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Pearl Research Newsletter
 

In This Issue - August 2009

+ Female social media users in North America - trends and usage patterns
+ Phoenix Generation update, the success of social networking site Qzone plus virtual currency regulations
+ Excerpts from available Pearl Research studies


     
 

Meet up with Pearl Research at the Virtual Worlds Conference
We'll be at the Virtual Worlds/Engage conference, in September in San Jose. Let us know if you would like to meet up. Contact us at research (at) pearlresearch.com or call 415-738-7660.

   

 

 


 




Subscription Services


Please contact us about our subscription and retainer programs which includes access to exclusive research

- Digital Music

- Taiwan, India and other emerging markets

- Online Games Market

- Casual Games

 

 

 




Facebook Tops Usage Among North American Female Social Media Users

Approximately 46% of the sample of female social media users visited Facebook compared to 38% that utilized MySpace. Less than 8% of the female sample played the MMORPG title "World of Warcraft" from Activision Blizzard. Among "World of Warcraft" female players in the sample, approximately 40% logged on everyday, signifying a loyal user base.

Facebook had high levels of user access with 54% of users logging on everyday to connect with friends and to update their personal page.

These results are drawn from Pearl Research's online survey. Pearl Research provides full-service research capabilities including online survey design, programming, participant recruitment, and analysis and interpretation of results. Please feel free to contact us with any questions.

Age composition of the study:


n=626 female respondents in North America. Respondents must have access to the Internet and visited a social media site such as Facebook, Habbo Hotel, Myspace, Webkinz, among others in the past month.

 

 

 

Studies and Updates

i. NEW Phoenix Generation - Online Games Tournaments, Success of Casual Game Audition, Virtual Currency Update

Pearl Research's "Phoenix Generation" study tracks the latest trends among Chinese youth. These primary research studies are based on interviews and surveys with first- and second-tier youth across the country. This update analyzes the growth of online game tournaments, the success of games such as Audition and the latest laws regarding virtual currencies.

Please contact us for an excerpt.

ii. How the World's Biggest Social Networking Sites Monetizes (coming soon)

This study analyzes the monetization of sites such as Qzone (with 200+ million members), Kaixin, and Xiaonei, along with survey results for Facebook and Myspace. The study also provides key insights based on the growth of these sites.

iii. Online Games Market in China

Pearl Research forecasts the online games market in China will exceed $5.5 billion in 2012. The market grew more than 63% to reach $2.8 billion in 2008. These findings are contained in Pearl Research’s 140-page “Games Market in China” study, with an excerpt below.

Table of contents: http://www.pearlresearch.com/files/PearlResearch_2009_Chinareport_TOC.pdf


- Game operators in China experienced strong revenue growth in 2008. Six game
operators, crossed the $200 million revenue mark.

The report contains 2006 to 2013 forecasts; inhibitors and drivers to growth; deep marketplace analysis; profiles of key market players; and strategic conclusions. Please call (+1) 415-738-7660 or email research (at) pearlresearch.com to purchase this report.

 

iv. Online Games Market in South Korea
Click link below to view Pearl Research's study: http://www.pearlresearch.com/files/Pearl_Korea_KoreaReport_090626_WEB.pdf

These key findings are contained Pearl Research’s new “Online Games Market in Korea” study. Highlights from the study:

- The top five game operators in Korea in 2008 are NHN (revenues up 51% year-over-year); Nexon; NCsoft (revenues up 5% year-over-year); Neowiz (revenues up 29% year-over-year), and CJ Internet (revenues up 21% year-over-year). The robust revenue growth for these game operators, despite an economic downturn, demonstrates the resilience of online games in Korea.

- Top online games include NCsoft’s Aion and Lineage series, CJ Internet’s Sudden Attack, EA’s FIFA Online 2, Nexon’s Dungeon and Fighter and Activision Blizzard’s World of Warcraft.

The “Games Market in Korea” report provides an in-depth analysis of the Korean
online games market and contains an executive summary; 2008 to 2014 forecasts for
the online games platforms; inhibitors and drivers to growth; deep marketplace
analysis; discussion of key market players, and strategic conclusions. To purchase
this report, please call (+1) 415-738-7660 or email research@pearlresearch.com.



v.
Emerging Markets: Online Games Market in Vietnam

Click below for more info about our Vietnam digital entertainment study, available now. This study tracks emerging trends, identifies any opportunities for international companies and examine lessons learned from the this emerging digital entertainment market.

This comprehensive study contains an executive summary, market forecasts, deep marketplace analysis, company profiles and strategic recommendations.

For the Vietnam table of contents, visit this link: http://www.pearlresearch.com/files/Sample_PearlResearch_OnlineGamesVietnam_0811_TOC.pdf


   
         

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