2. โขChinadotcom Ion Global (CDC)
โขPrincipal Researcher Wireless and Games
โขMicrosoft Xbox (PC Games, Mac, Peripherals)
โขFirst Asia Regional Business Manager
โขMicrosoft Research Asia
โขResearcher Asia Cnter for Interactive Design
โขMS IE 7 /MS Media Center
โขProgram Manager
โขMS Casual Games
โขProducer / Started first game team in China
โขShouji Mobile Entertainment
โขCSO/COO
Columnist
โขGamasutra (China Games)
โขSouth China Morning Post (Beijing Byte)
โขChina Tech News
โขAsia Pacific Management Forum
3. Only about 10 years old as an industry
Born from rampant piracy and low disposable income
Similar to Korea in industry development and market
3 Waves but all still operating
Licensing / Portals / Korean-Taiwanese Games
(2000-2003)
China MMORPGS / Communities (2003-2007)
Web Games/SNS (2007-Present)
China Online Games becoming mainstream media
Youth Media
Regulated
4. Korean/China MMORPGs hierarchical and structured
China /Korean follow 80/20 rule
China Game market regulated like Korea
Console ban
.PC type games and UI (one handed gaming so players can smoke)
China and Korea gamers love Blizzard
Starcraft, Warcraft, Diablo (1 and 2) and DOTA are all still favorites on
LANs because they are well designed and free in Internet Cafรฉ/Bangs.
WoW benefited from player familiarity
10. โขZhengtu Online shifted the industry
โขOnline/ Offline Event based gaming
โข.Cafe Channel marketing and promotions
โขDesigned to be addictive/gambling
โขPerfect World
โขExport MMORPGs tech/licenses
โขBlizzard/the9
โขFirst to break ban on broadcast adv.
โขWestern game design and backstory
โขPre-paid cards
11. Kaixin001
Parking wars
Friends for sale
Trevian & Clones
Browser vs. Client
12. Main Overseers
Ministry of Culture
Ministry of Information Industry
General Administration of Press and Publications
Alsoโฆ
State Administration of Radio, Film and Television
Ministry of Commerce
Public Security Bureau
JingJing and ChaCha Internet Cops
13.
14. Virtual transaction / avatars
Business model impacts game design
Games as Media and Social Facilitators
Games as FMCG consumables
Channel marketing
Online and offline events
Fill lifestyle role