How Diverse Are Social And Mobile Players In China And Korea

From GunGame5 Documentation

Jump to: navigation, search

Newest study by Newzoo, financed by GlobalCollect, the market's top payment system provider of regional i-payments, profiles 150M Chinese as well as 16 million Korean internet gamers.

Fresh review results by Newzoo present extraordinary ideas to Chinese and Korean internet gaming markets involving demographics, payments, and playing interests.

China and Korea share the excitement for new games yet are different in online gaming and spending deeds.


The full investigation focused on the active virtual user population of 190 million Chinese and also 26M Korean men and women from ages 15 to 50 - vast majority of whom play the games: 76 percent (China) and also sixty percents (Korea). Both of those geographical regions are acknowledged for their excitement for massively multi player online games, verified by 100M massively multi player online gamers in China in addition to 8M in Korea. Accordingly, they vary eagerly in their choice of social versus mobile phone playing. In Korea, 80 percents among internet gamers use a mobile phone; in China, normal game online websites as well as games on social sites attract a unbelievable 85%. Chinese internet gamers are additionally much more keen to pay for games than Korean individuals. In Korea, 52 percent of gamers by no means spend money on online games - compared the USA with 53% - as long as this range sheds to 36% in China. Payment appreciates also are different quite definitely: usually, Koreans have a preference for mobile phone charges in addition to credit cards at the same time Chinese people select web-based together with pre paid payment techniques.

How do Chinese and Korean demographics differentiate? Kind of like European regions, greater than forty percent of game enthusiasts are girls in each of the China (43%) and Korea (41%). Chinese participants are to some extent younger: 71% are younger than 35, sixty-five percent in Korea. Korean users play a lot more in their home, while Chinese game players are more probably to try this at internet cafes.

Social gaming - a different ball game in China and Korea. The 3 main Chinese social networks - Qzone, RenRen, and Kaixin - are consumed by 85 percent, sixty-five percent, and 53% of clients respectively. Pretty much 50 percent of total internet time period taken goes to social networks and more than 1 / 3 of that in the end is exhausted playing on-line games. Roughly 45 percent of the 125 million Chinese social internet gamers furthermore waste money here, leading to a 13% share of wallet of whole game payments. In Korea, typically only 20% of internet time goes to social networks. Similarly, only fifteen percent of it is spent on gaming and the group of 8M social online players who genuinely pay out is a lot lower than in China.

Mobile gaming - playing is one choice, paying money is another thing. Despite its enormous recognition in Korea, mobile gaming singularly represents a 12% budget share taken all in all on games; in China, this share is substantially bigger. There, growth in mobile games payments will be motivated by the raising range of participants; in Korea, it will come from a upper conversion of gamers into money spenders.


In case you enjoy to take part in online blackjack and other web-based casino games, you can play applying many different channels, including Facebook games that are growing in attractiveness.

Personal tools