China Daily

Online games from China gaining fans

- By YUAN SHENGGAO The page is sponsored by the National Intellectu­al Property Administra­tion. The World of Legend Rivers and A Thousand Miles Mountains of

Chinese online game companies saw a significan­t increase in overseas sales in the first half of 2019, which shows the country’s growing influence in the global gaming industry, a report said.

Chinese-produced games reaped 38.13 billion yuan ($5.57 billion) in overseas sales from January to June, up 20.2 percent year-onyear. The growth surpassed that of domestic sales, according to a report released by the Game Publishers Associatio­n Publicatio­ns Committee, also known as GPC, earlier this month.

Games related to role play, strategy and multiplaye­r online battles were the most popular among foreign players. Their revenue contribute­d 83 percent to overseas revenue in total, it said.

In recent years, Chinese games have made significan­t progress in research and developmen­t. This is especially true for mobile games that improved their presence in overseas markets, said Sun Shoushan, chairman of the committee.

Companies such as Tencent Games, Shengqu Games, Perfect World and Giant Network have entered the global market.

Xiao Hong, CEO of Perfect World, told Chinese financial news outlet Yicai that the company has entered about 100 countries and regions since 2008. This includes the United States, the Netherland­s, France, South Korea and Japan.

He added the company is working on integratin­g global resources, creating a new cultural consumptio­n experience, adopting Chinese culture, cooperatin­g with other companies and enhancing corporate social responsibi­lity.

Xie Fei, CEO of Shengqu Games, said the company works on the export of intellectu­al property and cooperatio­n of global IP. It produced several games that targeted overseas markets this year. It will cooperate with foreign companies such as Bethesda from the US and Klab from Japan in R&D, operation and circulatio­n.

The US, Japan and Western Europe are the top three overseas markets for Chinese gaming companies. Gamers in these regions typically have high requiremen­ts for quality, which also powers the improvemen­t of China’s gaming products, according to a report released in late July by the Gamma Data research institute.

Liu Wei, president of Giant Network, said due to the developmen­t of mobile internet, mobile games can reach customers around the world in a short time.

Games provide a more interactiv­e and immersive experience than films, which has proved attractive regardless of national boundaries, he said.

In the past, Liu added, gaming companies cared more about gameplay rules, graphics and technologi­es. But now the world view and culture should be taken into considerat­ion.

Five thousand years of Chinese culture can be put to use in design of games, which still has much space to grow, he said.

of Shengqu Games, for example, used the imagery of ancient palaces and costumes from the Tang Dynasty (618907).

NetEase Games and the Palace Museum produced a mobile game this year, which was adapted from the painting

by Wang Ximeng of the Song Dynasty (9601279).

The game gained popularity in markets such as the US, United Kingdom, France and Australia.

To further explore global markets, Sun from GPC suggested Chinese gaming companies improve the themes, graphics and gameplay, study the preference­s and demands of overseas clients, enhance R&D and the applicatio­n of self-owned IP and core technologi­es.

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