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

Data Center Energy Demand Fueled by AI Growth

The global digital business arena's relentless expansion drives an unprecedented surge in IT data center demand. This comes with a significant challenge: rising energy consumption costs.  Based on the latest research, I've observed how this trend is reshaping the cloud computing industry and creating both obstacles and opportunities for leaders across the tech spectrum. Data centers are experiencing an infrastructure transformation, primarily fueled by the explosive growth of Artificial Intelligence (AI) workloads. Data Center Energy Market Development According to a recent IDC worldwide market study, AI data center capacity is projected to grow at a compound annual growth rate (CAGR) of 40.5 percent through 2027. This AI-driven demand is reshaping the data center sector and redefining the economics of IT infrastructure. "There are any number of options to increase data center efficiency, ranging from technological solutions like improved chip efficiency and liquid cooling