iResearch Reports
2007-2008 China Online Game Research Report
2008/09/06  
Price: $ 3000 Date: 2008/09/06
Pages: 107 Charts: 52
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In the global market of 2007, the online games of the USA accounted for 31% of the market, the biggest share, and followed by South Korea, which accounted for 23%. China, ranking the third, accounted for 20%. With the popularization of Internet and the fast growth of the penetration rate of online games in China, China has become the region with the most intensive users of online games. The market size of China's online games keeps growing and it is sharing a larger and larger percentage in the global online games market.

ReportDirectory:


page 5 I. Background of the Seventh Research on the Online Consumer Behavior of Chinese Netizen
page 6 II. Research approach
page 7 II. Conceptual definition
page 9 III. Report Summaries
page 10 IV. Text of report
page 10 1 Definition and classification of online games
page 10 1.1. Definition and classification of electronic games
page 12 1.2. Definition and classification of net games
page 12 1.2.1. MMOG
page 12 1.2.2. MOG
page 12 1.2.3. Platform game
page 13 1.2.4. Webgame
page 14 1.3. SWOT analysis on different types of online games
page 14 1.3.1. Analysis on internal environment factors of different types of online games
page 15 1.3.2. Analysis on external environment factors of different types of online games
page 16 2. Research on PLC of online games
page 16 2.1. Definition of online game user
page 17 2.2. Relationship between game users and PLC
page 19 2.3. Major condition for realizing profits of online games
page 20 2.4. Relation analysis on characteristics of four types of online games
page 23 3. Overview on development of global online games
page 23 3.1. Analysis on market size of global online game industry
page 23 3.1.1. Market size of global online games
page 25 3.1.2. Contrast between Chinese and global online games market sizes
page 26 3.1.3. Market shares in global online games market in 2007
page 27 3.2. Analysis on national representative game enterprises
page 27 3.2.1. Tendency and disciplines of development of foreign games in China
page 28 3.2.2. Representative enterprise in fast development period - NCsoft
page 31 3.2.3. Representative enterprise in fierce competition period - Vivendi
page 34 3.2.4. Representative enterprise in maturity period - EA
page 37 4. Development outline of China¡¯s online game market of 2007
page 37 4.1. Analysis on market size of China¡¯s online games
page 37 4.1.1. Market size of China¡¯s online games from 2003 to 2011
page 38 4.1.2. Development trend of China¡¯s online games from 2003 to 2011
page 39 4.2. Analysis on Chinese online game operators of 2007
page 39 4.2.1. Market size of Top 15 Chinese online game operators of 2007
page 42 4.2.2. Development of Top 10 core operators of China¡¯s online games of 2007
page 44 4.2.3. Market concentration of China¡¯s core operators in 2007
page 45 4.3. Market segmenting scale of China¡¯s online games in 2007
page 45 4.3.1. Market share of various types of online games in 2007
page 47 4.3.2. Proportion of development countries of China¡¯s online games in 2007
page 48 4.3.3. Proportion of charge modes of China¡¯s online game in 2007
page 50 5. Analysis on indicators for core competitiveness of china¡¯s online game operators
page 50 5.1 Explanation for evaluation indicators and degree appraisal for core competitiveness of game operators
page 53 5.2 Analysis on external indicators of core operators
page 53 5.3 Analysis on internal indicators of core operators
page 54 5.4 Rankings of core online game operators
page 55 5.5 Analysis on comprehensive competitiveness of core online game operators
page 55 Status of enterprises with competitive advantages is hard to shake
page 56 Enterprises ranking in the middle develop steadily with distinct features
page 56 Disadvantaged enterprises face both opportunities and challenges
page 56 6. Analysis on game use of China¡¯s online game users
page 57 6.1 Use of game websites
page 57 6.1.1 Trend for monthly coverage number of game & information websites
page 59 6.1.2 Situation of family users visiting game related websites in December
page 61 6.1.3 Situation of net bar users visiting game related websites in December
page 63 6.1.4 Situation of family online users visiting game websites
page 63 6.2 Use of online game software
page 63 6.2.1 Top20 computer game software in China¡¯s net bars with the biggest proportion of coverage in December 2007
page 65 6.2.2 Top20 game software used by family users with the biggest coverage proportion in December 2007
page 67 6.2.3 Top 10 online games used by net bar users with the longest effective use time for one single initiation in December 2007
page 68 6.2.4 Top 10 online games used by family users with the longest effective time for one single initiation in December 2007
page 69 7. Analysis on behaviors of China¡¯s online game players in 2007
page 69 7.1 Basic attributes of China¡¯s online game users in 2007
page 69 7.1.1 Differences in ages and educational background among online game users of different genders
page 70 7.1.2 Differences in income and vocations among online game users of different genders
page 71 7.1.3 Regional distribution of online game users
page 73 7.1.4 Average weekly game playing time of game users
page 74 7.1.5 Major surfing places for online game users
page 75 7.1.6 Factors affecting online game users when choosing games
page 76 7.1.7 Major sources for online game users to obtain new game information
page 77 7.2 Analysis on factors affecting life cycle of online games
page 77 7.2.1 Reasons for online game users¡¯ keeping playing one game
page 78 7.2.2 Factors that online game users regard as affecting game life cycle
page 79 7.2.2 Use of cheating software by online game users
page 79 7.2.2.1 Use of software not officially recognized like hook crack and change gear
page 80 7.2.2 Amount used to pay cheating software
page 81 7.2.3 Influence of private server on game users
page 81 7.2.3.1 Use of private server by various types of game users
page 82 7.2.3.2 Reasons for online game users¡¯ choosing private servers
page 83 7.2.3.3 Influence of private servers on players¡¯ interest
page 84 7.2.3.4 Choice of game players having private servers experience on future game servers
page 85 7.2.4 Influence of game safety on users
page 85 7.2.4.1 Experience of online game users from whom virtual good are stolen
page 86 7.2.4.2 Users¡¯ response to stolen virtual goods
page 87 7.3 Research on online game users¡¯ consuming behaviors
page 87 7.3.1 Charging modes tried by online game users
page 88 7.3.2 Charging modes not favored by online game users
page 89 7.3.2.1 Reasons for online game users¡¯ dislike for property charging mode
page 90 7.3.2.2 Reasons for online game users¡¯ dislike for reckon by time system
page 91 7.3.3 Users¡¯ consumption in free games
page 91 7.3.3.1 Reasons for online game users¡¯ consumption in free games
page 92 7.3.4 Major prepaid modes adopted by online game users
page 93 7.4 Analysis on online game players¡¯ behaviors
page 93 7.4.1 Likes and dislikes of game users of different genders for game types
page 94 7.4.1.1 Likes and dislikes of MMORPG game users
page 95 7.4.1.2 Likes and dislikes of MMORPG game users for PK system
page 96 7.4.1.3 Likes and dislikes for MMORPG game operation and combat system
page 97 7.4.2 Analysis on influence of player parties (unions and associations) on online game users
page 97 7.4.2.1 Online game users¡¯ experience in participating in player parties (unions and associations)
page 98 7.4.2.2 Influence that game users think unions/associations exert on themselves in choosing games
page 99 7.4.2.3 Influence which leaders of unions/associations think they exert on other players in choosing games
page 100 7.4.3 Degree of acceptance of online game users for build-in advertisement
page 101 7.4.4 Conditions for online game users to accept build-in advertisement
page 107 Legal statement