Online gaming in the People's Republic of China
Encyclopedia
Online gaming in the People's Republic of China represents one of the largest and fastest growing Internet
business sectors in the country. With 457 million Internet users currently active in the PRC, the country now has the largest online user base in world, of which two-thirds engage in online game play. The average online gamer in China is relatively young (18 to 30 years old), male, and has at least completed a secondary level of education. Demographically the online gaming user base in China is very similar to base of China Internet users, most of whom live in larger cities.
Online games in China fall into two primary categories: MMORPGs and MOCGs, the former have a predilection for persistent online worlds where hundreds to thousands of game players can interact simultaneously; the latter is a generic term for games played competitively online without the existence of a persistent online realm (games as simple as online Ma Jiang
and online competitive card game
s would fall under this category).
Official Chinese statistics regarding online gaming state that as of the close of 2006 revenue from China's online gaming industry reached 8 billion RMB or around 1.04 billion US dollars, with earnings reaching around 33 billion RMB or 4.3 billion US dollars. Additionally, while American
, Japan
ese, and South Korea
n companies have traditionally dominated the market, Chinese developed software now holds a 65% market share on the mainland, with an additional 20 million in revenue generated by users outside of China.
The online gaming market in China grew to $1.6 billion in 2007, and is expected to exceed $3 Billion in 2010. Growth was driven in part by China's most popular online game, Netease
's Fantasy Westward Journey
, which now has 1.66 million peak concurrent users. Another contributor is Giant's Zhengtu Online, which has 1.52 million peak concurrent users.
China is now the world's largest online gaming market, contributing one-third to the global revenue in this sector in 2009, or 56 percent of the Asia Pacific total
(中华人民共和国信息产业部)formed in the late 1990s through the integration of the Ministry of Post and Telecommunications and the Ministry of Electronics Industry. The agency's primary goals include the regulation of Chinese telecommunications and software companies. Listed here are the ministry's stated objectives involving online gaming:
The ministry is also responsible for a number of initiatives aimed at increasing the number and prominence of natively produced online games. One example of such involvement is the inclusion of online gaming in the 2006-2010 plan for software and information service development.
in China by teaming up with eight other government outlets concerned with the growing effect of game play on China's youth. The other concerned entities are as follows: Central Civilization Office, Ministry of Education, Chinese Communist Youth League, Ministry of Information Industry, Ministry of Public Security, All China Women's Federation, and China's Care for the Next Generation Work Commission.
The GAPP also initiated the China National Online Game Publication Project in 2004. The intent of the project was to promote native game development through the use of government subsidies to game developers. In its third year, the project is to run through at least 2008, and has provided an estimated 300 million RMB to 16 Chinese game development companies.
(SARFT)(国家广电总局) affected the world of Chinese online games in 2004 by instating a blanket ban on computer game related commercials in the state-run media. The only company to direct contradict this ban is Chinese game provider The9, which teamed with Coca-Cola
to jointly promote the release of the popular Western MMORPG
World of Warcraft
in 2005. Besides this instance, the online game market has thrived without much media promotion.
The fatigue system would also be paired with a real name ID system, to ensure that individual players could be more easily tracked, and their game play controlled.
After the initial announcement there was a large public outcry from both adult gamers (currently at least 50% of China’s online gaming demographic), and developers who were left scrambling to find a means of implementing the system into games already being played. These general complaints caused the Chinese government to delay the implementation of the system from 2006 to April 2007; they also restricted its use to only affect players under the age of 18.
The system has a proposed three stage implementation plan stretching from April 15 to July 15, 2007. Stage one began on April 15 and is scheduled to continue until June 15. The intent of this phase is to allow game developers, and publishers to prepare for full scale outlay of the system. Stage two is proposed to begin immediately after stage one and continue until July 15. This month is to allow game companies adequate time to test and debug their system implementation. The third "phase", beginning after July 15 will signify the final roll out of the system, and its integration into live game servers; essentially the third phase is the proposed release date for full implementation.
The third statistic is simply the total number of registered users for a specific game or service, this statistic is significantly more problematic because most, if not all, online games do not limit the user to a single account or user name. For example some games claim millions of registered users; a disingenuous statistic given that the most popular MMORPGs in China usually garner only 800,000 to one million peak concurrent users. Thus, while registered user numbers can be quite impressive, they are not as accurate a gage of popularity as the other aforementioned statistics.
Shanda maintains a large number of MMORPGs in China developed by Western, Korean and native Chinese companies; the latter two regions produce Shanda’s most popular games. The company also maintains numerous casual games as well, with platforms supporting chess
and other non-persistent world games.
(a popular theme from Chinese developed MMORPGs), has gone through two iterations; it was re-released as Westward Journey II due to numerous problems with the initial release, and its game engine was used to develop Fantasy Westward Journey, which is currently the most popular MMORPG in China (based on PCU numbers).
in bringing World of Warcraft
(the most popular MMORPG outside of Asia) to China. World of Warcraft is the most popular western MMORPG in Asia, and one of the most popular in China in general. Recent statistics place its peak concurrent users at around 688,000, easily among the top MMORPGs in the country. The9 also implemented a pay-for-time system for the game, which differs from the monthly subscription payment structure used by Blizzard in other territories.
Internet
The Internet is a global system of interconnected computer networks that use the standard Internet protocol suite to serve billions of users worldwide...
business sectors in the country. With 457 million Internet users currently active in the PRC, the country now has the largest online user base in world, of which two-thirds engage in online game play. The average online gamer in China is relatively young (18 to 30 years old), male, and has at least completed a secondary level of education. Demographically the online gaming user base in China is very similar to base of China Internet users, most of whom live in larger cities.
Online games in China fall into two primary categories: MMORPGs and MOCGs, the former have a predilection for persistent online worlds where hundreds to thousands of game players can interact simultaneously; the latter is a generic term for games played competitively online without the existence of a persistent online realm (games as simple as online Ma Jiang
Mahjong
Mahjong, sometimes spelled Mah Jongg, is a game that originated in China, commonly played by four players...
and online competitive card game
Card game
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games...
s would fall under this category).
Official Chinese statistics regarding online gaming state that as of the close of 2006 revenue from China's online gaming industry reached 8 billion RMB or around 1.04 billion US dollars, with earnings reaching around 33 billion RMB or 4.3 billion US dollars. Additionally, while American
United States
The United States of America is a federal constitutional republic comprising fifty states and a federal district...
, Japan
Japan
Japan is an island nation in East Asia. Located in the Pacific Ocean, it lies to the east of the Sea of Japan, China, North Korea, South Korea and Russia, stretching from the Sea of Okhotsk in the north to the East China Sea and Taiwan in the south...
ese, and South Korea
South Korea
The Republic of Korea , , is a sovereign state in East Asia, located on the southern portion of the Korean Peninsula. It is neighbored by the People's Republic of China to the west, Japan to the east, North Korea to the north, and the East China Sea and Republic of China to the south...
n companies have traditionally dominated the market, Chinese developed software now holds a 65% market share on the mainland, with an additional 20 million in revenue generated by users outside of China.
The online gaming market in China grew to $1.6 billion in 2007, and is expected to exceed $3 Billion in 2010. Growth was driven in part by China's most popular online game, Netease
NetEase
NetEase is a Chinese internet company that operates 163.com, a popular web portal which received over 546 million page views in June of 2005. The company has grown rapidly since its founding in June 1997, thanks in part to its investment in search engine technology and massively multiplayer...
's Fantasy Westward Journey
Fantasy Westward Journey
Fantasy Westward Journey is a MMORPG developed and run by NetEase. The game is the most popular online game in China as of May 2007 by peak concurrent users , with a peak count of 1.5 million. Registered users reached 25 million by April 2005, with 576,000 peak concurrent players on 198 game...
, which now has 1.66 million peak concurrent users. Another contributor is Giant's Zhengtu Online, which has 1.52 million peak concurrent users.
China is now the world's largest online gaming market, contributing one-third to the global revenue in this sector in 2009, or 56 percent of the Asia Pacific total
Ministry of Information Industry
The Ministry of Information Industry (MII) of the People's Republic of ChinaPeople's Republic of China
China , officially the People's Republic of China , is the most populous country in the world, with over 1.3 billion citizens. Located in East Asia, the country covers approximately 9.6 million square kilometres...
(中华人民共和国信息产业部)formed in the late 1990s through the integration of the Ministry of Post and Telecommunications and the Ministry of Electronics Industry. The agency's primary goals include the regulation of Chinese telecommunications and software companies. Listed here are the ministry's stated objectives involving online gaming:
- Study and formulate the state's information industry development strategies, general and specific policies, and overall plans, revitalize the electronics and information products manufacturing, telecommunications and software industries, promote the information economy and society.
- Draw up laws, rules and regulations on electronics and information products manufacturing, telecommunications and software industries, and publish administrative rules and regulations; and supervise the enforcement of laws and administrative rules.
- Work out technical policies, systems and criteria of the electronics and information products manufacturing, telecommunications and software industries, and technical systems and criteria of the radio and television transmission networks; certificate the entry of telecom networking equipment to networks and manage the entry of telecom terminal equipment to networks; direct the supervision and management of electronics and information products quality.
- Propel the research and development of electronics and information products manufacturing, telecommunications and software industries, organize research of major scientific and technological development projects, and digestion, absorption and creation of imported technologies, and promote the industrialization of scientific and technological research results; support the development of native industry.
The ministry is also responsible for a number of initiatives aimed at increasing the number and prominence of natively produced online games. One example of such involvement is the inclusion of online gaming in the 2006-2010 plan for software and information service development.
General Administration of Press and Publication
The General Administration of Press and Publication(GAPP) of the People's Republic of China (中华人民共和国新闻出版总暑)is responsible for monitoring and regulating publication of print based media, electronic media, and audio-visual products (including online games). The ministry has also been instrumental in combating the growing problem of Internet addiction and game addictionGame addiction
Video game addiction, or more broadly used video game overuse, is excessive or compulsive use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from family and friends or from other forms of social...
in China by teaming up with eight other government outlets concerned with the growing effect of game play on China's youth. The other concerned entities are as follows: Central Civilization Office, Ministry of Education, Chinese Communist Youth League, Ministry of Information Industry, Ministry of Public Security, All China Women's Federation, and China's Care for the Next Generation Work Commission.
The GAPP also initiated the China National Online Game Publication Project in 2004. The intent of the project was to promote native game development through the use of government subsidies to game developers. In its third year, the project is to run through at least 2008, and has provided an estimated 300 million RMB to 16 Chinese game development companies.
State Administration of Radio, Film, and Television
China's State Administration of Radio, Film, and TelevisionState Administration of Radio, Film, and Television
The State Administration of Radio, Film, and Television is an executive branch under the State Council of the People's Republic of China...
(SARFT)(国家广电总局) affected the world of Chinese online games in 2004 by instating a blanket ban on computer game related commercials in the state-run media. The only company to direct contradict this ban is Chinese game provider The9, which teamed with Coca-Cola
Coca-Cola
Coca-Cola is a carbonated soft drink sold in stores, restaurants, and vending machines in more than 200 countries. It is produced by The Coca-Cola Company of Atlanta, Georgia, and is often referred to simply as Coke...
to jointly promote the release of the popular Western MMORPG
MMORPG
Massively multiplayer online role-playing game is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world....
World of Warcraft
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
in 2005. Besides this instance, the online game market has thrived without much media promotion.
Anti-addiction or fatigue system
In 2005 the General Administration of Press and Publication, and seven partnership ministries, including the Ministry of the Information Industry, proposed a solution to the perceived threat of game and internet addiction in the PRC. The idea was to implement an anti-addiction mechanism that would lock players out of a game after a specific time interval. Also referred to as a “fatigue system” the proposed mechanism was a piece of software installed on the computer and compliant with every MMO active in Chinese game space. Developers were requested to alter their games to allow the fatigue program to monitor a user’s playtime, when the player spent more than three hours online in one day the system would then limit their ability to continue playing, either by turning off in-game reward mechanisms or stopping play.The fatigue system would also be paired with a real name ID system, to ensure that individual players could be more easily tracked, and their game play controlled.
After the initial announcement there was a large public outcry from both adult gamers (currently at least 50% of China’s online gaming demographic), and developers who were left scrambling to find a means of implementing the system into games already being played. These general complaints caused the Chinese government to delay the implementation of the system from 2006 to April 2007; they also restricted its use to only affect players under the age of 18.
The system has a proposed three stage implementation plan stretching from April 15 to July 15, 2007. Stage one began on April 15 and is scheduled to continue until June 15. The intent of this phase is to allow game developers, and publishers to prepare for full scale outlay of the system. Stage two is proposed to begin immediately after stage one and continue until July 15. This month is to allow game companies adequate time to test and debug their system implementation. The third "phase", beginning after July 15 will signify the final roll out of the system, and its integration into live game servers; essentially the third phase is the proposed release date for full implementation.
Game companies
The major online game companies in China include NetEase, Tencent, Shanda Interactive, KongZhong, The9, NetDragon, Giant Interactive, Perfect World and ChangYou.com.Popularity statistics
In order to gauge the popularity of online games, both in China and internationally, three benchmarks are commonly implemented. The first is peak concurrent users (PCU), which is the maximum numbers of players online simultaneously at a given time. A high PCU number signifies that a game has a large base of constant user participation, which is essential for the survival of an online world. The second statistic used is the daily active player base; this number is essentially a count of the number of disparate users who sign on in a given 24 hour period. This statistic differs from PCU simply because of its longer time span but the daily user base is still a good quantifier of popularity and usage.The third statistic is simply the total number of registered users for a specific game or service, this statistic is significantly more problematic because most, if not all, online games do not limit the user to a single account or user name. For example some games claim millions of registered users; a disingenuous statistic given that the most popular MMORPGs in China usually garner only 800,000 to one million peak concurrent users. Thus, while registered user numbers can be quite impressive, they are not as accurate a gage of popularity as the other aforementioned statistics.
Investment
In 2010 there were 25 investments made into Chinese online gaming companies. Of the 25 investments 20 of these deal disclosed financial details. As a group these 20 deals combined for a total of $137 million USD in investment.Tencent Games
Tencent Games is the Interactive Entertainment Division (aka IED) at the Tencent.Shanda Interactive Entertainment
Shanda produces and supports many popular MMORPGs. The company is significant because it introduced a new online payment system with the release of Legend of Mir 2 in 2001. Instead of charging users for the initial purchase of the game, Shanda gave the software away free-of-charge and decided to charge users for time spent playing in game. This payment system specifically counteracted piracy because the company could maintain easier control over the time users spent in the game, rather than attempt to limit the game’s distribution.Shanda maintains a large number of MMORPGs in China developed by Western, Korean and native Chinese companies; the latter two regions produce Shanda’s most popular games. The company also maintains numerous casual games as well, with platforms supporting chess
Chess
Chess is a two-player board game played on a chessboard, a square-checkered board with 64 squares arranged in an eight-by-eight grid. It is one of the world's most popular games, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments.Each player...
and other non-persistent world games.
Netease
Netease, a popular online portal in China, also branched out in the space of MMORPGs with the release of Westward Journey. The game, based on ancient westward travels on the Silk RoadSilk Road
The Silk Road or Silk Route refers to a historical network of interlinking trade routes across the Afro-Eurasian landmass that connected East, South, and Western Asia with the Mediterranean and European world, as well as parts of North and East Africa...
(a popular theme from Chinese developed MMORPGs), has gone through two iterations; it was re-released as Westward Journey II due to numerous problems with the initial release, and its game engine was used to develop Fantasy Westward Journey, which is currently the most popular MMORPG in China (based on PCU numbers).
The9
The9 (第九城市) is similar to Shanda Entertainment, it specifically maintains and produces MMORPG content for the Chinese gamer base. The9 is notable because of its partnership with Blizzard EntertainmentBlizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and publisher founded on February 8, 1991 under the name Silicon & Synapse by three graduates of UCLA, Michael Morhaime, Allen Adham and Frank Pearce and currently owned by French company Activision Blizzard...
in bringing World of Warcraft
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
(the most popular MMORPG outside of Asia) to China. World of Warcraft is the most popular western MMORPG in Asia, and one of the most popular in China in general. Recent statistics place its peak concurrent users at around 688,000, easily among the top MMORPGs in the country. The9 also implemented a pay-for-time system for the game, which differs from the monthly subscription payment structure used by Blizzard in other territories.
See also
- Video games in the People's Republic of China
- Digital divide in the People's Republic of China
- Telecommunications industry in ChinaTelecommunications industry in ChinaThe telecommunications industry in China is dominated by three state-run businesses: China Telecom, China Unicom and China Mobile. The three companies were formed by a recent revolution and restructuring launched in May 2008, directed by Ministry of Information Industry , Nationals Development and...
- Software industry in ChinaSoftware industry in ChinaChina's software industry grew at a compound annual growth rate of more than 39% over the period from 2001 to 2007 to reach RMB 506 billion and is further anticipated to grow at a CAGR of nearly 22% through 2012.-Growth:...
- China Software Industry AssociationChina Software Industry AssociationThe China Software Industry Association is the major representative and one of the most active associations in the China Software industry...