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Pearl Research Newsletter
 

In This Issue

+ Online Games in Vietnam highlights and study
+ Coming soon: social networking and women
+ Available Pearl Research studies about the digital entertainment market


     
 

Online Games Market in Vietnam
Pearl Research forecasts the number of users playing online games market in Vietnam to exceed 10 million by 2011, driven by rising incomes, increasing PC and Internet penetration rates, and a large population of youth that are actively seeking out entertainment content.

These findings are contained in Pearl Research’s new “Online Games Market in Vietnam” report. Vietnam’s economy has been growing by 7% in the past decade and is attracting significant investments from technology companies.

Pearl Research’s key findings:
+ Approximately 50% of the total Vietnamese population is under the age of 25. This is an age range that is known for being tech savvy, making them a high priority demographic for digital entertainment companies. There are approximately 21 million Internet users in Vietnam with an Internet penetration rate of 23.5%.

+ In our interviews with Vietnamese gamers, many were spending 60,000 to 100,000 VND ($3 - $6) per month. In one high-end Internet café we visited, a few interviewees were spending an average of 500,000 VND ($31) per month. These consumers are driving the digital entertainment and online games market with virtual item purchases. Top online games in Vietnam can attract 200,000 users.

The Internet cafes that Pearl Research visited in Vietnam were consistently crowded with users playing online games.

While Vietnam has a rapidly emerging games market, critical challenges include government regulations on online games, the worldwide slowing economy, developing infrastructure, and low income levels.

This Pearl Research report provides an analysis of the online games market in Vietnam and includes:
- Executive summary
- Key metrics such as the size of the online games market, number and growth in Internet users, broadband penetration penetration
- Inhibitors and drivers to market growth
- Discussion of Internet cafes and their role in the online games market
- Examination of MMOGs currently in the market
- Profiles of key players
- Comparison of China and Vietnam’s online games market
- Conclusions

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

To receive a PowerPoint about this market, please contact us.

 

   

November 2008 Monthly Newsletter

 


 




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Coming soon: online survey results

Pearl Research is currently conducting a survey on female consumers and social networking sites in the US market. Stay tuned for our results in the upcoming months.

 

 

 

   
     
 

New Studies and Updates


i. November
2008 China Update

This report updates digital entertainment, technology, Internet and consumer trends in China, including an analysis of social networking sites Xiaonei, Facebook and 51.com. Companies covered include The9, Giant Interactive, Tencent, Baidu, Shanda, Sina, Sohu, China Mobile, among others. Contact us for an excerpt.

ii. Online Games Market in Korea Available Now

Click here for a table of contents of our Korean digital entertainment study, available now. This study tracks emerging trends, identifies any opportunities for international companies and examine lessons learned from the world’s most dynamic digital entertainment market.

This comprehensive study contains an executive summary, market forecasts up to 2011, deep marketplace analysis, company profiles and strategic recommendations.

 

iii. Phoenix Generation update

The Phoenix Generation are consumer studies focus on understanding the needs and wants of Chinese consumers. Our new report includes online survey results covering gaming and Internet trends, discussion of lifestyle trends such as hip-hop and streetball, consumer segmentation, extended interviews and much more. Contact us to be part of our next survey.

 

     
         

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