China Has 20 Percent Of Global Video Gaming Revenue

June 23, 2009

Hard to believe that China’s gaming companies rake in 30 percent of the world’s gaming revenue. But that is the claim of James Liu, COO of the Oak Pacific Interactive, a private Chinese Internet company.

Liu says the country’s slice should amount to between $4.5 billion and $5 billion this year.

Perhaps the market’s size is not a surprise considering the country has 1.3 billion residents, or about a fifth of the world’s total.

But there is more to it. Chinese apparently love to play. Some Chinese games have 1 million concurrent online users at peak periods, Liu said at the Social Gaming Summit in San Francisco.

Oak has games with hundreds of thousands of concurrent users, he added.

With that kind of online volume, there are obvious opportunities for gaming companies. That may even extend to Western companies with the right market approach.


Android For Gaming? Google Talks Up The Possibility Of Custom Gaming Hardware For Its Software

November 25, 2008

Google wants you to get excited about active, mobile gaming – especially on its Android software for mobile phones.

“While the G1 (Android-based mobile phone from T-Mobile) is probably a little rich for many people’s blood, there is no reason we shouldn’t start seeing custom gaming hardware that uses the Android platform to provide a more tailored gaming solution,” says Google software engineer Reto Meier.

G1 aside, look for custom gaming hardware

G1 aside, look for custom gaming hardware

Meier in a blog entry argues that Android is ready for the role. It supports:

*Location-based services
*Instant Messaging
*Google Maps
*Hardware options such as a camera, accelerometer and compass
*Special effects such as vibration
*Background features such as music or a phone call.


Bullish Outlook On Virtual Worlds: More Than 1 Billion Users By 2012

November 5, 2008

Virtual worlds, the playful fantasy environments such as Second Life, are evolving into the ultimate mash ups of gaming, social networking, meetings and 3D graphics.

Os so say researchers at In-Stat. In the process, they will attract more than 1 billion registered users by 2012 and revenue likely to exceed $3 billion, says In-Stat.

Already, virtual worlds earn 90 percent of their revenue from the sale of virtual items, such as currency, land and fees. And 70 percent of more than 300 users are younger than 18.


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