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	<title>China-based Internet and Web Marketing Consultant &#187; Online Games</title>
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		<title>Chinese Kids Game Market Overview</title>
		<link>http://www.webprochina.com/2010/05/chinese-kids-game-market-overview/</link>
		<comments>http://www.webprochina.com/2010/05/chinese-kids-game-market-overview/#comments</comments>
		<pubDate>Thu, 13 May 2010 13:10:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Online Games]]></category>

		<guid isPermaLink="false">http://www.webprochina.com/?p=49</guid>
		<description><![CDATA[Since online game producers in China mainly develop games for 18+ years old people, children’s online game market in China is still in its un-developed stage. Unlike American market leaded by Club Penguin, Webkinz, no leader has appeared in Chinese children’s online game market up to now. Facing an promising but undeveloped market, China’s game [...]]]></description>
			<content:encoded><![CDATA[<p> Since online game producers in China mainly develop games for 18+ years old people, children’s online game market in China is still in its un-developed stage. Unlike American market leaded by Club Penguin, Webkinz, no leader has appeared in Chinese children’s online game market up to now.<span id="more-49"></span><br />
 Facing an promising but undeveloped market, China’s game producers have already began to test the water. Local players already showed their heads above the water are:<br />
 <strong>Mole Manor </strong><br />
 This virtual community choose 7-12 years old children as its target users.<br />
 In the beginning of 2008 this Shanghai-based flash animation game website tried to target 4-6 years old children as its users, shortly they found the number of 4-6 years children users was too small, what’s more, the growing speed of registered users was not fast. Quickly, they changed their strategy and choosed 7-12 years old children as their target users. Time proved their strategic decision was right. From May 4th 2008 when they began the beta testing to the beginning of September 2008 they have successfully recruited 2 million children users including 1.6 million 7-12 years old users.   Registered users are still growing by hundreds of thousands per day. Today, its name, “Mole Manor”(”moer zhuangyuan” in Chinese Pinyin) is queried around 50,000 times everyday through Baidu.<br />
The website is trying to sort out the balance between business interests and social morals, its business module is still undecided. Most likely, it will follow the business module of webkinz.com.<br />
<img src="http://www.cbifamily.com/tuhai/kuwan/h002/h41/img200904020952143_580x424.jpg" alt="Chinese kid games" /><br />
<strong> http://www.vvdragon.com/</strong><br />
 This websites was launched in October 26th, 2008 with targeting 5-13 years old children as its users. The website named itself as the world’s first 3D green communities for children. It combines such functions as web page games, online education, online community and etc. It has a big ideal to be China’s No. 1 Internet Game provider to children.<br />
<strong> http://www.gogo517.com/</strong><br />
 This website is invested by Zhejiang-based Haili Group, which is the pet products manufacturer for Webkinz.com. Haili group invested a lot on www.gogo517.com with aims to cone another Webkinz.com in China.<br />
www.gogo517.com began its internal testing September 28 2008 which lasted three months. In the first stage, they will mianly develop their business in the rich long river delta region including Shanghai, Jiangsu province, Zhejiang province and etc.<br />
 The business module of this website is similar with that of webkinz.com.<br />
 Analyst says the headache roblem for Chinese kid Internet games producers in China is that they can’t sort out the combining point between the education expert and the software expert: education expert has little knowledge in software development; meanwhile software expert doesn’t know education well.</p>
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		<title>Online Games Industry Pocketed RMB 25.6 Billion Yuan Last Year</title>
		<link>http://www.webprochina.com/2010/05/online-games-industry-pocketed-rmb-25-6-billion-yuan-last-year/</link>
		<comments>http://www.webprochina.com/2010/05/online-games-industry-pocketed-rmb-25-6-billion-yuan-last-year/#comments</comments>
		<pubDate>Thu, 13 May 2010 09:00:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Online Games]]></category>
		<category><![CDATA[Chinese Internet Games]]></category>

		<guid isPermaLink="false">http://www.webprochina.com/?p=20</guid>
		<description><![CDATA[Sun Shoushan, Vice president of General Administration of Press and Publication of the People’s Republic of China disclosed on a press release that China’s online games industry pocketed RMB 25.6 billion Yuan in 2009, up 39.4% over last year. Online games industry also added RMB 55 billion Yuan for its relative industries including telecommunication, IT, [...]]]></description>
			<content:encoded><![CDATA[<p> Sun Shoushan, Vice president of General Administration of Press and Publication of the People’s Republic of China disclosed on a press release that China’s online games industry pocketed RMB 25.6 billion Yuan in 2009, up 39.4% over last year. Online games industry also added RMB 55 billion Yuan for its relative industries including telecommunication, IT, traditional publishing industry and etc in output value. Sun also noted that online games industry has grown more than 100 times from the beginning’s RMB 200 to 300 million Yuan to nowdays’ RMB 25 billion Yuan in market size.</p>
<p style="text-align: center;"><img src="http://www.ce.cn/cysc/ceit/yxsj/200512/29/W020051229626188640145.jpg" alt="Chinese Internet Games" /></p>
<p> According to the press release, growth rate for webpage games and recreational games are more distinguishing than that of the rest sectors among the whole online games industry with respectively actual revenues of RMB 1.2 billion Yuan and RMB 6 billion Yuan in last year. Original Made-in-China online games began to lead the market by taking a share of around 64.5% last year. Analyst estimates that the country’s online games market will be keeping the high growing rate in the following 5-10 years.<br />
 This prosperous industry also has its own shortcomings: Firstly, made-in-China games with high brand recognition and powerful international competitive power are quite rare. Secondly, games made by local companies are usually in vulgar taste by choosing violence and sexuality as its selling point. </p>
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