Archive for the 'gaming' Category
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05.31.08
Internet in China: Over 100 Million Youth Seek Fun Online
"On April 25th, 2008, China Internet Network Information Center (CNNIC) released the Research Report of China Youth Internet Behaviors. The report studies the online behaviors of 107 million China’s netizens under the age of 25. According to the report, China’s youth netizens are more inclined to entertainment demand. The most used online serves for youth are IM(91.3%), online music(91.1%), online movie/video(82.9%), search engine(73.4%), online games(68.2%), online news(63.4%) and email(58%). If compared with the average usage level of all Internet users, the usage rate of online games, online music and online movie/video among youth are much higher than average rate..."  read on
posted in information technology, china, trends, consumer behavior, gaming, internet -
05.08.08
Internet in China: Virtual Worlds Roundup
"BusinessWeek published a special report on virtual world recently, with one article on virtual World in China which featured Hipihi, Novoking and UOneNet (a.k.a. uWorld). Hipihi has announced the beginning of its public beta testing phase, after over a year private test. uWorld, another virtual world on BusinessWeek’s article which was first profiled in October 2007, finally started its close test in March. As Hipihi, uWorld also partnered with IBM on virtual world development. Kaiser Kuo is more optimistic on it, he thought “deep-rooted MMORPG culture” in China and “willingness of Chinese to strike up online friendships with strangers” will help them in the long run..."  read on
posted in interaction, software, china, information technology, gaming, trends, internet -
05.05.08
Internet in China: Baidu To Operate Online Game Service
"It is reported that Baidu will partner with online game operators to operate online game service soon, the official news will be announced early next week. You can access the Baidu online game channel. Baidu now partners with Shanda, Joycub.cn and 51wan.com to operate six browser games. Among all six games, four of them are offered by 51wan.com, a browser online game company recently got financing from Sequoia Capital China..."  read on
posted in interaction, baidu, china, information technology, gaming, internet -
04.14.08
Internet in China: World of Warcraft logs over 1 million concurrent players
"Chinese online game operator The9 Limited has announced that Blizzard Entertainment's World of Warcraft has logged more than 1 million concurrent players in mainland China alone, the highest concurrency since the game's official launch in China in June 2005. The9 is a major online game operator in China, and operated servers for World of Warcraft players in China. The9 attributes the growth of WOW gaming in China in part to The Burning Crusade expansion pack, which added significant new content to the game, bringing previous players back to the franchise while drawing new gamers in..."  read on
posted in china, market, information technology, trends, gaming, internet -
03.15.08
China software industry reports 20% rise in revenue
"China's software sector generated 580 billion yuan (about 80.8 billion U.S. dollars) in revenue in 2007, an annual increase of 20.8 percent, the Ministry of Information Industry reported: sales of software products surged 22.5 percent to 201.7 billion yuan, while system integration income rose 16 percent to 147.8 billion yuan (nearly 21 billion US dollars). The income of software and information technology services hit 97.8 billion yuan (over 13 billion US Dollars), up 24.8 percent. Revenues of embedded system software hit 115.5 billion yuan (around 16 billion US dollars), up 21.8 percent year on year..."  read on
posted in china, software, market, information technology, trends, gaming, e-commerce, wealth, economics -
03.08.08
Internet in China: 59 million Online Gamers in 2008
"The year-long survey, Netguide 2008, conducted by the Data Center of the China Internet (DCCI) and the Internet Society of China (ISC), polled more than 300 websites, 270 enterprises and 50,786 persons.Results suggest that the number of Chinese online gamers will likely surpass 59 million in 2008, a 20 percent increase on 2007’s 48 million, reports China View. The survey also found that the market value of Chinese online gaming in 2007 rocketed 57 percent from 2006’s 9.36 billion yuan (1.2 billion US dollars)..."  read on
posted in market, china, trends, gaming, internet -
03.05.08
Internet in China: online game market hit 1.8 billion US Dollars in 2007
"China's online gaming market surged 66.7 percent year-on-year to hit 12.8 billion yuan in 2007, according to a report released by i Research Inc., a Shanghai-based consulting firm. The jump is largely driven by China's massive player-pool and operators' marketing efforts, said the firm. The number of China's netizens grew 53 percent last year from 2006 to hit 210 million by December, which means the country is close to overtaking the United States to become the world's No. 1 by web population size, according to China Internet Network Information Center (CNNIC): Nearly 60 percent of the web users (more than 120 million) have played at least one title in the past year, with an average of 7.3 hours spent on the online games every week. Twenty-one percent of them even played more than 10 hours a week..."  read on
posted in software, taiwan, market, beijing, shanghai, gaming, consumer behavior, china, internet -
02.24.08
Chinese People and Their Mobile Phones: Metrics on Mobile Media Consumption in China
"According to latest data from the Chinese Ministry of Information Industry, there were about 550 million mobile subscribers in China by the end of 2007. Mobile handsets will undoubtedly become the most used media consumption device among Chinese users, if it is not yet. M:Metrics recently released its study on mobile media consumption in China. According to M:Metrics’ December Benchmark Survey, mobile entertainment is popular among the Chinese, with an astonishing 34.8 percent reporting they listened to mobile music in the month, much higher than other countries studied by M:Metrics..."  read on
posted in industry, united states, market, china, trends, mobile, media, gaming, internet -
02.17.08
Autodesk Splits 3ds Max 2009 For Games, Designers
"Autodesk has announced that with the forthcoming release of 3ds Max, it will be splitting the release into two products, 3ds Max 2009 Entertainment, for game and movie producers, and 3ds Max Design 2009, for architects, designers and visualization specialists. Both versions will offer new rendering capabilities and improved interoperability with other products like Revit, as well as additional time-saving animation and mapping workflow tools..."  read on
posted in architecture, market, art, united states, autodesk, design, information technology, software, gaming -
02.13.08
Internet in China: What Do Chinese Internet Users Do Online?
"China Internet Network Information Center (CNNIC) just released its latest semi-year report on development of Internet in China. According to the report, by the end of 2007, the number of Chinese Internet users has reached 210 million, an increase of 48 million compared to the first semester, or 73 million in last year. Among these 73 million new Internet users, 29.17 million, or about 40%, come from rural area. About 50.4 million users use mobile handsets to access Internet, just adding 6 million new mobile Internet users in last six months..."  read on
posted in china, interaction, information technology, trends, gaming, culture, internet
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