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.
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.