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China Online Game Industry Report, 2005
China Online Game Industry Report, 2005
作者:unknow    Roport来源:本站原创    点击数:    更新时间:2005-9-2
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Abstract


China has become a big consumption body of online games and the number of online game players has reached 20 million. The huge and rapidly growing subscriber amount is no doubt a big and substantial base for online game development. In China, online game's huge market potential, high profitability, high growth speed, and clear profit pattern, all lead online game to be the most promising industry of Internet economy. Therefore, the huge cake of 7 billion RMB will no doubt bring much more fierce competition, as well as a record-breaking prosperity.

Year 2005 is a restructuring year for online game industry. Current amount of games, game development enterprises and employees is not enough to satisfy the huge Chinese online game subscribers' demand. In 2004, there were only 12 successfully operated online games among the total of 136 worldwide, among which there were 3 developed by Chinese. With the market competition going tough, more small companies will be bailed out, the gap between big and small companies will expand further. It is predicted that there will emerge in the next year some big companies in the online game industry, while some other companies with special features will survive.

This report comprehensively summarizes the development of online game industry in China as well as in the world in 2004. With full and accurate data and detailed analysis, it elaborates on global online game industry's current status, features, and trends. Through in-depth analysis on the development characteristics and future trends of China's online game industry, as well as on the key factors influencing the industry's growth, industry development cycle, and industry chain structure, this report draws an important conclusion on the industry's profit pattern and market potential, providing a clear concept and valuable investment suggestions for  investors.

Table of Content


Chapter 1: Introduction on Online Game Industry
1.1  Definition and classification
1.2  Development history
1.3  Constitution of the value chain
1.4  Development status of global online game industry

Chapter 2: Chinese Online Game Industry's Status Quo
2.1.  Major participations
2.1.1.  Special game companies
2.1.2.  Game column under Internet portals
2.1.3.  Game column set by ISPs
2.1.4.  Online game agents
2.1.5.  Game websites in mainland China set by overseas game companies
2.1.6.  Broadband online game companies
2.2.  Current online games' major profit pattern
2.3.  Online game's business mode in domestic China
2.3.1. Online game industry chain
2.3.2. The four groups in online game operators
2.3.3. Business modes
2.3.4. Cooperation modes with Korean game companies
2.4.  Overseas online game companies and their products in China
2.5.  Chinese online games' major characteristics
2.6.  Online game's attribution for Chinese Internet industry
2.6.1. Promoted the multi-media's penetration
2.6.2. Promoted operation modes' diversify
2.6.3. Promoted self-developing consciousness

Chapter 3: Analysis on the online game industry chain
3.1.  Introduction of online game industry chain
3.2.  Development
3.3.  Promotion
3.4.  Sales
3.4.1. Sales methods and status quo
3.4.2. Sales executives 
3.4.3. Sales trends
3.5.  Typical distribution channels
3.5.1. Access analysis
3.5.2. Net bars
3.5.3. Regional operators
3.6.  Telecom operators

Chapter 4: Market Status Quo of Chinese Online Game
4.1.  Market scale
4.1.1. Relevant definitions
4.1.2. Growth of China's Internet subscribers
4.1.3. China's online game subscribers
4.1.4. Constitutions of Chinese Internet users
4.1.5. Market scale and growth rate of China's online game industry
4.1.6. Virtual community transaction
4.1.7. Influences and attributions to relevant industries of online games
4.2.  Analysis on China's online game subscribers 
4.3.  Online game products analysis
4.3.1. Classification by market maturity
4.3.2. Current popular online games classified by contents
4.4.  Top 15 in market share in mainland China
4.5.  Analysis on game operators
4.6.  Comparison between Chinese and overseas game developers
4.7.  Online game's publication and distribution
4.7.1. Media and publicize
4.7.2. Tests methods
4.7.3. Online game's publicize and distribution
4.7.4. Marketing events
4.8. State legislation

Chapter 5 Online game subscribers' demand and consumption behavior analysis
5.1. Analysis on Chinese online game users
5.1.1. Proportion by genders
5.1.2. Regional distribution
5.1.3. Users by different ages
5.1.4. Professions distribution
5.1.5. Online games played by subscribers simultaneously 
5.1.6. Access modes when users connected to online game
5.1.7. Playtime that online game subscribers' took
5.1.8. Time periods took by online game users
5.1.9. Monthly charge consumers could take
5.2.  Chinese online game subscribers gaming behavior analysis
5.2.1. Users' satisfaction degree with current online game
5.2.2. Chinese user's opinion on playing agent
5.2.3. Chinese user's favorable online game image style
5.2.4. Chinese user's favorable online game style
5.2.5. Major aims when users playing online games
5.2.6. Major factors influential to Chinese online game subscribers to choose online game
5.2.7. Factors lead Chinese online game users to leave online game
5.2.8. Reasons for non-online gamer
5.2.9. Events in online games enjoyed by Chinese online game users
5.2.10. Most favorable online game styles for Chinese customers
5.3. Most favorable online games for Chinese online game subscribers
5.3.1. Top 15 most welcomed online games
5.3.2. Top 10 2D online games for image quality
5.3.3. Top 10 3D online games for image quality
5.3.4. Top 10 online game music
5.3.5. Top 15 companies for the quality service

Chapter 6 Terms and risks when enter online game market
6.1.  Terms
6.1.1. Competitive game products
6.1.2. Healthy management and operation experiences
6.1.3. Sustainable development ability
6.1.4. Reliable operation revenue assurance
6.2.  Risks and how to avoid
6.2.1. Low quality game contents
6.2.2. Public comments
6.2.3. Malfeasance market competition
6.2.4. Lack of follow-up capital 
6.2.5. Relatively lagged game R&D capability
6.2.6. Unstable service platform
6.2.7. Threat from overseas game products
6.2.8. Unclear operation modes
6.2.9. Risks from management
6.3. Online game's entry strategy analysis
6.3.1. Current networks company's strategy and deployment on construct their online game business
6.3.2. Strategy's selection and deployment for carve out style companies

Chapter 7 Relevant Products and Service Market of Online Game
7.1.  Definitions
7.2.  Summary
7.3.  Online game's relevant products business operation process in domestic China
7.4.  Online game's relevant products and service market development status
7.5.  Online game's relevant products and service providers
7.6.  Online game's relevant products and service distributors
7.7.  Prospects

Chapter 8 Competition analysis of online games in domestic China
8.1.  Major enterprises' market share and revenue in domestic China
8.1.1. Major enterprises' market share
8.1.2. Major enterprises' revenue
8.1.3. Online game products in domestic China
8.2.  Major online game operators and their products
8.2.1. Shengda
8.2.2. Lianzong
8.2.3. The 9th City
8.2.4. Kingsoft
8.3.  Major enterprises' competitiveness in online game market
8.3.1. Major enterprises
8.3.2. Advantages and disadvantages
8.3.3. Major enterprises' spider map in online game market

Chapter 9 Major Problems Existed in Current Chinese Online Game Market

Chapter 10 Development analysis on China's online game market
10.1.  Chinese Internet subscriber amount forecast
10.2.  Chinese online game consumer development and analysis
10.3.  Online game market scale forecast in China
10.4.  Developing stage analysis of Chinese online game
10.5.  Market anticipation analysis
10.6.  Core competitiveness resources evaluation in different stages of online game
10.7.  Influential factors attributed to China's online game market 
10.7.1. Positive factors
10.7.2. Negative factors
10.8.  Online game market forecast for 2005

Selected Figures


China's online game development stage analysis
China's Internet users amount and forecast
Chinese netizens and forecast
China's online game users amount and forecast
China's chargeable online game  subscriber amount and forecast
Chinese online game market scale
Chinese online game market revenue scale and channel revenue comparison
Ratio between operators and distributors in Chinese online game market
Industry chain structure in China's online game market
Business route of Chinese online game

Published time

Pages

Publisher

Price

Sep/2005

145

ResearchInchina

$1000 (PDF)

$900 (Hard Copy)

Roport录入:郭世杰    责任编辑:frank0730 
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