Game Logistics In China
복잡한 유통구조
수많은 퍼플리셔와 유통사 난립
최초 Asiagame, Ourgame 중국 온라인 게임 퍼블리셔 장악
현재 Sina.com 등 대형 포털의 온라인 게임 유통 참여
Shanda, asiagame, ourgame, netease 등 주요 퍼블리셔
Future In China
중국정부의 강력한 규제
정부의 정책방향, 파트너사의 사업
online game portfolio User-oriented support system
Creative cultural contents development capabilities Advanced game management tool development
A state of saturation in Korea
-decreasing a growth rate
-Necessity of the global extension
Create new user and business diversification
2. Growth possibility of the China market
-Merits in the Chinese market
Internet users are i
China and 64% in the Britain.
The number of Chinese internet user is more over ten-times than Britain user.
However, The percentage of British Internet usage is over than twice.
Purpose to using Internet
And the purpose to use internet of Chinese is IM 91.3%, Online Music 91%, Online Movie/ Video 82.9%, Search 73.4%, Online Games 68.2%, News 63.4%, Email 58.0%. (TRENDSPOTTING, 2
online game market..
By Source 2003 2004 2005 2006 2007 2008Q1
By location
(in $ million)
U.S. $1,038 $2,119 $3,757 $6,030 $8,629 $2,541
International 428 1,070 2,382 4,575 7,965 2,645
Total revenue $1,466 $3,189 $6,139 $10,605 $16,594 $5,186
"I had no intention of keeping baidu inside china from the start.now that we have won over 60 percent share in china,i think it's natur
online game and digital sound part
미국 온라인데이팅 산업은 온라인게임, 디지털음원 분야에 이어 3위의 성장속도를 보이고 있고 2012년 초 기준 시장규모는 약 4조원(그룹폰 비즈니스는 1조의 시장규모) 입니다. 모바일 데이팅시장 역시 지속성장하여 1.6조원에 이를 것으로 예상되며, 영화 ‘그는 당신에게 반