Abstract
This IDC study provides a bottom-up sizing of the online gaming subscription
market in 2005 as well as a 2006-2010 forecast. Historical and forecast revenue
data is shown for the Greater China market (composed of China, Taiwan, and Hong
Kong). This study also contains vendor-specific revenues and market shares by
country market. Even industry specific markets like online gaming have received
increased attention, due to its revenue rich potential.
On the other hand, Taiwan and Hong Kong, though equipped with capable
infrastructure, are saddled with limited market bases and slowing dynamics
within a highly competitive market ecosystem. In general, the market is in need
of powerful online gaming stimulus that would re-invigorate the market. Game
genre saturation, cut throat competition, and waning interest from online
gamers have contributed to market difficulties by service providers within the
latter two markets.
Jun-Fwu Chin, IDC Asia/Pacific software analyst states, "Vendors and service
providers alike will need to address individual markets in the Greater China
online gaming market region in a calculated and specific, per-country approach.
As each country is composed of distinct and varied market characteristics, a
singular strategy across countries may not be the most effective nor efficient
solution. He adds, "China, for example, is a developing and potentially rich
market; Taiwan is a maturing industry, and Hong Kong, though a capable market,
is a small segment."