3. Casual games are easy to play games that take less investment to get through a game. Most of the time casual games are online played flash games Casual Gaming is a $2.5 billion market today, growing at 25% per year and reaching out to 200 million people worldwide Casual games are played across all ages and genders, however a slight tendency to women can be noticed Revenue models include in-game advertising and paid downloads among others Casual Games Spill Group
4. Casual games in China are comparable to casual games in other countries, however often community elements are added Casual Gaming reaches 50 million people in China today with a 37% year on growth to be expected Casual games are played across a younger audience, slightly male dominated but still a relatively high female percentage Revenue model is mainly advertising around the games & in-game item purchase Casual Games China Spill Group Asia
5. Portals Spill Group Asia In 2006 Spill Group launched its first Chinese portal game.com.cn . In 2008 Spill Group took over casual game portal xiaoyouxi to become one of the leading casual gaming portal companies in China
6. Content Spill Group Asia Community elements are integrated in the form of BBS, Weblog, Friend making features etc. Games universally distributed on the China portals Games are either appealing to a broad audience or made specifically for a gender and/or and and/or interest
7. Users Spill Group Asia 43% 57% The main users are white collars, scholars and students 43% of users have an income of 2000RMB or more Age Income
8. User Profiles Spill Group Asia Accept new things Likely to buy foreign brands* Internet savvy & influenced by online ads* Accenture Study on Chinese consumer, 2007 White collars Scholars & Students Higher male ratio Prefer fashionable and fun lifestyle
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10. Wide Coverage of China Spill Group Asia 13.5 % 10% 22.5% 23% 9.5% 7% 14.5% 20Million