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	<title>China Social Games</title>
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	<link>http://www.chinasocialgames.com</link>
	<description>Analyzing Chinese Social Networks and Games</description>
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		<title>Upcoming Conference: CHINICT 2012</title>
		<link>http://www.chinasocialgames.com/?p=636</link>
		<comments>http://www.chinasocialgames.com/?p=636#comments</comments>
		<pubDate>Fri, 04 May 2012 09:41:39 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=636</guid>
		<description><![CDATA[While not specific to gaming, we'd like to recommend a great upcoming conference in Beijing: CHINICT. I had a chance to attend in 2010 and was very impressed with the level of speakers. This year they seem to be taking it to an even higher level. This is a great way to get an overview [...]]]></description>
			<content:encoded><![CDATA[<p>While not specific to gaming, we'd like to recommend a great upcoming conference in Beijing: <a href="http://www.chinict.org/">CHINICT</a>.  I had a chance to attend in 2010 and was very impressed with the level of speakers.  This year they seem to be taking it to an even higher level.  This is a great way to get an overview of the hottest trends in the Chinese internet and the views of top global entrepreneurs.</p>
<p><embed type="application/x-shockwave-flash" width="480" height="400" src="http://player.youku.com/player.php/sid/XMjk3MzIxOTY4/v.swf" allowfullscreen="true" quality="high" align="middle" allowscriptaccess="always"></embed></p>
<p>ChinaSocialGames will be there, come find us and say hi!</p>
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		<title>The Top 10 Chinese Facebook Apps and Developers</title>
		<link>http://www.chinasocialgames.com/?p=629</link>
		<comments>http://www.chinasocialgames.com/?p=629#comments</comments>
		<pubDate>Tue, 21 Sep 2010 09:26:19 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[game developers]]></category>
		<category><![CDATA[Top Social Games]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=629</guid>
		<description><![CDATA[This short powerpoint lists the top 10 Chinese Facebook apps and developers! Two apps crack the top 20 (#18 and #19) in terms of daily active users (DAU) on Facebook, an impressive feat. NOTE: we failed to include Rekoo and their games in this top list. Rekoo is currently at 646,000 DAU, with its popular [...]]]></description>
			<content:encoded><![CDATA[<p>This short powerpoint lists the top 10 Chinese Facebook apps and developers! Two apps crack the top 20 (#18 and #19) in terms of daily active users (DAU) on Facebook, an impressive feat.</p>
<p>NOTE: we failed to include Rekoo and their games in this top list. Rekoo is currently at <a href="http://www.appdata.com/devs/31692">646,000 DAU</a>, with its popular Animal Paradise (425,000 DAU) and Sunshine Ranch (197,000 DAU) Games.</p>
<div id="__ss_5247890" style="width: 425px;"><strong><a title="Top 10 Chinese Facebook Apps and Developers" href="http://www.slideshare.net/klukoff/top-10-chinese-facebook-apps-and-developers-5247890">Top 10 Chinese Facebook Apps and Developers</a></strong><object id="__sse5247890" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=topchineseappsanddevelopers-100921041848-phpapp01&amp;stripped_title=top-10-chinese-facebook-apps-and-developers-5247890&amp;userName=klukoff" /><param name="name" value="__sse5247890" /><param name="allowfullscreen" value="true" /><embed id="__sse5247890" type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=topchineseappsanddevelopers-100921041848-phpapp01&amp;stripped_title=top-10-chinese-facebook-apps-and-developers-5247890&amp;userName=klukoff" name="__sse5247890" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="padding: 5px 0 12px;">View more presentations from <a href="http://www.slideshare.net/klukoff">Kai Lukoff</a>.</div>
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		<title>Chinese SNS Kaixin001’s Open Platform Experiment</title>
		<link>http://www.chinasocialgames.com/?p=602</link>
		<comments>http://www.chinasocialgames.com/?p=602#comments</comments>
		<pubDate>Wed, 18 Aug 2010 02:59:34 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[Social Networks]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[Happy Farm]]></category>
		<category><![CDATA[Kaixin001]]></category>
		<category><![CDATA[Renren]]></category>
		<category><![CDATA[social games]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=602</guid>
		<description><![CDATA[Kaixin001 is experimenting with an open platform, inviting select third party developers to participate. Kaixin001 lags behind RenRen and 51.com, but all Chinese social networks are now slowly but surely moving towards openness. Kaixin001 is immensely popular with Chinese white-collar workers, with a total of 25 million daily active users (86 million registrations). It originally [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/Screen-shot-2010-08-17-at-1.40.12-PM.jpg"><img class="alignleft size-full wp-image-607" title="Screen shot 2010-08-17 at 1.40.12 PM" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/Screen-shot-2010-08-17-at-1.40.12-PM.jpg" alt="" width="135" height="46" /></a>Kaixin001 is experimenting with an open platform, inviting select third party developers to participate. <a href="http://social.venturebeat.com/2010/04/07/china%E2%80%99s-top-4-social-networks-renren-kaixin001-qzone-and-51-com/">Kaixin001 lags behind RenRen and 51.com</a>, but <a href="http://games.venturebeat.com/2010/08/06/copying-is-not-the-future-of-social-games-unless-youre-a-chinese-social-network/">all Chinese social networks are now slowly but surely moving towards openness</a>. Kaixin001 is immensely popular with Chinese white-collar workers, with a total of <a href="http://www.pacificepoch.com/newsstories?id=1626350_0_5_0_M">25 million daily active users (86 million registrations)</a>.</p>
<p>It originally rose to prominence by spamming and its viral social games (Parking Wars and Happy Farm). At its peak Kaixin001’s Happy Farm had 15 million daily active users and still has over 10 million today, according to Hans Tung, a partner at Qinming Venture, which invested in Kaixin001. Although Kaixin001 since refocused on relationships, games are one of the most lucrative monetization channels for social networks.<span id="more-602"></span></p>
<p><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/Screen-shot-2010-08-16-at-6.16.08-PM.png"><img class="size-full wp-image-613 alignright" title="Screen shot 2010-08-16 at 6.16.08 PM" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/Screen-shot-2010-08-16-at-6.16.08-PM.png" alt="" width="250" height="180" /></a>Kaixin001 opened the platform to 3rd party applications on May 12, 2010. The network did a good job of copying games in-house at first, but as the expectations of users rise, Kaixin001’s offerings look increasingly anemic: its development team is slow (it needed 6 months longer than RenRen to copy Restaurant City by Playfish).</p>
<p>Its new open platform is divided into four sections:</p>
<ol>
<li>In-house apps</li>
<li>Third party apps</li>
<li>Application laboratory</li>
<li>Web games</li>
</ol>
<p><strong>1) In-house Apps</strong><br />
Kaixin001 itself has produced 45 applications, of which 9 are games. RenRen is an “open platform,” but continues to develop apps in-house to the chagrin of third party developers. Likewise, Kaixin001 may well continue to develop some apps in-house.</p>
<p><strong>2) Third-party Apps</strong></p>
<p>The newly added 3rd party applications include seven social games and five other applications. Facebook generates huge revenues from 3rd party social game developers (Zynga is the largest advertiser), but Chinese social networks have not yet able to effectively monetize this channel.</p>
<p><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/table.jpg"><img class="size-large wp-image-608 alignnone" style="border: 0pt none;" title="table" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/table-1024x443.jpg" alt="" width="500" height="220" /></a></p>
<p>RenRen’s contracts stipulate that <a href="http://www.pacificepoch.com/newsstories?id=159256_0_5_0_M">third party developers cannot place their games on Kaixin001 for at least 6 months after launch on RenRen</a>. Kaixin001 has responded in kind, offering 80% revenue share to developers who sign an “exclusive,” but only 60-70% for others, according to an industry insider. That’s still more generous than RenRen, which offers developers at most 56% revenue share for games that exceed 200,000 daily active users.</p>
<p><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/Screen-shot-2010-08-16-at-6.14.15-PM.png"><img class="alignright size-medium wp-image-614" title="Screen shot 2010-08-16 at 6.14.15 PM" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/Screen-shot-2010-08-16-at-6.14.15-PM-300x133.png" alt="" width="240" height="106" /></a>For the same game, average revenue per user is 2-3 times higher on Kaixin001 than on RenRen, according to Tung. “We’re quite pleased with the results so far,” said Tung. The ascendancy of Kaixin001’s open platform may create a better bargaining position for Chinese game developers.</p>
<p><strong>3) Application Laboratory</strong><br />
The application laboratory is testing 9 social games and 8 other applications. Only select users and their friends can beta test these games; it appears Kaixin001 intends to retain significant control over the number and quality of applications that are accepted onto its platform.</p>
<p><strong>4) Web Games</strong><br />
All social networks push MMORPGs, the traditional moneymakers in China's gaming industry. RenRen is reportedly generating 3 – 5 million RMB per month through that channel according to Calvin Ng, who runs an MMORPG company. Benjamin Joffe, CEO of the internet market research firm +8*, comments: “This is also why Sohu, Sina, Netease moved to online games. SNS are also great user acquisition channels!”</p>
<p>Kaixin001 generated <a href="http://www.pacificepoch.com/newsstories?id=1626350_0_5_0_M">100 million RMB in revenues</a> in the first half of 2010 (80% from advertising). If all goes well with its open platform experiment, Kaixin001 will soon be cashing in on new social games as well.</p>
<p><em>Kai Lukoff is an analyst at <a href="http://www.bloggerinsight.com/">BloggerInsight</a> and an editor on <a href="../">China Social Games</a>. Follow Kai on Twitter <a href="http://www.twitter.com/klukoff">@klukoff</a></em></p>
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		<title>Are Social Games a Bubble? Future Growth Lies in Vertical Social Games</title>
		<link>http://www.chinasocialgames.com/?p=580</link>
		<comments>http://www.chinasocialgames.com/?p=580#comments</comments>
		<pubDate>Wed, 11 Aug 2010 09:01:00 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[game developers]]></category>
		<category><![CDATA[Social Networks]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[Kaixin001]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[Watercooler]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=580</guid>
		<description><![CDATA[The moderator of the Financing for Social Games panel at ChinaJoy challenged panelists, “Is social gaming a fad? If so, let’s wrap this up in the next five minutes. Then we can all go home and start a Groupon clone instead.” Responses were mixed on the future financial fortunes of social game developers, though no [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/bubblefinal.jpg"><img class="alignleft size-medium wp-image-584" title="bubblefinal" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/bubblefinal-293x300.jpg" alt="" width="293" height="300" /></a>The moderator of the <a href="http://en.chinagbc.com.cn/MeetView.aspx?a=2">Financing for Social Games panel at ChinaJoy</a> challenged panelists, “Is social gaming a fad? If so, let’s wrap this up in the next five minutes. Then we can all go home and start a Groupon clone instead.” Responses were mixed on the future financial fortunes of social game developers, though no one foresaw a collapse.</p>
<p>A consensus did emerge that more social games will target niche audiences. Panelist Atul Bagga, Vice President at ThinkEquity, commented, “So far we see horizontal applications, that is games that everybody is playing: your mom, your granny, your niece, your daughter. I think there is a lot room for vertical applications, for the smaller niche, for example, Watercooler’s Kingdoms of Camelot. It does not have huge usage, but the game kicks butt because the ARPU (average revenue per user) is very high.”<span id="more-580"></span></p>
<p>Chinese developers recognize the trend towards originality and verticality, but it’s a far greater challenge than producing farm game derivatives. First, they have to develop for a foreign audience, <a href="http://www.chinasocialgames.com/?p=460 ">as revenues in China are still insufficient</a>. Most Chinese developers see Japan, Korea, Brazil, and Russia as easier markets than Facebook (and head-to-head competition with the like of Zynga), although the Chinese-language Facebook communities in Hong Kong and Taiwan are still good bets.</p>
<p>Second, capturing a niche often requires an unfamiliar game design and appeals. Hans Tung, a partner at Qinming Venture, comments, “The hurdle for these developers to come up with very good vertical games… is much, much, much harder. In China all the massive multiplayer online game developers all know that social games are big. They all know that women are playing games now. But they don’t how to make those games for women. We talked to 11 listed game companies in New York and Hong Kong and most of them <em>suck</em> at making games for women.”</p>
<p>The growth market in vertical social games is a worldwide trend that will require still greater innovation on the part of Chinese and foreign developers alike. But the rewards could be rich: if developers are able to deliver, <a href="http://www.chinasocialgames.com/?p=561">even the more closed Chinese social networks may open up their platforms</a>—and valuable users—to third party developers.</p>
<p><em>Kai Lukoff is an analyst at <a href="http://www.bloggerinsight.com/">BloggerInsight</a> and an editor on <a href="../">China Social Games</a>. Follow Kai on Twitter <a href="http://www.twitter.com/klukoff">@klukoff</a></em></p>
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		<title>Shanda Launches Candy: A Mashup of Twitter, Facebook, and FourSquare</title>
		<link>http://www.chinasocialgames.com/?p=534</link>
		<comments>http://www.chinasocialgames.com/?p=534#comments</comments>
		<pubDate>Mon, 09 Aug 2010 04:43:26 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[game developers]]></category>
		<category><![CDATA[Publishers]]></category>
		<category><![CDATA[Candy]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Shanda]]></category>
		<category><![CDATA[Social Networks]]></category>
		<category><![CDATA[Tangguo]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=534</guid>
		<description><![CDATA[Candy (Tang Guo / 糖果) mixes microblogging, social games, and badges, a mashup of Twitter, Facebook, and FourSquare. While most social networks are scaling back social games to focus on real friends (e.g., Facebook, RenRen, and Kaixin001), Shanda’s Candy embraces games (with a semi-open platform) and nicknames. It’s almost cliché for Chinese internet giants to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="file:///Users/klukoff/Desktop/Screen%20shot%202010-08-04%20at%207.27.50%20PM.png" alt="" /><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/tangguo.jpg"><img class="alignleft size-medium wp-image-535" title="tangguo" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/tangguo-300x191.jpg" alt="" width="300" height="191" /></a><a href="http://t.sdo.com/">Candy</a> (<em>Tang Guo</em> / 糖果) mixes microblogging, social games, and badges, a mashup of Twitter, Facebook, and FourSquare. While most social networks are scaling back social games to focus on real friends (e.g., Facebook, RenRen, and Kaixin001), Shanda’s Candy embraces games (with a semi-open platform) and nicknames.</p>
<p>It’s almost cliché for Chinese internet giants to launch a microblog or social network; nearly all have tried. The challenge for Candy (in Beta) is to gain initial traction and to achieve user retention. The latter could be challenging for such a casual site, there’s a reason the other social networks are moving away from that model.</p>
<p>Candy reflects Shanda’s effort to diversify into casual games. Over 86% of Shanda’s 768 million USD in 2009 revenues came from Massive Multiplayer Online Role Playing Games (MMORPGs), while <a href="http://www.resonancechina.com/2010/07/06/nielsen-asia-pacific-social-media-report/">casual games accounted for just 12% of revenue</a>. As Shanda’s bread-and-butter MMORPGs like Woool and Mir 2 age, it is imperative that the firm finds new hits or market models.<span id="more-534"></span></p>
<p>One analyst recently <a href="http://digicha.com/?p=683">downgraded Tencent</a>, which derives 48% of its revenue from online gaming, over concerns about <a href="http://www.chinasocialgames.com/?p=521">a slowing MMORPG market</a>:</p>
<blockquote><p>We believe social network games are competing against MMO games for users’ time. Chinese Internet users now have more diversified entertainment means than before, causing high-monetization MMO games to lose growth momentum.</p></blockquote>
<p><strong>The Interface: Sweet Like Candy</strong><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/layout.jpg"><img class="size-medium wp-image-536 alignleft" title="layout" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/layout-300x181.jpg" alt="" width="300" height="181" /></a></p>
<p>As the name implies, Candy is cute and bubbly—perhaps sweeter for girls than guys. The closest analog is Qzone by Tencent, which also mixes nicknames, cuteness, and games, <a href="http://www.chinasocialgames.com/?p=284">although that site suffers from poor execution</a>.</p>
<p>At the core of the site is a microblog that allows for far richer interaction than Twitter. The character limit is a generous 256 (almost an essay in Chinese), comments are threaded, and pictures, videos and emoticons can be attached.</p>
<p>Users also gain badges for sharing, playing, and friending.</p>
<p><strong>The Games and Applications: The Simpler the Better</strong><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/apps.jpg"><img class="size-full wp-image-537 alignright" title="apps" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/apps.jpg" alt="" width="108" height="266" /></a></p>
<p>Candy offers 33 applications (17 are games), including a few from 3<sup>rd</sup> parties. Production quality of the applications is high: the graphics are attractive and the functions are simple and intuitive.</p>
<p>All applications are pre-installed with square logos in the style of the iTunes Store. The design team closely followed the hottest in Western tech and design, while still adding elements familiar to Chinese netizens: a cute design, emoticons, and footprints.</p>
<p>New applications include:</p>
<ul>
<li>Pandora’s Planet (by Shanda): a simplified version of Sim City, in which players strive to expand their city.</li>
</ul>
<ul>
<li>Square People (格子客, by Shanda): Players flip over a square to discover a surprise task or video behind it (e.g., add person x as a friend).</li>
</ul>
<ul>
<li>Age of Dinosaurs (by Shanda): A farm game with a dinosaur theme that encourages more interactions between users. Prayer ceremonies can ward off dinosaur attacks.</li>
</ul>
<ul>
<li>3<sup>rd</sup> party applications include a music player (Xiami), video player (Ku6), and the popular social game Bubble Fish (泡泡鱼), which is also found on the RenRen network.</li>
</ul>
<p style="text-align: center;">Shanda’s star MMORPG Mir 2 (传奇世界) is also an application (though it’s not yet operational), indicating an attempt to bridge the gap between MMORPG and casual gamers. That’s a big divide to bridge, but success would be sweet—and lucrative—for Shanda.<a href="http://www.chinasocialgames.com/wp-content/uploads/2010/08/news-apps.jpg"><img class="size-full wp-image-551 aligncenter" title="news apps" src="http://www.chinasocialgames.com/wp-content/uploads/2010/08/news-apps.jpg" alt="" width="200" height="400" /></a><em>Kai Lukoff is an analyst at <a href="http://www.bloggerinsight.com/">BloggerInsight</a> and an editor on <a href="../">China Social Games</a>. Follow Kai on Twitter <a href="http://www.twitter.com/klukoff">@klukoff</a></em></p>
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		<title>Copying is not the future of social games, unless you&#8217;re a Chinese social network</title>
		<link>http://www.chinasocialgames.com/?p=561</link>
		<comments>http://www.chinasocialgames.com/?p=561#comments</comments>
		<pubDate>Mon, 09 Aug 2010 04:40:54 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[game developers]]></category>
		<category><![CDATA[Social Networks]]></category>
		<category><![CDATA[ChinaJoy]]></category>
		<category><![CDATA[copying]]></category>
		<category><![CDATA[Kaixin001]]></category>
		<category><![CDATA[PopCap]]></category>
		<category><![CDATA[PvZ]]></category>
		<category><![CDATA[Renren]]></category>
		<category><![CDATA[Tencet]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=561</guid>
		<description><![CDATA[Though copying of both foreign-made and Chinese-made games is rampant in China’s social games industry today, that’s not what will drive the industry forward. Liu Jian, chief operating officer of Oak Pacific Interactive, owners of the popular RenRen social network, stated, “Copying cannot be the future model for social game developers, unless you’re Tencent.” That [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-203765" href="http://www.chinasocialgames.com/?attachment_id=203765"><img class="size-full wp-image-203765 alignright" src="http://venturebeat.com/wp-content/uploads/2010/08/Tencent.jpg" alt="" width="250" height="315" /></a>Though copying of both foreign-made and Chinese-made games is rampant  in China’s social games industry today, that’s not what will drive the  industry forward.</p>
<p>Liu Jian, chief operating officer of Oak Pacific Interactive, owners of <a href="http://social.venturebeat.com/2010/04/07/china%E2%80%99s-top-4-social-networks-renren-kaixin001-qzone-and-51-com/">the popular RenRen social network</a>, stated, “Copying cannot be the future model for social game developers, unless you’re Tencent.”</p>
<p>That barb, rare at a Chinese conference like the recent ChinaJoy  event, prompted a round of applause. The issue of copying is a common  one in game industry history, with the likes of Zynga, Electronic Arts,  and Activision Blizzard being blasted for it at some point or other. <span id="more-561"></span></p>
<p><a href="http://social.venturebeat.com/2010/03/17/china%E2%80%99s-tencent-1-8-billion-in-2009-revenues%E2%80%94what-facebook-could-learn/">Tencent, a Chinese internet giant with a dominant instant messaging service and popular social network</a>, has come under heavy fire for copying and pushing out smaller players. The magazine <a href="http://www.danwei.org/internet/tencent_china_computerworld.php"><em>China Computerworld </em>went so far as to publish a controversial cover story called “F**king Tencent,”</a> with a picture of the Tencent Penguin stabbed with knives, writing:</p>
<blockquote><p>Tencent is never the first to "eat crab" [to try out new things]. It looks for a space in a mature markets to shove its way in. However, the methods it chooses also invite controversy: imitation, sometimes unscrupulous "<a href="http://www.danwei.org/internet/shanzhai_culture_translation.php">shanzhai</a>" copying.</p>
<p>As early as 2006, Sina founder Wang Zhidong openly accused [Tencent founder] Ma Huateng of being the industry's "plagiarism king," and of brazen plagiarism at that.</p></blockquote>
<p>Tencent’s speaker was up next and did not let slight pass unnoticed.  Peter Zheng, General Manager of the Qzone Social Network Product Center,  responded that at least Tencent did not copy its entire social network  from Facebook, referring to the fact that <a href="http://www.renren.com/">RenRen’s design and features, down to the shade of blue, are remarkably “similar” to Facebook</a>.</p>
<p><a rel="attachment wp-att-203790" href="http://www.chinasocialgames.com/?attachment_id=203790"><img class="alignright size-medium wp-image-203790" src="http://venturebeat.com/wp-content/uploads/2010/08/RR-Restaurant-300x227.png" alt="" width="300" height="227" /></a><a href="http://social.venturebeat.com/2010/04/07/china%E2%80%99s-top-4-social-networks-renren-kaixin001-qzone-and-51-com/">China’s social networks are experimenting with open platforms</a>,  but all still produce their own games, many of them knockoffs of other  popular titles. Despite ostensibly striving to create an ecosystem of  third party developers, RenRen itself has released RenRen Farm and  RenRen Restaurant (a ‘faithful’ copy of Playfish’s Restaurant City), the  second and fourth most popular games on the network, respectively.  Upset developers allege that the network privileges its own games by  allowing them to send out more viral notifications to users.</p>
<p>The power of Chinese social networks means that developers earn zero  or low revenue share and therefore struggle to generate significant  revenues in the domestic market. <a href="http://cvcf.cyberport.hk/cvcf/speakers/calvin-ng">Calvin Ng</a>,  a CEO and advisor to several gaming companies, says, “But you can’t say  that social networks are not making money, when they see a good idea  that’s making money they just copy it because they want to make  everything.”</p>
<p>At the same time, speakers at the <a href="http://en.chinagbc.com.cn/MeetView.aspx?a=2">ChinaJoy SNS &amp; Social Game Forum</a> urged social game developers to innovate, rather than release another  farm game. It’s common for Chinese developers to download the flash code  and then reconstruct a game within two months. But this strategy may  not work abroad, where social networks and gamers are seeking original  content.</p>
<p>Even domestically, Chinese social networks, when they do cooperate  with developers, are now looking for more original and exclusive  content. Chinese social networks often offer higher revenue share if  developers agree not to release games on competitor’s platforms.</p>
<p><a rel="attachment wp-att-203785" href="http://www.chinasocialgames.com/?attachment_id=203785"><img class="alignright size-medium wp-image-203785" src="http://venturebeat.com/wp-content/uploads/2010/08/Plants-VS-Zombies-copy-300x233.jpg" alt="" width="300" height="233" /></a>PopCap, a U.S. casual games company with a studio in Shanghai, just announced <a href="http://www.pacificepoch.com/newsstories?id=1626265_0_5_0_M">a pioneering cooperation to release innovative games on RenRen</a>, which will test the success of both original games and foreign developers in China. <a href="../?p=194">PopCap’s games, especially Plants vs. Zombies, are widely pirated in China</a>, but the company has not yet been able to make much money in China.</p>
<p>China has onerous rules for foreign developers who seek to introduce  their games into the market. Massive multiplayer online games officially  require a local partner to handle the distribution of all games, hence  Blizzard’s cooperation with NetEase on World of Warcraft. It’s a gray  area as to whether a social network like RenRen qualifies as a  distribution partner in the case of social games—it seems the rules are  still being written.</p>
<p>Despite the current challenges, most of the attendees expect China’s  social network to gradually open up more. The social network Kaixin001  recently launched an open platform experiment (it was previously  completely closed), which may shift the bargaining power in the  relationship. For the same game, average revenue per user is 2-3 times  higher on Kaixin001 than on RenRen, according to Hans Tung, a partner at  Qinming Venture, which invested in Kaixin001. Tencent’s Qzone also  continues to dabble in licensing games, though it offers only “a few  cents on the dollar” according to Calvin Ng. If Chinese social networks  start chasing developers rather than the other way around, revenue share  will surely improve for developers.</p>
<p>Developers are being challenged to create games that are more  innovative, targeted, and difficult to copy. If they are able to achieve  that, even Chinese social networks should slowly open up.</p>
<p><em>Kai Lukoff is an analyst at </em><a href="http://www.bloggerinsight.com/"><em>BloggerInsight</em></a><em> and an editor on China Social Games </em><a href="http://www.chinasocialgames.com/">http://www.chinasocialgames.com</a><em> Follow Kai on Twitter @klukoff </em><a href="http://twitter.com/klukoff">http://twitter.com/klukoff</a><em> </em></p>
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		<title>ChinaJoy: The Show Goes On, Despite Concerns that Hardcore Game Growth is Slowing</title>
		<link>http://www.chinasocialgames.com/?p=521</link>
		<comments>http://www.chinasocialgames.com/?p=521#comments</comments>
		<pubDate>Wed, 04 Aug 2010 11:07:05 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[ChinaJoy]]></category>
		<category><![CDATA[government regulations]]></category>
		<category><![CDATA[investors]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Shanda]]></category>

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		<description><![CDATA[Originally posted at VentureBeat ChinaJoy, China’s equivalent of the Electronic Entertainment Expo (E3), is famous for its thousands of show girls, new title releases, and the flashy sports cars of the top executives behind it all. This glitz not only attracts droves of young men—potential gamers—like moths to a light, but also reflects the rich [...]]]></description>
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<p><em>Originally posted at <a href="http://games.venturebeat.com/2010/08/03/chinajoy-the-game-show-goes-on-despite-concerns-that-hardcore-game-growth-is-slowing/">VentureBeat</a></em></p>
<p>ChinaJoy, China’s equivalent of the <a href="http://www.e3expo.com/">Electronic Entertainment Expo</a> (E3), is famous for its thousands of show girls, <a href="http://www.cnngo.com/shanghai/play/chinajoy-next-generation-chinese-video-games-display-now-412125">new title releases</a>,  and the flashy sports cars of the top executives behind it all. This  glitz not only attracts droves of young men—potential gamers—<a href="http://twitpic.com/29wxzx">like moths to a light</a>, but also reflects the rich fortunes of hardcore online games in China.<span id="more-521"></span></p>
<p>Gaming is the largest market by revenue in China’s internet industry: $3.57 billion in 2009 and $9.2 billion by 2014, <a href="http://www.game-newswire.com/index.php/the-news/151-niko-2014-report.html">according to a forecast by Niko Partners</a>. China’s casual games generate some revenues and there’s a <a href="../?p=460">nascent social games sector</a>, but <a href="http://www.recursion.com.cn/2010/0512/1.html">about 80% of the riches come from massive multiplayer online games</a>.</p>
<p>Of the <a href="http://www.bianews.com/news/99/n-253399.html">Chinese internet companies listed on the NASDAQ and NYSE</a>,  7 of 15 are either completely or heavily dependent upon massive  multiplayer online games: Shanda, The 9, Netease, Kongzhong, Changyou,  Perfect World, and Giant Interactive.</p>
<p><strong>Tempering Sky-High Expectations for Massive Multiplayer Online Games<br />
</strong></p>
<p>Despite the carnival atmosphere at the ChinaJoy expo, there were  sober concerns on the business conference side that growth is slowing. <a href="http://www.google.com/finance?chdnp=1&amp;chfdeh=0&amp;chdet=1280717942592&amp;chddm=57086&amp;cmpto=NASDAQ:PWRD;NASDAQ:SNDA;NYSE:GA;NASDAQ:CYOU;NASDAQ:NCTY;PINK:NDWTF&amp;cmptdms=0;0;0;0;0;0&amp;q=PWRD,%20SNDA&amp;ntsp=0">Stocks for all virtually of the major Chinese gaming companies are down for the year-to-date.</a></p>
<p>SIG analyst Zhao Chunming cites <a href="http://digicha.com/?p=683">five challenges facing massive multiplayer online games</a>:</p>
<ol>
<li>User growth is slowing down as new Internet users are mainly coming from older age groups, rural areas, and mobile users.</li>
<li>Competition is appearing on multiple fronts, most notably social network games.</li>
<li>Competition is intensifying among game companies as the market  matures. Major game companies have seen talent losses to rivals or  VC-invested start-ups, resulting in an across-the-board increase in  engineer and designer costs.</li>
<li>The market is filled with homogeneous content, lack of innovations.  We believe the stickiness of games has come down, due to games  “learning” from each other in-game play and money-making features. It is  increasingly difficult to produce blockbusters in this market.</li>
<li>Average revenue per user growth is significantly slower, raising  questions about the virtual item-based model. In our opinion, the  money-making incentives behind the item-based games have caused  deviation of game usage, i.e., chasing virtual items rather than the  core entertainment purpose.</li>
</ol>
<p>Bill Bishop, formerly chief executive of a Beijing-based developer and operator of online games and a blogger at <a href="http://digicha.com/">Digicha</a>,  states: “The cost of user acquisition (getting new users) has gone up  significantly. In the last couple of months, Perfect World, Giant, and  NetEase have all enacted big cuts in their field marketing teams for  internet cafes, laying off hundreds or maybe even thousands of sales  agents, because they’re trying to protect margins.”</p>
<p>Still, “Most companies around the world would kill to have the  ‘problems’ of Chinese game firms,” says Bishop. Though decelerating,  growth is still strong. It may just be a matter of investors tempering  sky-high expectations for the domestic Chinese market.</p>
<p>Moreover, by examining only the speed bumps facing by China’s  publicly listed companies, many analysts are missing the growth of small  to medium-sized developers generating $0.5 to $4 million per month,  says <a href="http://cvcf.cyberport.hk/cvcf/speakers/calvin-ng">Calvin Ng</a>,  a CEO and advisor to several massive multiplayer online gaming  companies. “The Chinese mentality is that everybody wants to get rich.  Today all of the small game developers think they can become the next  Shanda,” a reference to one of the biggest public game companies.</p>
<p>There are fewer barriers to entry for newcomers today, prompting more  developers to strike out on their own. Ng says, “It’s become easy to  share your game with 20 to 30 portals. I have personally met 6 or 7  startup studios that came out of Kingsoft alone.”</p>
<p>Recognizing this shift, the top firms have started publishing games  and making acquisitions. “It’s very hard for the big boys to retain  talent, so they’ve become venture capital firms themselves,” states Ng. <a href="http://www.tradingmarkets.com/news/stock-alert/game_shanda-18-fund-sheds-rmb600-mln-in-40-plus-projects-stakes-in-each-at-less-th-693670.html">Shanda has launched Fund 18</a>, which will invest in, publish, and distribute games. In the case of overseas publishing, <a href="http://www.pacificepoch.com/newsstories?id=1625769_0_5_0_M">Shanda retains 60 percent of revenues</a>.  Giant Interactive has set up a similar fund, called Win with Giant. In  addition, there have been a number of acquisitions of smaller developers  at a price to earnings ratio of five to six, according to Ng.</p>
<p><strong>Chinese Firms Go Abroad, But Foreign Firms Face Prohibitive Regulations in China<br />
</strong></p>
<p>With government encouragement, Chinese companies are also headed  overseas in search of new markets. Calvin Ng says, “NetDragon was the  first one and the father of [Chinese gaming companies] going abroad.  From there spin-offs include <a href="http://www.igg.com/">IGG</a> (I Got Game), <a href="http://www.slideshare.net/Lakobe/ray-flame-introduction-2009-2423207">Ray Flame</a> (actually all of their games are from China), and <a href="http://www.enjoymmo.com/">Enjoy MMO</a>. They’re already doing pretty well in the West.” <a href="http://www.pacificepoch.com/newsstories?id=1626132_0_5_0_M">Perfect World expects its overseas revenues to reach $100 million in 2010</a>.  Chinese gaming firms are also starting to purchase abroad: Shanda  acquired Mochi Media, Tencent invested in Riot Games, and The9 invested  in Aurora Feint.</p>
<p>At the same time, severe regulatory issues cripple foreign firms attempting to enter China. <a href="http://digicha.com/?p=24">Bill Bishop writes</a>,  “From a US policy perspective, assuming the U.S. game industry lobby  cares about this issue, it seems like an easy argument to make to USTR  and the Congress that while China is blocking American firms from a $4  billion+ market (and growing 30%+ per year), the Chinese are piling  unrestricted into the wide open US market and have a very good chance of  gaining real share.” <a href="http://www.kotaku.com.au/2010/07/why-are-consoles-banned-in-china/">Even the sale of Xbox, Playstation, and Wii consoles is technically illegal in China</a>, though there is a gray market.</p>
<p>Blizzard Entertainment, one of the few major foreign exhibitors at ChinaJoy (sharing a booth with its partner NetEase), <a href="http://english.caing.com/2010-03-09/100124148.html">exemplifies the travails facing foreign firms in China</a>.  The company had difficulties getting its content approved for World of  Warcraft when it changed operators in China from The9 to NetEase. When a  sector is “sensitive”, even a strong and experienced Chinese partner  cannot guarantee smooth sailing.</p>
<p><em>Kai Lukoff is an analyst at </em><a href="http://www.bloggerinsight.com/"><em>BloggerInsight</em></a><em> and an editor on <a href="../">China Social Games</a>.</em><em> Follow Kai on Twitter <a href="http://twitter.com/klukoff/">@klukoff</a>.</em></p>
<p><em>Jens Hilgers is the CEO at <a href="http://www.chinaventurelabs.com,/">China Venture Labs</a>,  a privately held early stage investment company focused on internet and  gaming startups based out of Beijing, China. Jens has built several  successful gaming companies in Europe amongst them <a href="http://www.esl.eu/">Turtle Entertainment GmbH</a>, a global leading online platform for competitive computer gamers which he still oversees as chairman of the board today.</em></p>
<p><em>Photo by <a href="http://photos.micheletravierso.com/">Michele Travierso</a> </em></p>
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		<title>Change in China’s Social Games Industry: New Entrants, Markets, and Models</title>
		<link>http://www.chinasocialgames.com/?p=460</link>
		<comments>http://www.chinasocialgames.com/?p=460#comments</comments>
		<pubDate>Thu, 29 Jul 2010 09:11:03 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[Social Networks]]></category>
		<category><![CDATA[Top Social Games]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[Happy Farm]]></category>
		<category><![CDATA[Kaixin001]]></category>
		<category><![CDATA[Renren]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[top games]]></category>
		<category><![CDATA[top social apps]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=460</guid>
		<description><![CDATA[China’s social games industry—the players, games, rules, and business models—is evolving at a blistering pace. China’s Top 10 Social Games and Top Social Networks, a new report by BloggerInsight, analyzes the latest changes. Only a year ago, social games in China were developed by individuals or a small team on a shoestring budget, destined for [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/07/games2.jpg"><img class="alignleft size-medium wp-image-477" title="games2" src="http://www.chinasocialgames.com/wp-content/uploads/2010/07/games2-300x283.jpg" alt="" width="300" height="283" /></a>China’s social games industry—the players, games, rules, and business models—is evolving at a blistering pace. <a href="http://www.chinasocialgames.com/?page_id=6">China’s Top 10 Social Games and Top Social Networks</a>, a new report by BloggerInsight, analyzes the latest changes.</p>
<p>Only a year ago, social games in China were developed by individuals or a small team on a shoestring budget, destined for RenRen (then Xiaonei) or other Chinese networks. Today, buoyed (and pressured) by investment (primarily foreign), developers have formed serious teams and launch their games in more lucrative markets.<span id="more-460"></span></p>
<p>The new business model for Chinese developers is to set sights on overseas markets, with Japan as a primary target. <a href="http://digicha.com/?p=390">Average revenue per user (ARPU) in Japan is up to 12x greater than in China</a>, according to an estimate by Jia Shen, CEO of RockYou. Most Chinese developers see Japan, Korea, Brazil, and Russia as easier markets than Facebook (and head-to-head competition with the like of Zynga), although the Chinese-language Facebook communities in Hong Kong and Taiwan are still good bets. Of course, it won’t be long before <a href="http://venturebeat.com/2010/07/27/zynga-japan-softbank/">the Zyngas of the world also launch in lucrative markets like Japan</a>.</p>
<p>In China, monetization remains a challenge for developers, despite the massive popularity of social games. The combination of low ARPU, powerful networks (read: zero or low revenue share), and an <a href="http://www.chinasocialgames.com/?p=431 ">unstable regulatory environment</a>, makes it exceedingly difficult for developers to reap significant profits. For this reason, most foreign developers have not tried launching games in China.</p>
<p>Instead, the top social game firms have come to China for the comparatively cheap and abundant talent. All the big boys—Zynga, Playfish, Playdom (<em>rumored</em>), PopCap, Slide, and WaterCooler–are now present, with several others players eyeing acquisitions. China’s market holds enormous promise—MMORPGs and Tencent make huge moneymakers via virtual goods—but that day has not yet arrived.</p>
<h3><strong>The Top 10 Social Games in China</strong></h3>
<p><a href="http://www.chinasocialgames.com/?page_id=6"><img class="alignleft size-medium wp-image-456" style="margin: 0px 10px; border: 1px solid black;" title="cover" src="http://www.chinasocialgames.com/wp-content/uploads/2009/12/cover1-210x300.jpg" alt="" width="210" height="300" /></a>In terms of the top games, restaurant and pet games are now hot, while a few older hits have fallen off the map. Since the <a href="http://www.chinasocialgames.com/?p=1">last edition of the report</a> in December 2009, <a href="http://games.venturebeat.com/2009/12/21/chinese-social-games/">four of the top ten titles have been replaced</a>: Parking Wars, Slave Manor, Animal Paradise, and Small Games. Among the newcomers, three are very localized (Promotion, X-World, and 361° Basketball) while one (Happy Baby) is a knockoff of a Western game.</p>
<p><strong><em>#1  Happy Farm</em></strong></p>
<p><a href="../?p=400">Arguably the first SNS farming game worldwide</a>, Happy Farm, was developed by Five Minutes, a Chinese developer. Its simple “plow, plant, water, pick, and repeat” formula has since conquered the world. <a href="http://venturebeat.com/2009/10/29/china-qq-farm-happy-farm-games">Moreover, the addictive, log-in-every-hour mechanics have spawned countless copycats and variants</a>. Chinese versions are more competitive than their Western counterparts: they allow users to steal and add worms and weeds to friends’ farms.</p>
<p><strong><em>#2 </em></strong><strong><em>RenRen Restaurant </em></strong></p>
<p>Renren Restaurant is a copy of Restaurant City by Playfish on Facebook. The social network Renren, despite having a mostly open API, had its in-house game developers copy the game almost screen-for-screen. The game’s relative sophistication (3D graphics, high social interaction) indicates the future of China social games. As Chinese developers become more accustomed to such features, titles will undoubtedly become more original.</p>
<p><strong><em>#3  Happy Aquarium </em></strong></p>
<p>Happy Aquarium = pet game + Happy Farm underwater. Fish games are rapidly growing both in China (Happy Aquarium, Bubble Fish) and on Facebook (FishVille, Fish Isle). In fact, Hong Kong developer 6waves transferred Happy Aquarium to Facebook in Chinese, where it is has enjoyed remarkable success (1.9m DAU, No. 21 game overall). Game themes and mechanics translate across China and Facebook.</p>
<p><strong><em>#4 </em></strong><strong><em>Happy Baby<span style="color: #ff0000;"> </span></em></strong><span style="color: #ff0000;"><strong><em>(NEW entrant)</em></strong></span></p>
<p>Happy Baby is a classic pet game in a cutesy style that copies Playfish’s Pet Society. There are plenty of variants and combinations for the user to create a “dream baby.” One industry insider cited this <em>Happy Baby</em> as the highest-grossing title on RenRen, the biggest open platform for social games in China.</p>
<p><strong><em> </em></strong></p>
<p><strong><em>#5 </em></strong><strong><em>Building One </em></strong><strong><em> </em></strong></p>
<p>In Building One, users virtually live, work (e.g., by opening a hairdresser or spa), and socialize together in a single tall tower. Visually, this creates an appealing skyscraper to explore. Stealing customers and coins from other shops is a key part of the game. You can see from the picture you can develop different parts of the building, such as a restaurant with a dining area where you can serve cakes and whatever else you want to cook for your guests. It’s like a bunch of different simulations in one game.</p>
<p><strong><em>#6 </em></strong><strong><em>Promotion </em></strong><span style="color: #ff0000;"><strong><em>(NEW entrant)</em></strong></span></p>
<p>Based on a popular Chinese book and film (<em>The Promotion of Dulala</em>), this workplace simulator allows Chinese white-collars to virtually become the star employee they always dreamed of. Users start out poor and lowly, for example with an internship at a fast food company, but can pull themselves up by their virtual bootstraps to become an online Donald Trump. The game has a sharp eye for Chinese humor that appeals to local users.</p>
<p><strong><em>#7 </em></strong><strong><em>House-buying</em></strong></p>
<p>House Buying is the most popular game on Kaixin001, China’s hottest social network. House Buying innovatively combines a real estate section, Happy Farm, a pasture section, and Parking Wars into a single game with a common currency. For example, grow bamboo in your farm to feed pandas in the pasture, which can in turn be sold for cash to pimp-your-house. Because Kaixin001 develops all games in-house, it offers unparalleled integration.</p>
<p><strong><em>#8</em></strong><strong><em> Wonder Hospital</em></strong></p>
<p>In Wonder Hospital, users heal patients to acquire money and fame. The game includes innovative and controversial ads: a zeppelin flies overhead promoting the Yu Ting brand of contraceptives. Moveover, in-game actions are especially nasty. When visiting a friend’s hospital, players can enforce fines, steal patients, throw rubbish, let a dog loose, park a truck to block access, and ‘mystery mischief’ indicated by a bomb icon. This could change as the <a href="http://www.techcrunch.com/2009/12/16/chinese-government-police-social-games/">government “integrates” social games into its harmonious society</a>.</p>
<p><strong><em> </em></strong></p>
<p><strong><em>#9 </em></strong><strong><em>361° Basketball <span style="color: #ff0000;">(NEW entrant)</span></em></strong></p>
<p><em>361° Basketball </em>is a team-management game that is fully branded by the Chinese sportswear brand 361°. To prepare for “PKs” against other teams, players train by watching brand videos from the “Equipment Shop,” where they can also buy virtual 361° products.</p>
<p><strong><em> </em></strong></p>
<p><strong><em>#10 </em></strong><strong><em>X-World <span style="color: #ff0000;">(NEW entrant)</span></em></strong></p>
<p><em>X-World New York</em> is a game in the style of <em>Mafia Wars!</em> The game has the same “task list” mechanics, but the theme is muddled as mafia games are officially banned in China. It’s one of five new 3<sup>rd</sup> party games included in Kaixin001’s new open platform experiment.</p>
<p><em>Kai Lukoff is an analyst at <a href="http://www.bloggerinsight.com/">BloggerInsight</a> and an editor on <a href="../">China Social Games</a>. Follow Kai on Twitter <a href="http://www.twitter.com/klukoff">@klukoff</a></em></p>
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		<title>Ministry of Culture to Regulate Online Games in China</title>
		<link>http://www.chinasocialgames.com/?p=431</link>
		<comments>http://www.chinasocialgames.com/?p=431#comments</comments>
		<pubDate>Wed, 23 Jun 2010 02:32:24 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[game developers]]></category>
		<category><![CDATA[Social Networks]]></category>
		<category><![CDATA[government regulations]]></category>
		<category><![CDATA[ministry of culture]]></category>
		<category><![CDATA[social games]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=431</guid>
		<description><![CDATA[Yesterday (June 22nd, 2010) the Ministry of Culture of the People's Republic of China released new regulations on online games, which will come into effect on Aug 1st, 2010. All online and social games will be subject to stricter scrutiny going forward. The most sweeping change is the requirement of real names and valid ID, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/06/chacha.jpg"><img class="alignleft size-full wp-image-432" title="chacha" src="http://www.chinasocialgames.com/wp-content/uploads/2010/06/chacha.jpg" alt="" width="200" height="200" /></a>Yesterday (June 22<sup>nd</sup>, 2010) the Ministry of Culture of the People's   Republic of China released new regulations on online games,  which  will come into effect on Aug 1<sup>st</sup>, 2010. All online and social games will be subject to stricter scrutiny going forward.</p>
<p>The most sweeping change is the requirement of real names and valid ID, which would completely change the anonymous nature of the Chinese internet. The vast majority of gamers and BBS and QQ users use nicknames rather than real names. Networks, portals, and game developers are all likely to balk unless the policy is vigorously enforced.</p>
<p>The other key change is that online platforms are <a href="http://www.bloomberg.com/news/2010-06-22/tencent-shares-fall-after-china-announces-virtual-currency-ban-for-minors.html">prohibited from selling virtual currency to minors</a> (under 18). Tencent, the Chinese internet giant that caters to teens, had its stock fall about 5% in Hong Kong upon the news, despite issuing a statement that it would not be affected.<span id="more-431"></span></p>
<p><a href="http://techcrunch.com/2009/12/16/chinese-government-police-social-games/">New regulations for online and social games have been in the making for some time</a>. The announcement by the Ministry of Culture establishes their imminent arrival.</p>
<h2><strong>Five Key Points </strong></h2>
<p>(The full regulation (in Chinese) is available on <a href="http://tech.sina.com.cn/i/2010-06-22/11234335903.shtml">Sina Tech</a>)</p>
<ol>
<li>All online game operators, including SNS companies, should have no less than 10 million RMB of registered capital.</li>
<li>Online games developed by foreign companies are subject to special regulation and approval by the Ministry of Culture. See application requirements below.</li>
<li> Any change of the game content should be reported to MCPRC for further review.</li>
<li>The new regulations also require users to register with real names and valid ID. <em>Note: All Chinese have a <a href="http://en.wikipedia.org/wiki/Resident_Identity_Card">Resident Identity Card (居民身份证)</a> that could be used, similar to <a href="http://www.asiamedia.ucla.edu/article.asp?parentid=60686">South Korea's real name system</a>. Shanda's beta social gaming platform, "Candy" (糖果), already requires this for registration.</em></li>
<li>Online platforms are prohibited from selling virtual currency to minors  (under 18).</li>
</ol>
<h3>Application Requirements (for foreign game developers)</h3>
<ul>
<li>(A) Application forms</li>
<li>(B) Game instructions</li>
<li>(C)  Agreement of trade and operation (both in Chinese and the original  language) and a copy of the copyright certificates or authorizations for  the game</li>
<li>(D) A copy of “internet operation license” and  “business license”</li>
<li>(E) Other documents required for a review of  the content</li>
</ul>
<p><em>Credit to <a href="http://www.twitter.com/niubi">Bill Bishop</a> of <a href="http://www.digicha.com/">DigiCha</a> for bringing this to our attention.</em></p>
<p><em>By Kai Lukoff and Pan Xie<br />
</em></p>
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		<title>Before FarmVille: Origins of The Digital Agricultural Revolution</title>
		<link>http://www.chinasocialgames.com/?p=400</link>
		<comments>http://www.chinasocialgames.com/?p=400#comments</comments>
		<pubDate>Wed, 05 May 2010 02:45:19 +0000</pubDate>
		<dc:creator>Kai</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[agriculture]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[FarmVille]]></category>
		<category><![CDATA[Happy Farm]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[Social Networks]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.chinasocialgames.com/?p=400</guid>
		<description><![CDATA[Farm games are a craze on social networks worldwide, but its origins are mistaken. The story of farm games is a reflection of the young social games industry: rife with copycats, riches, and misunderstandings. Origins Most social games are far from revolutionary: farm games pre-date their social network successors by 15 years. SimFarm, released by [...]]]></description>
			<content:encoded><![CDATA[<p>Farm games are a <a href="http://venturebeat.com/2009/10/29/china-qq-farm-happy-farm-games/">craze on social networks worldwide</a>, but its origins are mistaken. The story of farm games is a reflection of the young social games industry: rife with copycats, riches, and misunderstandings.</p>
<div id="attachment_401" class="wp-caption alignleft" style="width: 210px"><a href="http://www.flickr.com/photos/nicholas_t/272830803/ "><img class="size-full wp-image-401  " title="Farm View by Nicholas_T" src="http://www.chinasocialgames.com/wp-content/uploads/2010/05/Farm-View-by-Nicholas_T.jpeg" alt="" width="200" height="133" /></a><p class="wp-caption-text">There were farms before FarmVille?</p></div>
<h3><strong>Origins</strong></h3>
<p>Most social games are far from revolutionary: farm games pre-date their social network successors by 15 years. <a href="http://en.wikipedia.org/wiki/SimFarm">SimFarm</a>, released by Maxis in 1993, is the earliest to this author’s knowledge. <a href="http://en.wikipedia.org/wiki/Harvest_Moon_(series)">Harvest Moon</a>, released by Victor Interactive Software in 1996, further popularized the genre. To date, the spread of social games is <a href="http://www.gamasutra.com/blogs/TadhgKelly/20091218/3665/Zynga_and_the_End_of_the_Beginning.php">all about distribution, not original gameplay.</a><span id="more-400"></span></p>
<div id="attachment_402" class="wp-caption alignright" style="width: 210px"><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/05/kxnc3.jpeg"><img class="size-medium wp-image-402 " title="kxnc3" src="http://www.chinasocialgames.com/wp-content/uploads/2010/05/kxnc3-300x240.jpg" alt="" width="200" height="155" /></a><p class="wp-caption-text">Happy Farm, one of the first two SNS games. Still the happiest.</p></div>
<p>China is most often cited as the source of the first social farm game, which is half-true. Happy Farm (开心农场) was released by Five Minutes in "November 2008" (<em>China Social Games is waiting to receive confirmation of an exact date</em>). The inspiration for Happy Farm was Harvest Moon, the earlier cited Japanese console game. It went on to become massively popular in China, attracting litters of copycats.</p>
<div id="attachment_403" class="wp-caption alignleft" style="width: 210px"><a href="http://www.chinasocialgames.com/wp-content/uploads/2010/05/myFarm.gif"><img class="size-full wp-image-403 " title="myFarm" src="http://www.chinasocialgames.com/wp-content/uploads/2010/05/myFarm.gif" alt="" width="200" height="200" /></a><p class="wp-caption-text">myFarm, one of the first two SNS farm games. Since copied and eclipsed by FarmTown and FarmVille.</p></div>
<p>But the <a href="http://games.venturebeat.com/2010/04/27/crowdstar-sues-wonderhill-for-copying-fish-mating-dance-routine-in-social-game/">frequent claim</a> that Facebook developers copied this game is false. At the same time, US-companies playSocial and <a href="http://www.take5social.com/">Take(5)Social</a> released myFarm, the first farm game on Facebook. Tom Hansen, President of Take(5)Social, writes:</p>
<blockquote><p>myFarm was the original farming game on Facebook.  We launched Nov 1<sup>st</sup> 2008.  My team came up with the concept based on Lil’ Green Patch and the success that it was having.  If people wanted to collect and gift pets and flowers for their little green patch, how cool would it be to take animals gifted to you and raise them.  Being able to raise them on your own ‘farm’ was the obvious choice.  Then of course harvesting crops to earn cash fit perfectly with the farm theme and voila the concept was born.</p></blockquote>
<p>Farm Town by Slashkey and FarmVille by Zynga copied myFarm, not Happy Farm.</p>
<p>Gameplay between Happy Farm and myFarm is significantly different: Happy Farm zooms in on a few plots while myFarm is a <a href="http://www.insidesocialgames.com/2009/01/29/myfarm-is-a-quaint-little-sandbox-sim/">more expansive sandbox-style game with animals, gifts, and buildings</a>.  Season Xu, co-founder of Five Minutes (developer of Happy Farm), writes:</p>
<blockquote><p>myFarm, Farm Town, FarmVille, are different from Happy Farm and all Happy Farm copies. The game play between ‘Farm Town’ type and ‘Happy Farm’ type is very different… [they] did a good job of innovation. They invented a new type of farm game… Happy Farm is not the original Farmville <img src='http://www.chinasocialgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Farm Town is.</p></blockquote>
<p>In short, Happy Farm and myFarm—the first two social farming games—were independently developed and released in China and the US at almost exactly the same time. Both borrowed from earlier games, Harvest Moon and Lil’ Green Patch, respectively.</p>
<h3><strong><span style="color: #008000;">Two Lessons from the Field</span></strong></h3>
<p></br></p>
<h3>#1) Being First is No Guarantee of Riches</h3>
<p><strong> </strong></p>
<div id="attachment_404" class="wp-caption alignleft" style="width: 210px"><a href="http://www.flickr.com/photos/dborman2/3258378233/"><img class="size-medium wp-image-404 " title="Money, Money, Money by borman818" src="http://www.chinasocialgames.com/wp-content/uploads/2010/05/Money-Money-Money-by-borman818-241x300.jpg" alt="" width="200" height="250" /></a><p class="wp-caption-text">Developing a new trend in social games is no guarantee. Unless you also happen to be genius in distribution, like Zynga.</p></div>
<h3><span style="font-weight: normal; font-size: 13px;">myFarm enjoyed modest success, but bigger competitors like Farm Town and FarmVille have blown it up. Hansen writes, “We have since been inundated with copy cats that have big advertising budgets, so competition has since diluted the market.”</span></h3>
<p>Slashkey released Farm Town in April 2009. It remains the 20<sup>th</sup> most popular game on Facebook with <a href="http://www.appdata.com/facebook/apps/index/id/56748925791">2 million DAU</a> (daily active users). Following Farm Town’s success, Zynga released FarmVille in July 2009. The game we all know (and love?) took farming to another level, with <a href="http://www.appdata.com/facebook/apps/index/id/102452128776">27 million DAU</a> today.</p>
<p>Happy Farm has done well, but not great. It remains massively popular with an estimated <a href="http://venturebeat.com/2009/10/29/china-qq-farm-happy-farm-games/">23 million DAU</a> (includes clones across all platforms), but China’s users are challenging to monetize and social networks are closed or offer poor revenue share.</p>
<p>Being first is no guarantee of riches. Zynga has a <a href="http://games.venturebeat.com/2010/04/06/could-zynga-really-be-worth-5-billion/">speculative $5 billion valuation</a> not because its “_Ville” games were first or original, but because it executes aggressive advertising and <a href="http://mediacommons.futureofthebook.org/content/cultivated-play-farmville">pushy virality</a> (inundating friends with requests) better than anyone else. Again, the spread of social games is <a href="http://www.gamasutra.com/blogs/TadhgKelly/20091218/3665/Zynga_and_the_End_of_the_Beginning.php">all about distribution, not original gameplay.</a></p>
<h3>#2) Why Farm Games?</h3>
<div id="attachment_409" class="wp-caption alignleft" style="width: 210px"><a href="http://www.flickr.com/photos/benheine/4543266206/ "><img class="size-medium wp-image-409  " title="Pencil Vs Camera - 9 by Ben Heine" src="http://www.chinasocialgames.com/wp-content/uploads/2010/05/Pencil-Vs-Camera-9-by-Ben-Heine1-300x295.jpg" alt="" width="200" height="200" /></a><p class="wp-caption-text">Every country has a concept of farming. But no tractors in China&#39;s vision.</p></div>
<p><strong> </strong></p>
<p>Commentators like to pontificate on how Chinese city-dwellers are “returning” to the farms they only recently left. Isaac Stone Fish at Newsweek <a href="http://www.newsweek.com/id/236150">waxes poetic</a>:</p>
<blockquote><p>The game's success reflects a deep and growing nostalgia for China's traditional agrarian way of life… the game also taps into concerns among many members of the urban middle class that economic growth has far outpaced the country's environmental standards. Poor air and food quality are both major concerns, and Happy Farmer reflects a wistfulness for a rural China that at least in the romantic image does not suffer from such problems.</p></blockquote>
<p>But these claims are farfetched and fail to explain FarmVille’s popularity in America, hardly a nation of farmers. In addition to farming, are social gamers also nostalgic about flipping burgers, hunting treasure, raising fish, and fighting mafia wars?</p>
<p>Farm games succeeded by crossing addictive game mechanics with an intuitive, accessible theme. Farm games popularized “appointment” game mechanics, in which players need to check-in every few hours to plant, water, tend, or harvest their crops. This game mechanic is dominant across the top social games today, having been applied to “growing” fish, pets, restaurants, cities, et al. But farming crops is still the best fit with these mechanics. And every culture has a concept of farming, though specifics may differ slightly (China’s version lacks tractors).</p>
<p>Lastly, there is certainly also an element of serendipity, that these games were <em>independently developed and released</em> in China and the US at the same time and then grew to popularity.</p>
<p>Farm games also demonstrate that <a href="http://www.chinasocialgames.com/?p=1">game themes and mechanics are universal</a>. Fish, pet, and restaurant games have since gone on to become global hits, with cross-pollination between China and Facebook.</p>
<p>Every country is at play in the digital agricultural revolution.</p>
<p><em>Kai Lukoff is an analyst at <a href="http://www.bloggerinsight.com">BloggerInsight</a> and an editor on <a href="http://www.chinasocialgames.com">China Social Games</a>. Follow Kai on Twitter <a href="http://www.twitter.com/klukoff">@klukoff</a></em></p>
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