource Constraints development of the industry • Low Internet Penetration Level online gaming industry ONLINE GAMING MARKET IN CHINA 2012.PPT 36
  • 37. Thank you for the attention Online Gaming Market in China report is a part of Netscribes’ Information Technology Industry  Series.  For more detailed information or customized research requirements please contact: Jitendra Punjabi Phone: +91 33 4064 6215 E‐Mail: jitendra.punjabi@netscribes.com About Netscribes Netscribes is a knowledge‐consulting and solutions firm with clientele across the globe. The company’s expertise spans areas of investment &  business research, business & corporate intelligence, content‐management services, and knowledge‐software services. At its core lies a true  value proposition that draws upon a vast knowledge base. Netscribes is a one‐stop shop designed to fulfil clients’ profitability and growth  objectives. Disclaimer: This report is published for general information only. Although high standards have been used the preparation, Research on India,  Netscribes (India) Pvt. Ltd. or “Netscribes” is not responsible for any loss or damage arising from use of this document. This document is the  sole property of Netscribes (India) Pvt. Ltd. and prior permission is required for guidelines on reproduction. ONLINE GAMING MARKET IN CHINA 2012.PPT 37