How Distinctive Are Social And Mobile Games In China And Korea

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Latest study by Newzoo, sponsored by GlobalCollect, the market's leading funds depositing solutions provider of local i-payments, profiles 150M Chinese as well as 16M Korean internet gamers.

Brand new review results by Newzoo show remarkable insights to Chinese and Korean gaming markets concerning demographics, payments, as well as playing likes.

China and Korea have in common the excitement for games yet diverge in online gaming and spending manners.


The complete findings centered on the active virtual user population of 190 million Chinese and 26 million Korean individuals aged 15 to 50 - overwhelming majority of whom practice online games: 76% (China) and 60 percent (Korea). Each of the destinations are acknowledged for their feeling for MMO games, confirmed by 100M massively multi player online players in China as well as 8 million in Korea. On the other hand, they are different fervently in their interest of social via mobile phone playing. In Korea, 80 percent of all internet gamers play on a mobile device; in China, organic game websites and games on social networks draw a incredible 85 percent. Chinese online players are also considerably more willing to pay for online games than Korean ones. In Korea, 52% of participants never pay money on online games - comparable the USA with 53% - while this range drops to 36% in China. Payment priorities also diverge noticeably: in general, Korean users favor cellular charges coupled with credit cards while Chinese people opt for online coupled with pre paid payment options.

How do Chinese and Korean demographics relate? Just like Western nations, above 40% of gamers are female in each China (43%) and Korea (41%). Chinese game players are a bit younger: 71% are younger than 35 yo, sixty-five percent in Korea. Korean users play a lot more in their homes, as far as Chinese game enthusiasts are more possibly to accomplish this at internet cafes.

Social gaming - a diverse ball game in China and Korea. The trio of dominant Chinese social networks - Qzone, RenRen, and Kaixin - are applied by 85%, 65%, and 53% of participants respectfully. Just about one half of total internet time period spent applies to social networks and also more than 33% of that in the end is spent playing on-line games. Around 45% of the 125 million Chinese social gamers furthermore pay money here, landing up with a 13 percent portion of wallet of total game payments. In Korea, only 20% of world wide web time ends up to social networks. Also, typically only 15 percent of it is taken on gaming and the range of 8M social gamers who in fact spend is a lot lower than in China.

Mobile gaming - gaming is one story, depositing is another story. In spite of its enormous popularity in Korea, mobile gaming singularly makes up about a 12% spending share taken generally on games; in China, this part is substantially larger. There, advancement in mobile gaming payments will be driven by the growing volume of participants; in Korea, it will arise from a higher conversion of players into spenders.


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