2017 Summer Trip across China: Chinese Indie Games, Publishers, E-sports, VR & More!

This article will talk about interesting game industry topics (RPG, Strategy Games, MOBA, Game License Number, Publishing in China, IP, monetization, art, risks, etc.) LAI encountered during our summer business trip (May to early August 2017) in China. 

Heading to China

Watching San Francisco’s summertime fog rolling in from the ocean, bringing continuous waves of cold, we decided to celebrate summer in a proper (red hot) way. Across the Pacific, with so many exciting events and lined-up meetings covering hot topics such as new publishing regulations and the rise of indie games in Greater China area, we packed our bags and headed East.

On the way to China, we had a short stop at Singapore, where our CEO gave a presentation, Free Tools and Strategies for Publishing Your Games Globally at Casual Connect Asia 2017. After a short flight, we continued our conversations in major cities in China, the world’s biggest consumer of games.

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How To Be A B2B Pro When Working With Chinese Mobile Game Companies

How To Be A B2B Pro When Working With Chinese Mobile Game Companies

By Michelle Zhao, Managing Director – Greater China, LAI Global Game Services

Before we get into the data, let’s take a look around China:

Waiting in queues

In the subway car

The lucrative market

By the end of 2013, China had a $13 billion revenue game industry and 490 million players according to GPC, the China Game Publishers Association Publications Committee. Accounting for $1.8 billion, with 310 million mobile gamers, the mobile gaming market has been especially hot, seeing the largest growth in 2013 after rising 246.9% from the previous year. With the open policy of 4G license issuing (Dec. 2013) and economic growth in 2nd and 3rd tier cities, more people are expected to play mobile games. It is estimated that hardcore mobile games will be taking over half of the mobile game market in 2014. (Hardcore game mobile growth: 8% in 2008, 42% in 2013, 52% est. in 2014[1])


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从游戏本地化视角看新兴的中国游戏机市场

从游本地化角看新的中国游机市

作者:赵梦雪,美国LAI(Language Automation, Inc.)大中华区执行长

Rory Schussler, 特别通讯员

译者:赵梦雪

 

一月初,中国政府解除了长达13年的游戏主机生产和销售禁令,给中国游戏市场未来注入一支新的兴奋剂。然而, 面对这个机会,要想知道大型游戏主机厂商是否能成功把握,还时机尚早。(任天堂表示至今未有进入中国市场的计划,索尼雄心勃勃,计划在2014年3月出售500万台PS4 。)政策的修改细节还未颁布。内容限制会对游戏设计造成问题。盗版和水货市场也令人担忧。摆在我们面前的最大的挑战,是如果适应独特的中国市场。


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Perspectives on Game Localization for the Emerging Chinese Console Game Market

Perspectives on Game Localization for the Emerging Chinese Console Game Market

By Michelle Zhao, LAI’s Managing Director for Greater China and Rory Schussler, Special Correspondent

Earlier this January, China lifted a 13 year ban on the sale and manufacture of gaming consoles. This has generated great excitement about the future of the video game industry in China, but it is still too early to know how successful the big console players will be in taking advantage of this opportunity. (Nintendo has said they have no plans so far for entering the Chinese market; Sony is making ambitious plans to sell 5 million PS4s by March, 2014.)

We’re still waiting on more details from the government on how the change in regulation is going to work. Restrictions on content are an issue for game designers. Piracy and the grey market are major concerns. The biggest challenge is how to adapt to the differences of the Chinese market.


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