Chinese Online Gaming Market Continues Expansion

by Paul Denlinger

Posted June 3, 2004

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Chinese Gamer, a Taiwan-based online gaming corporation, is the latest entrant to the hot online gaming market in China. The company is in discussions to license its games to Sina.com, Sohu and Netease, China's three largest online portals.

The company says that it has been US$500,000 for a two-year license to "Love Box", a game aimed at young girls. Formerly, the company acted as an operator in China, but it has since changed to a licensor model. Other Taiwan companies are also eyeing the Chinese market as their single largest source of revenue because of its huge and growing user base.

The online gaming market in China is estimated to grow 100% in 2004.

Shanda Interactive Entertainment (Nasdaq: SNDA) is the largest single player in China, and claims to have more than 1 million users playing games online at any single moment. Each player pays approximately US 3 cents an hour to play the leading game title, the Legend of Mir II, and other game titles.

For China's internet portals, online games represent an important revenue diversification strategy. All of the portals, which are listed on Nasdaq, have rebounded nicely in revenue and share price from the lows of 2001 by adding SMS mobile phone services. These deals were made with China Mobile and other mobile carriers, and involved revenue splits. Since the structure of the deals rely on their carrier partners, all of the portals have sought to bring in other revenue sources, and lessening their reliance on SMS.

Among the portals, so far, Netease has been most aggressive, choosing to develop its own titles in-house.

The rapidly growing online gaming environment in China has fostered its own companies, and many of China's domestic computer makers make servers which are optimized for serving online games. These systems have optimized graphics processing speed and bandwidth capability to support multiple users. So far, the leading computer maker in this field is Wave Computers.

So far, Sony, maker of the Playstation II, and Microsoft, maker of the X-box, have been unable to capitalize on the online gaming market in China, and have not developed their own titles. Their main concern is fear that their titles, which are tightly wrapped with their hardware solutions, will be pirated in China. Online gaming operators in China prosper because they do not charge users for an up-front investment in hardware, and because the games are served from their servers, there is no fear of piracy. The failure of Microsoft's X-box development efforts in China became evident when the president of Microsoft China joined Shanda as CEO.

Shanda went public in May, after scaling back its initial offering due to poor performance by other Chinese companies going public. Since then, the market has come to realize that online gaming in China is an impressive performer, and has clawed its way back into positive territory.

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