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

The Evolution of Personal Computing in 2025

The personal computing device market continues to demonstrate remarkable resilience despite recent fluctuations. According to the latest worldwide market study by International Data Corporation (IDC), global PC shipments are projected to reach 273 million units in 2025—a modest but significant 3.7 percent increase over the previous year. This growth reflects the market's adaptation to post-pandemic realities and evolving technology needs across the globe. Personal Computing Market Development While COVID-19 initially triggered unprecedented demand for computing devices during the shift to remote work and online education, we now see a more measured growth pattern. IDC has slightly adjusted its projections downward, indicating a market growing steadily rather than explosively. "In light of so many challenges around the world, Japan is a much-needed source of double-digit growth this year. Enterprises there as well as SMBs have been quickly replacing PCs in advance of the Window...