Shanda Games Buys Mochi Media; Are US Game Companies Ready For The Chinese?
Shanda Games ($GAME) purchased Mochi Media, a flash game distribution and advertising platform, for a reported $80m. It is Shanda’s first move into the US market. Several of the other leading Chinese game firms are already operating in the US or have announced plans to enter the market. Perfect World ($PWRD) operates English versions of some of its games and already has milions of dollars per quarter in US revenue. Tencent ($HKG:0700) has invested in or purchased several studios, launched at least one Facebook game and is planning to launch localized versions of its MMOs in the US. Netease ($NTES) has said they are coming into the market as well.
These are fast-growing, extremely profitable companies with hundreds of millions of dollars or more in annual revenue, hundreds of millions of dollars on their balance sheets, and increasingly talented and experience online game development teams, all competing in a home market worth over $4B in 2009. Of all the game companies in the world, the Chinese ones are the best positioned to dominate the global shift to online, social gaming driven largely by a transactional virtual item model. That is how they make their money in China, unencumbered by legacy models like consoles and retail games sales.
Meanwhile US game firms like EA ($ERTS) and Take-Two ($TTWO) are seeing their businesses decline, precipitously. They are blaming the weakness on the struggling US economy, and no doubt that has an impact. But as the economy recovers, will their traditional retail business come back, or will their customers have already moved on to US firms like Zynga and Chinese ones like Tencent? In part to stem the decline they knew was coming, EA has tried and failed several times to enter the China market; their $160m+ investment in then- World of Warcraft operator may go down in history as the single worst investment in China by a US digital media firm.
The move into the US by the Chinese firms may also increase trade frictions with the US. In October 2009 Chinese government officials explicitly stated that in addition to the existing restrictions on foreign games operating in China, “foreign investment into its lucrative online games industry” is banned. So from a US policy perspective, assuming the US game industry lobby cares about this issue, it seems like an easy argument to make to USTR and the Congress that while China is blocking American firms from a $4B+ market (and growing 30%+/year), the Chinese are piling unrestricted into the wide open US market and have a very good chance of gaining real share.
I am not advocating a trade war. In fact, if I were advising the Chinese regulators, I would suggest that they drop the barriers. Other than WoW, I can think of no US games that would likely take meaningful share from any of the existing Chinese leaders. The Chinese firms know the market, know their gamers, and create games that the Chinese want to play. Even if Xbox were allowed in China, the current retail box sale model would get nowhere, and not just because of piracy. I have no illusions that Chinese regulators will back down, but I believe doing so would be fairly risk-free, and in fact could defuse what from a monetary perspective should be a much larger point of friction in US-China trade relations than steel grating or piping.
What do you think? Please let me know in the comments.
Related posts:
- What A Downgrade of Tencent Says About China’s Online Gaming Sector
- New Report On China’s Online Game Industry-$3.6B in 2009 Revenue, $9.2B By 2014
- Update On Netease and World of Warcraft in China
- Chinese Online Game Giant Perfect World Buys Majority Stake in US-Based Runic Games
- Is GAPP About To Drop The Hammer On Netease and World Of Warcraft?
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