<![CDATA[Kotaku: Shanda]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Shanda]]> http://kotaku.com/tag/shanda http://kotaku.com/tag/shanda <![CDATA[ China's Gaming Market Going Up, Up, Up ]]> In totally unsurprising news, China's game market continues to climb — numbers just posted for the second quarter of 2008 show an 11.2% increase over first quarter, and a nearly 66% increase from the same quarter last year (!). In terms of market share, Shanda leads the pack with a 17.9% share, with other big companies hovering below that.

The current market is estimated to be worth 4.43 billion yuan (around $645 million), and with no predicted slowdowns, one wonders what we'll be seeing this time next year (or even fourth quarter of '08). And with companies like Perfect World making a foray into Western markets, we'll just have to wait and see where China's industry is heading long-term.

China market: 2Q08 online gaming services valued at 4.43 billion yuan [Digitimes via GamesIndustry.biz]

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Sat, 16 Aug 2008 11:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5037878&view=rss&microfeed=true
<![CDATA[ Should Virtual Item Loss Be Classed As Real Life Theft? ]]> byebyelaptop.jpg A short and sweet and mildly thought provoking piece over at Terra Nova asks the question: "Why not qualify the taking away of virtual objects as theft?" The author speaks in reference to Dutch law specifically, but a few cases have cropped up in recent months (Shanda getting sued after forgetting to return some virtual items; the case that this post was based on, where virtual theft in Habbo Hotel led to a real life arrest) that raise the question of what do you do with virtual items when they're stolen? Slap a pair of real life cuffs on the thief's wrists? Ignore it, since the items never left the virtual space they inhabited?

Is it relevant for the qualification as theft whether the stolen fortune stays officially in game? Well, not to me. I see no reason for distinguishing between virtual and physical theft. The original owners of the stolen Habbo furniture obtained the items after they bought credits with real money, and do attach value to those items. As long as the original owner looses something of value (such as virtual items) due to the act of another individual who gains possession over the item, it should in my opinion be qualified as theft, no matter whether the locus delicti is in the physical or the virtual world.

I love this virtual law stuff, so many areas are so vague - I do wonder what sort of changes are going to be going on the books in the next decade or so.

Why not qualify the taking away of virtual objects as theft? [Terra Nova]

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Sun, 24 Feb 2008 10:30:38 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=360073&view=rss&microfeed=true
<![CDATA[ Shanda Introducing NCsoft's Atrix To China ]]> atrix.jpg NCsoft's Atrix, a casual online game that NCsoft describes as "a lively action fighting game," is making its way to China after being well received in Korea last year. Shanda has gotten the exclusive license to operate Atrix on the Mainland, part of the alliance between the two Asian giants announced this past November. I wonder if having a 'strategic alliance' will preclude any of the messy and protracted legal battles we've seen between Chinese and Korean companies? You can expect the game to be popping up on PRC PCs in 2009; full press release after the jump.

Shanghai, China - February 19, 2008 - Shanda Interactive Entertainment Limited (Nasdaq: SNDA), or Shanda, a leading interactive entertainment media company in China, announced today that it has entered into an agreement for exclusive license with NCsoft Corporation (KSE: 036570.KS), or NCsoft, Korea's leading online game developer and publisher, to operate Atrix in mainland China. Atrix is expected to begin commercial operation in China in early 2009.

Atrix, created and published by NCsoft, is an online casual war game featuring exciting combat and breath-taking scenery. The game began official operation in Korea in June 2007 and has been well received by players.

Atrix is the second game to come out of Shanda's strategic alliance with NCsoft, which was announced in November 2007. At that time, Shanda announced the exclusive license for the highly anticipated MMORPG AION: The Tower of Eternity, which is expected to begin close beta testing in China in the second half of 2008.

"We are pleased to partner with NCsoft to introduce Atrix to China. We expect long-term success from both Atrix and AION, based on our strong integrated platform and expertise as the leading online game operator in China," said Tianqiao Chen, Chairman and CEO of Shanda. "We will continue to work closely with NCsoft to introduce additional high quality and exciting new titles to China."

"We are excited to cooperate with Shanda in Atrix, which marks our entry into casual games in China," said Kim Taek Jin, NCsoft's CEO. "Our strategic partnership with Shanda is an important part of our plan to become a truly international online game company, and we believe it will benefit both companies well into the future."

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Sat, 23 Feb 2008 14:30:11 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=360014&view=rss&microfeed=true
<![CDATA[ Chinese Game Industry Deals 'Paralyzed' ]]> yibaiyuan.jpeg The Chinese game industry is hot hot hot, and money is burning a hole in the pocket of some of the big players like Shanda. Unfortunately, the hot market has led to plenty of companies overvaluing their worth, and despite capital burning a hole in the collective pocket of the big companies, they're starting to realize that snapping up small companies for massive prices isn't the giant payoff they're looking for:

"Maybe they hit the wrong button on the calculator," said a source close to Shanda regarding small and medium size gaming companies overshooting their values.

Ye Youzhong, CEO of Kaixin Investments, said that online game companies had recently overvalued themselves by over tenfold, making investments in them unprofitable when considering that the current price-to-earnings ratio of listed Chinese gaming companies is around 30. He said that if bought for a price of 12-15 times their real value, it would take a full three years—including the market listing process—before the investing company saw any profit. Moreover, he added, a lot of these companies had no chance to be listed in the first place.

I'm sure everything will balance out in the long run, and I can't imagine this will have a huge impact on the speed with which the industry in general is growing. Still, it's interesting to look at the inner workings of some of these big companies and what they're worrying about.

Online Game Industry Deals Paralyzed [EEO]

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Sat, 23 Feb 2008 13:30:19 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=359998&view=rss&microfeed=true
<![CDATA[ Shanda Sued, Forced To Pay For 'Stolen' Virtual Items ]]> chinaflagmap.png Shanda - one of Mainland China's heaviest hitters in the MMORPG world - was asked by police to remove virtual items from a player's account during an investigation into the sale of stolen virtual items. Shanda did - then forgot to give them back like the police had told them to. When the player discovered his missing virtual items, he flipped his lid and sued them. Shanda lost and has been ordered to apologize and pay a restitution of 5,000 RMB (a little less than $700 USD) - but to add insult to injury, the player has even more lawsuits in mind:

The gamer surnamed Zhang discovered six virtual items, worth more than RMB1,500, missing from his game account on November 22, 2006 and contacted Shanda regarding the disappearance. Shanda said that the company had taken the items in accordance with a police investigation regarding the sale of stolen virtual items. According to the report, Shanda failed to follow police instruction and return the items after the investigation ended. Having spent much time away from the game, Zhang said he plans to take Shanda back to court. This time he plans to sue for the RMB150,000 he claims to have spent in the game during the past five years. Zhang sued Shanda in the Hunan Qiyang People's Court.

Over $20,000 USD seems excessive, to say the least. Will it fly in a Chinese courtroom? I guess we'll find out.

Shanda Pays For Stealing Gamer's Toys [Pacific Epoch via PlayNoEvil]

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Sun, 23 Dec 2007 10:00:00 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=337119&view=rss&microfeed=true
<![CDATA[ Shanda Says No to Men Role Playing Women Characters ]]> kingoftheworld.jpg Shanda Entertainment - one of Mainland China's heavy hitters in the gaming industry - announced that their subsidiary, Aurora Technology, has frozen accounts of male players who have elected to play as female characters in the King of the World MMORPG. Apparently there are no bans on women playing male characters, but women (and men-wanting-to-play-as-women) will be required to prove their gender via webcam. How exactly is this all going to work? And is it going to last? Who knows - but it certainly seems very odd and not prone to lasting long:

Shanda (Nasdaq: SNDA) subsidiary Aurora Technology has frozen game accounts of male players who chose to play female in-game characters in its in-house developed MMORPG King of the World, reports 17173. Aurora stipulates that only female gamers can play female characters in the game, and it requires gamers who chose female characters to prove their biological sex with a webcam, according to the report.

PlayNoEvil's commentary points out that this doesn't seem like it will last long: a webcam gender verification system seems to be fraught with potential problems and headaches, and Aurora is trying to remove at least one aspect that attracts some people to online, fantasy-based games: the chance to be someone or something else.

Shanda's Aurora Bans Transsexuals [Pacific Epoch via PlayNoEvil]

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Sun, 23 Sep 2007 20:40:11 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=302795&view=rss&microfeed=true
<![CDATA[ In the Wake of Free-To-Play, What's Next For Traditional Models? ]]> richpenguins.jpg While the virtual asset/microtransaction/free-to-play models are met with suspicion and derision in some quarters, Free To Play has an interesting analysis up of the challenges facing more traditional channels in the face of declining profit margins and an up-and-coming generation of gamers raised on the Club Penguin and MapleStorys of the world. "North American game companies are taking the same "partner and acquire" approach that they've used to achieve growth and purchase innovation for the last two decades," a model that doesn't work when dealing with some of the Asian companies have theoretical purchase prices that are astronomical.

Shanda's market cap today is $2B. It's not far-fetched to assume their purchase price might be close to $3B. The only companies with that kind of cash on hand are EA and Microsoft .... Netease (NTES) has a market cap of $2.06B. The9's (NCTY) market cap is $1.14B. Nexon is privately held, but with $235M in revenue two years ago, they won't be cheap either. The point is, there aren't many deals left among the virtual goods establishment.

The billion dollar question is: Where will these numbers be next year? Or in 2-3 years?

My gut says that in two years, North American companies will be "priced out" of acquiring a leadership position in the global virtual goods market.

To avoid this fate, big American publishers need internally developed/wholly owned virtual goods projects or partnerships with newer, smaller virtual goods companies ....

Of course, there are plenty of games that are ridiculously popular in Asia that will never be able to make the leap to Western markets, and there are plenty of poorly-designed, cheaply produced games that aren't going to provide years of revenue for their creators, but there is something to be said for 'keeping up with the times.' More traditional channels are never going to go by the wayside, but those free-to-play models around the margins are providing a challenge to the more standard fare.

US Publishers Can't Buy Asia's Virtual Goods Lead

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Sun, 26 Aug 2007 14:30:30 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=293470&view=rss&microfeed=true
<![CDATA[ Shanda's Co-Founder on 'Hard Choices' ]]> shandamagicalland.jpg Shanda is one of China's biggest game operators and while they've been doing well recently (really, really well), they didn't hit their stride for a few years. Chen Tianqiao, former real estate executive and co-founder of Shanda, talked with the Wall Street Journal about what it took to get Shanda off the ground and turn it into one of the dominant companies in the Chinese gaming market (we'll ignore the lawsuits regarding copyright infringement):

When we first started, it really was very tough. Venture capitalists, investors — they didn't understand this business model. Our colleagues told us it was all about page views, but our product was an online game client [software that didn't involve loading Web pages, as other Internet products including search Web sites use to attract advertising revenue]. So when page views are king, they said, 'How can we give you money?'

It's an interesting and short interview - a somewhat enlightening look at the inner workings of a company who won't be going any time soon.

Shanda Co-Founder Finds Hard Choices Satisfying {WSJ]

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Sat, 25 Aug 2007 13:30:09 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=293442&view=rss&microfeed=true
<![CDATA[ Dead Or Alive DDs Coming To PCs ]]> Team Ninja's 3D fighter series Dead or Alive is making the jiggly jump from consoles to PCs in the form of Dead or Alive Online scheduled to hit sometime between now and the 2008 Beijing Olympic Games. DOA Online won't simply be a port of an existing console or arcade release, instead it will be a "completely new game featuring the characteristics of a PC online game" which most likely means it's six different flavors of rotten garbage.

DOA Online will be distributed within China, Hong Kong, and Macao by Shanda, an online entertainment company that specializes in massively multiplayer online and casual games. Development will be handled by the internal Tecmo team LieVo Studio. Virtual panties will be exposed by Kasumi, Tina, Helena, Lei Fang, Christie, Hitomi and Ayane. All involved are thrilled to take part in this profitable venture.

While gameplay details are totally nonexistent, I predict this will turn into a casual, yet (e)xtremely sexy, series of beach-themed games in which great gusts of wind wreak havoc with inappropriately sized and ill-thought outfits.

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Mon, 02 Jul 2007 15:40:15 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=274436&view=rss&microfeed=true
<![CDATA[ Shanda Spreading Beyond China ]]> ho_ga_woool02.jpg

Shanda Interactive Entertainment, one of Mainland China's biggest players in the online gaming market, has just entered into agreements to license and distribute their games in Vietnam, Hong Kong, and Macao. In Vietnam, VTC Intecom has gotten the rights to Crazy Kart and Woool (that would be World of Legend - where does the extra 'o' come from? Your guess is as good as mine) for a period of 3 years; Hong Kong-based CSOFT is getting the exclusive rights to Magical Land and Crazy Kart in Hong Kong and Macao.

With Chinese-developed games gaining a serious foothold in the rest of Asia, it's probably only a matter of time before they start looking outside of Asia for their new markets. With the stealthy introduction of Korean games in Western market, could Shanda or Beijing Perfect World games be far behind?

Shanda Licenses Woool, Magical Land and Crazy Kart to Overseas Markets

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Sat, 09 Jun 2007 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=267486&view=rss&microfeed=true
<![CDATA[ Shanda Runs Into More Problems ]]> legendofmir_thumb.jpg

Shanda Interactive Entertainment - one of Mainland China's biggest game operators - has run into some trouble with the South Korean-developed Legend of Mir 2. This is the same game that spawned a rather bitter legal battle between the game's developers and Shanda, who had the distribution rights for China.

PlayNoEvil has an interesting discussion on Gamasutra's May 15th The China Angle, which talks about Shanda's current problems with the games and how much money they're shelling out in an attempt to fix it. PlayNoEvil focuses on what this situation can tell us about game security more broadly: 'games that have weak security designs can ensure continued license payments,' 'changes to business models can seriously affect security,' and 'money wins.' Time will tell how well Shanda manages to resolve these issues. I'm pretty sure there are two Korean companies who are probably saying 'what goes around, comes around' right about now.

A Security Story - Shanda's Legend of Mir 2 Misadventures [PlayNoEvil]

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Sat, 26 May 2007 11:00:32 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=263792&view=rss&microfeed=true
<![CDATA[ Shanda Getting Around China's New Addiction Controls ]]> ho_ga_mland01.jpg

It's not just players and net cafes who are planning their strategy to getting around the anti-addiction controls being put in place on July 15th. Now Shanda, operator of several big Mainland Chinese MMOs, is getting in on the act by providing an in-game workaround that allows players to circumvent the anti-addiction controls they are testing out in their MMORPG Magical Land. Over at billsdue, there's a nice translation of an explanation of the workaround. It's hard to argue with the original post's assessment:

I don't think anyone should be surprised that game companies are trying to find ways around the anti-addiction system, but I also don't think anyone should be surprised if the government starts taking action to make this system have some teeth. There are way too many front page stories in the Chinese media about the system for the government to just let it be circumvented so obviously.

Shanda Selling Workaround To The Online Game Anti-addiction System ( ) [billsdue]

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Sun, 29 Apr 2007 13:30:04 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=256201&view=rss&microfeed=true