Online Games in China Industry Research Report – Now Available from IBISWorld

In the five years through 2012, revenue for the Online Game industry in China increased at an annualized rate of 34.4% to $9.3 billion, says IBISWorld. The number of online game players in China has been growing 34.7% per year over the period, and about 59.5% of internet users in China are also online game players.

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IBISWorld industry market research
Firms will focus on further penetrating the 15-to-34 age group, offering more social, mobile and browser games.

San Francisco, CA (PRWEB) February 13, 2013

In the five years through 2012, revenue for the Online Game industry in China increased at an annualized rate of 34.4% to $9.3 billion, says IBISWorld. The number of online game players in China has been growing 34.7% per year over the period, and about 59.5% of internet users in China are also online game players.

Although the first online game was designed by a domestic studio, the Chinese online game market was dominated by foreign games in the early years of the industry's development. Domestic firms only took a leading share of the market in 2006, says IBISWorld. Over the past five years, Chinese-made online games have been increasingly well accepted by the global market, with exports growing faster than total revenue.

In 2012, the top four players in the Online Game industry in China – Tencent, Netease, Shanda Games and Perfect World – made 61.4% of total industry revenue, which indicates a medium level of concentration. The few large-scale companies that are able to raise enough funds develop high-quality games and buy operation licenses from other companies. However, the majority of enterprises in this industry are small game studios developing lower-quality games.

As the Online Game industry matures and comes under more regulations, competition will become more intense and profitability is expected to fall somewhat, says IBISWorld. Game companies will invest more into research and development to design better and fancier games. In particular, firms will focus on further penetrating the 15-to-34 age group, offering more social, mobile and browser games to cater to this market.

For more information, visit IBISWorld’s Online Games in China industry report page.

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IBISWorld Industry Report Key Topics

Online games are played over the internet using consoles such as personal computers (PCs) and mobile terminals. They may also include features such as multiplayer modes, downloadable content and in-game chat, which can be provided for free or on a fee or subscription basis.

Industry Performance
Executive Summary
Key External Drivers
Current Performance
Industry Outlook
Industry Life Cycle
Products & Markets
Supply Chain
Products & Services
Major Markets
Globalization & Trade
Business Locations
Competitive Landscape
Market Share Concentration
Key Success Factors
Cost Structure Benchmarks
Barriers to Entry
Major Companies
Operating Conditions
Capital Intensity
Key Statistics
Industry Data
Annual Change
Key Ratios

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Recognized as the nation’s most trusted independent source of industry and market research, IBISWorld offers a comprehensive database of unique information and analysis on every US industry. With an extensive online portfolio, valued for its depth and scope, the company equips clients with the insight necessary to make better business decisions. Headquartered in Los Angeles, IBISWorld serves a range of business, professional service and government organizations through more than 10 locations worldwide. For more information, visit http://www.ibisworld.com or call 1-800-330-3772.


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  • Gavin Smith
    IBISWorld
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