Tencent’s 5-Year Esports Plan
Tencent has unveiled their 5-year esports plan for the Chinese market as of last week. The plan revolves around more esports leagues, tournaments, esports associations, and esports-themed industrial parks tentatively with stadiums and training facilities. Their expectation is that China will become the biggest esports market in the world. Niko views esports as a primary driver to PC and mobile game growth in the coming years. To read more about Niko’s predictions for China’s esports market and its growth, contact us for more information about our upcoming Chinese esports topic report. And, Lisa will be a speaker at ChinaJoy on the topic of esports. Set your ChinaJoy meeting time now!
China to Strengthen Regulatory Oversight of Cloud Services
In April we co-authored the China Digital Games Law Primer with Pillar Legal (it is free and available now!) Pillar Legal highlighted a new Chinese government plan this week: “On March 30, 2017, the Ministry of Industry and Information Technology (the “MIIT”) released the Cloud Computing Three-Year Development Plan (2017-2019) (云计算发展三年行动计划 (2017-2019)) (the “Three Year Plan”) to promote the development of China’s emerging cloud computing industry. The Three Year Plan represents the first time that China’s government has released a national level plan to encourage and promote the development of the cloud computing services industry, and sets the goal of having an RMB 430 billion cloud computing industry by 2019.”
Philippines’ LTE Speed is Up
4G LTE speeds are up in the Philippines, one of the six countries we cover for our Southeast Asia market reports. The Philippines have historically struggled with slower Internet speeds as fixed networks don’t work particularly well for a country made up of approximately 7,100 islands and the country has not invested in the infrastructure. In good news, however, OpenSignal has reported that the average LTE speed is up from 7.27 Mbps in 2016 to 8.59 Mbps. Surprisingly, the Philippines has not suffered the same fate as Hawaii with their latency challenges and esports continues to grow into a “national pastime.” We cover the topic of esports closely!
Steam Direct is Live
Valve’s new self-publishing option (and a replacement for its predecessor, Greenlight) is now up and running. The process consists of paperwork, payment and review. The current application fee is $100 USD per submission application and developers will be able to recoup this cost after the title reaches $1,000 earned in sales or through in-app purchases. Valve is currently estimating the review time to take 1-2 days for new games. Steam is popular in China and Tencent competes against it with WePlay.
Niko’s Latest Analysis on China’s Mobile Games Market
The China Mobile Games Market Topic Report, the second of 5 companion reports to Niko’s 2017 China Digital Games Market Data Report, is now available. This report can be used by itself, but is intended to be paired with the Market Data Report, in which we published the market size and forecast for PC online, mobile and TV-based games.