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Gaming companies
record strong 2Q results
China's
leading online gaming companies have been recording strong second
quarter results. Earlier this month China's number three online
gaming operator, The9 Ltd., recorded net income over the last quarter
up to US$10.5 million up from US$7.4 million in the previous quarter.
Net revenue was posted at US$32.2 million up more than 20 percent
on the first quarter. These results were better than general market
expectations which had forecast revenues at around three quarters
of this level on revenues of around US$29 million.
The
markets were also pleased to hear The9 announce plans to expand
its armoury of games to overcome its heavy reliance on its very
popular World of Warcraft game.
China boasts one of the world's fastest growing online game markets,
worth an estimated $587 million in 2005 and potentially growing
to $886 million this year, according to DBS. But many of the industry's
top players rely on one or two hit games, making their business
highly volatile and less attractive to investors.
Meanwhile
last week China's number two online gaming company Nasdaq-listed
Shanda Interactive Entertainment, also recorded better-than-expected
results for the second quarter, even if they included a fall of
40 percent in net profits. Shanda reported that net profits for
the three months to June downl to US$16.7 million from US$26.9 million
a year ago, with revenues down 25 percent to US$50.7 million. Market
predictions suggested around US$12 million in net profits on on
sales of US$43 million. However, despite the falls, the results
have been hailed by the company as a recognition that its policy
to offer some if its old favourite games for free at the end of
last year is paying off (see also China
Media Intelligence, Volume 5, Issue 14 (7/12/05)).
The company said that the monthly average revenue per user (arpu)
since launching the free-gaming policy on games such as the Legend
of Mir II, has risen by as much as 50 percent to US$5.68 even
as registered paying user numbers have dropped. The free-to-play
policy looks to make additional revenue from added-value services
associated with playing the games rather than charging for playing
the games themselves.
CMI
- 22/8/06
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