Skip to main content

China's MMORPG Online Gaming Market

China had 25.3 million paying online gamers at the end of 2005, according to Pacific Epoch's 2006 China's Online Game Report. A pre-release version of the report is now available.

The 2006 report focuses on massively multiplayer online role playing games (MMORPGs) in China, as low barriers to entry and very low user-stickiness make casual games a poor source of main revenues. In the next few years, traditional MMORPG's will continue to dominate the industry in terms of revenue, branding, and core strategy.

The report includes 64 pages of comprehensive research, detailed market commentary analyzing the online gaming industry in China, and two major surveys on Internet gamer preferences. Late February will see the full release, which will contain the 3rd tier online game company profiles.

Popular posts from this blog

Frontier AI Peaked. Here's What Comes Next

The prevailing narrative around artificial intelligence (AI) has been one of relentless scale. Bigger models, bigger clusters, bigger budgets. The assumption, largely unchallenged until recently, was that raw parameter count translated directly into competitive advantage. New research from Omdia suggests it's time to retire that assumption. According to the latest market study by Omdia, parameter growth in frontier AI models has slowed to around 5 percent annually since 2021, a stark contrast to the more than hundredfold expansion seen between 2019 and 2021. Enterprise AI Market Development For executives who have been making infrastructure and investment decisions based on the assumption that AI would keep demanding ever-larger, ever-more-expensive hardware, this finding deserves serious attention. The race to the top of the model size leaderboard has, at least for now, plateaued. Crucially, Omdia's analysts are not reading this as an AI winter. Alexander Harrowell, senior pri...