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Market Research Report

China Gaming Insight: Virtual Items Trading

Published by IDC
Published January, 2010 Product code 113211
Content info Pages: 18
Price
US $ 4725 PDF by E-mail (Single user license)


China Gaming Insight: Virtual Items Trading published by IDC in January, 2010. This report consists of Pages: 18 and the price starts from US $ 4725.

Introduction

Abstract

This IDC Insights summarizes China' s online gaming virtual goods trading market and analyzes it from the perspective of gaming industry. As an extension of continued intelligence service on China gaming industry, IDC will release a series of insight studies on China online gaming industry.

This report will review the virtual goods trading market of China social networking online gaming industry from the angles of business models, market dynamics, key trends, and essential guidance.

Table of Contents

  • IDC Opinion
  • In This Insight
  • Situation Overview
    • Overview
      • Item-based games are becoming the mainstream in China
      • Legal environment of virtual goods trading improves
      • Users attitude towards transaction of virtual items
        • Users attitude towards virtual goods trading
        • Places for users to search for virtual goods trading
        • Factors that concern users the most in virtual trading
        • Users Suggestions on Regulating Virtual Goods Trading
    • Analysis of Current Virtual Goods Trading Market
      • Evolvement of Virtual Goods Trading
      • Analysis of Current Virtual Goods Trading
      • Virtual Goods Trading Models
      • Development of Virtual Goods Trading Market
    • Analysis of Trading Platform
      • Competitive Analysis of China' s Overall Online Gaming Virtual Goods Trading Market
      • Key Suppliers
    • Market Dynamics
      • Driving Forces
      • Obstacles
  • future outlook
    • What Will Happen
  • Learn More
    • Related Research
  • Table: China Online Gaming Industry Revenue by Business Model, 2008–2013
  • Table: China Online Gaming Virtual Goods Trading Market, 2008–2013
  • Figure: Users attitudes towards virtual item trading
  • Figure: Places for users to access information of virtual item trading
  • Figure: Users' concerns about virtual item trading
  • Figure: Users advice on standardizing virtual item trading
  • Figure: China Online Gaming Virtual Goods Trading Platform, 2008–2013
  • Figure: Online Game Virtual Goods Barter Model
  • Figure: Online Game Virtual Goods Auction Model
  • Figure: Online Game Virtual Goods Commission Model
  • Figure: How Users Deal with Virtual Goods Trading Disputes
  • Figure: China Online Gaming Virtual Goods Trading Market Shares, 2008
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