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Netscribes (India) Pvt. Ltd., a knowledge consulting solutions company, announces the launch of its report, Online Gaming Market in China 2012. The market is poised to grow with a staggering CAGR of 40% during 2009-2015.
The report begins with the market overview of online gaming market in China, providing details on the domestic online gaming industry size in terms of online gaming market value and its growth. It also mentions the size of the online gamer base and its growth over past few years. The share of online gaming market revenue earned from mobile network and internet has been included in this section which is followed by an illustration of the online gaming industry business model wherein it depicts the structure of the market, including the most popular business models adopted by the market players. Another detailed illustration about the types of online games is also included in the report. There are primarily five types of online games, including massively multiplayer online game, first-person shooter, racing/simulation game, adult/gambling game and puzzle/strategy game.
Factors driving the growth of online gaming market in China are also explained in detail. Increasing internet usage coupled with growth in broadband subscribers is providing impetus to the growth in online gaming market. China has the world’s largest internet user base, representing 23% of the global online population with a broadband penetration set to grow with a CAGR of atleast 21%. Rising personal computer sales will lead to increasing demand for online gaming while growing revenues from in-game advertising will allow online game operators to diversify their revenue generation source. Growth in mobile internet users provides future growth prospects for the market as mobile internet users have been growing at a CAGR of robust 45%. Diversified product portfolio of domestic players leads to the availability of affordable online gaming.
The players operating in the market also face challenges which are impeding their development and growth. Fragmented regulatory framework and cumbersome market entry procedures have been identified as major challenges, restricting the entry of foreign players in the domestic online gaming industry. Demographic challenge is held responsible for slower market growth rate. School-age population is expected to represent only 17.7% of the total population of China by 2020. There has been several anti-game addiction program adopted by the government that considerably restricts minors from indulging into online gaming. Fear of online gaming fraught by cyber criminals is also a cause of concern for the consumers. Limited enforcement of intellectual property rights results in large no. of pirated online games in China. Human resource constraints act as a challenge for the online game developers. Low internet penetration level compared to other countries hinder
Market Research Report : Online Gaming Market in China 2012
1. Insert Cover Image using Slide Master View
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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
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
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
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
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
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
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
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
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ONLINE GAMING MARKET IN CHINA 2012.PPT 37