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China's online gaming brings in 4 BUSD, mobile Gaming 20 MUSD, Steven Millward TechinAsia

China's online gaming brings in 4 BUSD, mobile Gaming 20 MUSD, Steven Millward TechinAsia | Poker & eGaming News | Scoop.it

The big bucks were brought in by MMO-style games and general PC-based (and browser-based) social gaming titles. All those raked in 23.55 billion RMB ($3.73 billion), up 16.9 percent year-on-year. Clearly, those titles – from sprawling games like Shanda’s (NASDAQ:GAME) World Zero to social network integrated games like The Sims on QZone – dominate gaming revenue in the country. In that sector, Tencent (HKG:0700) has long led the way, and runs the afore-mentioned QZone.

 

In good news for Chinese game developers – well, in PC-based titles – locally developed games accounted for 71.6 percent of the whole PC online games sector. Their revenue was 16.86 billion RMB (from the afore-mentioned 23.55 billion RMB slice), which was up 63 percent year-on-year at 2012 H1.

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Tencent is with 22 000 employees the fastest growing gaming company, Dean Takahashi VentureBeat

Tencent is with 22 000 employees the fastest growing gaming company, Dean Takahashi VentureBeat | Poker & eGaming News | Scoop.it

Tencent has become the largest gaming company in China. The integrated Internet-services company is the gateway to the online world for hundreds of millions of Chinese, and its market value is $52 billion, not far from Facebook’s value of $60 billion. Tencent is a little like what you would get if you combined Aol, Facebook, Skype, Yahoo, Gmail, Norton, and Twitter under one roof.

 

China has a ton of online gamers, and its Internet penetration is only about 40 percent, compared to 70 or 80 percent in developed markets. Tencent could easily grow more in the China, but it has been investing in Western game companies in recent years.

 

The company bought majority control of Riot Games last year for about $400 million, and it recently invested an undisclosed amount in Epic Games, the maker of the Unreal Engine and the Gears of War series.

 

Tencent has 22 000 employees.

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China’s Tencent nabs a minority stake in Epic Games, Devindra Hardawar at VentureBeat

China’s Tencent nabs a minority stake in Epic Games, Devindra Hardawar at VentureBeat | Poker & eGaming News | Scoop.it

Tencent has made a strategic minority investment in Epic and had already a preexisting relationship with Epic as a licensee of its Unreal Engine, the most popular 3D gaming engine on the market. The deal is expected to close within one month. Terms were not disclosed.

 

The investment follows Tencent’s $400 million investment in Riot Games last year, a U.S.-based online game company.

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Mobile and online game acquisitions heat up in 2012, Dean Takahashi at VentureBeat

Mobile and online game acquisitions heat up in 2012, Dean Takahashi at VentureBeat | Poker & eGaming News | Scoop.it

The game merger and acquisition craze is still hot in 2012 thanks to the rapid growth in the number and size of game deals this year.

 

Two big deals signal the shift that is happening this year toward mobile and cloud gaming. Zynga bought OMGPOP for at least $180 million as it sought to capture the benefits of the fast-growing mobile gaming title Draw Something. And Sony gave a big endorsement to cloud gaming with its $380 million acquisition of Gaikai.

 

In 2011, Zynga was among the top three in all of tech in terms of the number of companies acquired — 13. 

 

In Asia this year, where lots of game companies have gone public and are flush with cash. NetEase has the most cash with $2.2 billion in cash. Tencent has $1.25 billion. Shanda Interactive has $1.2 billion. Ren Ren has $1.05 billion. Others with a lot of cash include Sohu, Shanda Gaming, cYou, Perfect World, Giant Interactive, KongZhong, The9, and Taomee.

 

Game M&A deals totaled $3.5 billion in 2011, compared to less than $1.5 billion in 2010. Seven major game companies (Zynga, Gree, WeMade, Tencent, IGT, Rovio, and Nexon) acquired 21 companies in the first half of 2012. As you can see in the chart below, online games were the hottest category for game acquisitions, accounting for 71.5 percent of deals in 2011, compared to just 43.2 percent of deals in 2010.

 

Mobile games would account for the bulk of game-related M&A deals in 2013. Mobile is expected to account for 42 percent of all deals in gaming in 2013, while online will account for 39 percent. Soltys noted that smartphone penetration of the U.S. population is now at 50 percent. Ten percent of U.S. households now have three or more iPads. iPad and overall mobile data usage is up dramatically.

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Take-Two aims big in China with free-to-play game with Tencent, Dean Takahashi at VentureBeat

Take-Two aims big in China with free-to-play game with Tencent, Dean Takahashi at VentureBeat | Poker & eGaming News | Scoop.it

 

Take-Two Interactive has launched its big online-games experiment in China today with the public beta test of its free-to-play NBA 2K Online game on the Tencent Games portal.

 

Tencent has hundreds of millions of users for its QQ social network, and it has been working closely with a variety of U.S. game companies. The company invested in Epic Games recently and bought a controlling stake in Riot Games, maker of the popular League of Legends online game.

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